RYUU
                                      GA 
                                   GOTOKU 3
                                      
                               F.A.Q. / Walkthrough
                                      by Patrick Coffman
                                         (ryled@yahoo.com)
                                         (hatoriki_kai on PSN)
                                         (ryled on YouTube)

Version 0.9--04/29/2009.  Unfinished FAQ.
  All the "mini-games" are described now.  Made corrections here and there.
  Still haven't gone into the "Survival Battle" extra mode too much, haven't
  finished all the club girl stuff.  After those are completed, translating
  cut scenes remains.

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

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

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


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


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

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

Navigating the F.A.Q. should be simple.  Even notepad has the "Find" feature.
I'd suggest using "Find" and typing in the exact text as it appears in the
Table of Contents.  For instance, if it says "8a-1.  The Abyss," then typing
in "8a-1.  The Abyss" would get you there.  Typing in "8a-1." would probably
work, too.  I know F.A.Q.'s can get rather lengthy....
  Anyway, if you wanna print this guide out, I'm sorry in advance.  I'm afraid
guides this big are just not for printing.  I'm sure it's going to be well over
a hundred pages.  What do I suggest?  Well...whatever part of the game you're
working on (say, the Coliseum), just select that text, copy it (most programs
use "CTRL+C" for that), open a new window in Notepad or whatever (which can be
found from the Start Menu, All Programs, Accessories, Notepad), and hit CTRL+V
to paste that there.  Then print that part out.
  I know a lot of computer-savvy folks are right now saying, "Why did he just
explain these extremely basic functions?"  Well...believe it or not, some
people don't know those things.  Give 'em a break.  They're probably like "Now,
where's my 5.25" floppy drive, anyway...?"  It's cool.  Not everyone's debating
whether or not 0 to the -1st power is 1 or whatever, or posting tidbits of
Python code to their blogs so their friends can comment "LOL" over and over.


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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

    APRIL 2ND, 2009
    (Normal Items)
    Items Pack 5 - Staminan Royale, Tauliner ++, Toughness Emperor, Modified
      Lighter, Hariti Amulet
    (Clear Items)
    S Items Pack 5 - Snake-Eyes Seal, Even-Steven Beads, Biased Brand Cigarettes
    Exclusive Mode: "All Star Tournament" - Struggle over the Bosses' Dreams!
      The stage of the underground arena has been expanded with the main char-
      acters' fierce battles! If you've already mastered the tournaments in the
      main story's underground arena, take the challenge and try this tour-
      nament. Who will come out on top in this tournament of powerful enemies??

    APRIL 9TH
    (Normal Items)
    Items Pack 06 - Staminan Royale, Tauliner ++, Toughness Emperor, Stun Gun,
      Shisa Pendant
    (Clear Game Items)
    S-Items Pack 06 - Plastic Shin Guards, Newly Developed Material No. XX,
      Unknown Resin
    Exclusive Game Mode "All-Star Tag Tournament" - Form the Strongest Tag Team
      of "Kiryuu and Majima" and Crush the Competition!  Your dreams of using
      the tag team of Kiryuu and Majima in the underground arena have been
      realized!  The other teams are the bosses from the all-star cast.  Polish
      your fighting skills so you don't drag Majima down, and aim for the most
      powerful team!

    APRIL 16TH
    (Normal Items)
    Items Pack 07 - Staminan Spark, Tauliner Maximum, Toughness Infinity,
      Sakura Fubuki, Payback Ring
    (Clear Game Items)
    S-Items Pack 07 - Black Gem, Red Gem, Nothingness Gem
    Exclusive Game Mode "Survival Battle" - Beat the "Last Boss!"  Starting at
      Level 1, fight battle after battle to defeat the "Last Boss" of the story
      mode!  These are fierce battles where you are given random items and
      equipment.  If you've got skill and you know it, you should take on this
      mode right away.  Clear the battles and aim for the top!  This is the
      ultimate brawl!

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

Q:  Um...saving??   "Items box?"  How and where do you save or access your
  items in storage??
A:  Besides at the end of every chapter, where the game automatically prompts
  you with the chance to save, you can save at telephone booths and your
  Hideouts.
    At the telephone booths around town (marked with an "S" in-game and on the
  maps), you can save or access your items storage.  Kiryuu has limited items
  space on his person, but he has lots in storage.  If you got something and
  your inventory was full, the storage accessed from any save point in the
  game is where you'll find that item.
    The Hideouts / bases...these are a little different.  You get four of them
  over the course of the game.  When you "enter" them, you'll raise a menu that
  lets you save and exchange items between personal inventory and storage, just
  like regular save points.  However, you can also "reminisce," which lets you
  watch previous cinemas in the game's story, or see your results (what percent
  of the game you've cleared, what level Haruka's trust is at--stuff like that).
    The other cool thing about Hideouts is you slowly and gradually regain
  health while "in" them.  I suppose if you don't want to go to a restaurant or
  waste a healing item, it's not too bad an idea to just pop in at one of these
  places and wait out your injuries.
    Your Hideouts aren't marked on your map.  You'll have to remember where
  they are.  For your reference:  Kiryuu's room at the Morninglory, a room at
  the Ryuudou House's headquarters, a room in New Serena on Tenkaichi, and the
  above-ground office for the Majima Group in the Sai no Kawara area all become
  Hideouts over the course of the story.

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

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

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


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

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

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

There are five vowels in Japanese writing:

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

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


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

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

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

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


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

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Move:  KOMAKI-STYLE FLOWING CATCH ("KOMAKI-RYUU UKENAGESHI")
Commands:
  (Lock) Triangle as enemy punch attack is coming towards Kiryuu
Dizzies most enemies.
Heat gain.
Learn by Komaki training.
(NOTE:  Works against any attack using the arms, such as punches, sword and
 knife attacks, etc., except "heavy" weapons like sofas)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


GRAPPLES
--------

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

Move:  KICK
Commands:
  With Equipped weapon readied, Circle
Most Equipped weapons won't have a special attack; they'll just have a kick
that won't cost any of the weapon's endurance to use.

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

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

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

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

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

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

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

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

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

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

Move:  SECRET SWORD - ENSNARING KITE SLASHES ("HIKEN - MAKI TONBIGIRI")
  (Heat Move)
Commands:
  (Goku) Triangle when enemy attacks with a sword-type weapon
This is only for sword weapons.
Learn by reading the Black Book sold by Kamiyama Renji in Kamuro.

Move:  SECRET SWORD - WILD BULL ("HIKEN - AREUSHI") (Red Heat Move)
Commands:
  Far from an enemy, lock-on with R2, (Goku) Triangle
This is only for sword weapons.
Learn by reading the Black Book sold by Kamiyama Renji in Kamuro.

Move:  SURE-KILL SWORDS - DANCING CAT ("HISSATSUKEN - ODORINEKO") (Heat Move)
Commands:
  Far from an enemy, lock-on with R2, (Goku) Triangle
This is only for kali stick weapons.
Learn from reading Red Book sold by Kamiyama Renta in Okinawa.

Move:  SURE-KILL SWORDS - TWIN HEAVENS ("HISSATSUKEN - NITEN") (Red Heat Move)
Commands:
  (Goku) Triangle
Only for kali stick weapons.
Learn from reading Red Book sold by Kamiyama Renta in Okinawa.

Move:  POWERFUL SWORD - MAKING FLIES CRY ("GOUKEN - HAENAKASE") (Heat Move)
Commands:
  Wall Triangle
Only for hammer weapons.
Learn from reading the Blue Book sold by Kamiyama Renji in Kamuro.

Move:  COMBINED KODACHI - ILLUSORY WOLF ("KUMIKODACHI - GENROU") (Heat Move)
Commands:
  Running towards a group of 4 or more enemies, (Goku) Triangle
Only for knife weapons.
Learn from reading White Book sold by Kamiyama Renta in Okinawa.

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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


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

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


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

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


CHAPTER 1
---------

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

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

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


CHAPTER 2
---------

"THE MEETING" (DEAI)

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

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


CHAPTER 3
---------

"THE LAND RIGHTS WAR BEGINS" (KENRYOKU RAISHUU)

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

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


CHAPTER 4
---------

"THE MAN IN THE SKETCH" (KAKARETA OTOKO)

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

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


CHAPTER 5
---------

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

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

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


CHAPTER 6
---------

"ALLIES" (KYOURYOKUSHA)

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

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


CHAPTER 7
---------

"MAJIMA GOROU"

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

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


CHAPTER 8
---------

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

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

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


CHAPTER 9
---------

"THE RUSE" (BOURYAKU)

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

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


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

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

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

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


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

"THE CRISIS" (KIKI)

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

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


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

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

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

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


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

NOTE:  The steps in parentheses are optional

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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


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

CHAPTER 5
---------

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

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

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

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

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

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

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

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

Try And Hit Me Again! (Kaette Kita Naguttemiroya)
TIME OF DAY:  Night
PREREQUISITES:  None
STARTING POINT:  Parking Lot at Shichifuku
In the parking lot at Shichifuku, a guy is standing around with a crowd of
people around him.  Talk to him.
  People who played Ryuu ga Gotoku 2 might recognize him.  He's a sort of street
fighter, who takes money from people to have them try to hit him.  If you do
successfully hit, he pays a prize.  He's lost only once--to Kiryuu!
  It costs 3,000 yen, but you'll make 50,000 if you hit him.  He asks that you
not use weapons or anything like that this time, so picking up a weapon and
hitting him will still be a loss.  Don't worry--you can retry if you fail.
  It's pretty easy if you learn the Komaki-Ryuu Sabaki Uchi (Komaki Style
Punishing Strike), and then do a shoulder charge by swaying forward and hitting
Triangle.
1.  Talk to man in parking lot at Shichifuku, top choice
2.  Hit him once before your time runs out (60 seconds)
REWARD:  50,000 yen, 3,000 experience
  
High-Tech Peeping (High-Tech Nozoki)
TIME OF DAY:  Night
PREREQUISITES:  Finish "Try And Hit Me Again"
STARTING POINT:  The intersection of Taihei and Senryou, southeast corner
You'll see a supposedly sexy woman (the game calls her that, anyway) standing
at the south side of the street at the corner of Taihei and Senryou--near where
the "Tougenkyou / Shangri-La" place was, if you played the other games.  She'll
run up to you when you get close enough and ask if you wanna do something nice.
  She looks you over and notes your physique.  You've got a good body and nice
eyes.  The top choice is to turn her down, but choose the bottom option to
hear what she wants you to do.
  It seems someone's been peeping in on her.  From the parking lot she leads
you to, you can see her apartment's window.  She wonders if you wouldn't mind
keeping watch for the peeping tom.
  This is a mini-game involving the R3 button's first-person perspective.
You'll need to find all four targets, one after another.  They're all somewhere
nearby.
  -  A man in underwear dangling from the fire escape to the east, trying to
    get away from his lover's husband
  -  A cat with a fish in its mouth on a building on the north side of the
    little alley off to the west across the street
  -  A lady bending over on top of the building on the south side of the
    little all off to the west across the street
  -  A guy standing atop a duct on top of the building on the north side of the
    parking lot, trying to conquer his fear of heights
  Once you see all four of those, you'll get a call that the peeping tom seems
to be around.  He'll appear on the side of her building, the north one in the
parking lot, hanging onto a duct.  He says something almost incomprehensible
about people vanishing from the streets for a year now, and how anyone who's
seen him lurking in the shadows of the streets must be killed.  Beat him.
  He complains that the military-training-style martial arts he learned by mail
seem to have amounted to nothing.  The lady comes running and asks if you caught
the peeping tom, but seems surprised at the weird goggles the guy has on.  He
happily explains that they're night-vision goggles used by the U.S. armed for-
ces, and that he can see everything at night like it was the middle of the day,
and he can even look into peoples' rooms.
  She asks if he looked in her room, and he says that he did, but only by
chance.  He has no interest in three-dimensional women...plus, he doesn't like
cheap, showy women anyway--
  *slap!*
1.  Go near woman at intersection of Taihei and Senryou, agree to do as she
  asks with bottom choice
2.  Enter first-person mode, see four targets listed above, hitting "Circle"
  when the reticle is over them, then answering the phone call each time
3.  After phone call, enter first-person mode, pass reticle over man on wall,
  hit "Circle," defeat man
REWARD:  50,000 yen, 3,000 experience

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


CHAPTER 6
---------

-Before Meeting Up With Rikiya-

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

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

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

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

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

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

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

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

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

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

-First Time Out With Rikiya-

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

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

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

-After Leaving Rikiya at New Serena-

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

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

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

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

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

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

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

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


CHAPTER 7
---------

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

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

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

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

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

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

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

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

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

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

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

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


CHAPTER 9
---------

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

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

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

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

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

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


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

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

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

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

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


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

CHAPTER 3
---------

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

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

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

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

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

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

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

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

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

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

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


CHAPTER 4
---------

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

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

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

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

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

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

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

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

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

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

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

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

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

The Fall Guy Strikes Back (Butsukaru Otoko no Gyakushuu)
TIME OF DAY:  Any
PREREQUISITES:  Clear mission "The Rose Balsam Song"
STARTING POINT:  Along North Ryukyu, past monorail station
Across the bridge at the Kubochi River, near the Monorail Station, heading north
to First Town, the punks pulling the "you've hurt me" scam are walking around
again--with more tough guys.  Bump into them again.
  Once again, he falls down, and once again, how much money you get from this
deterimines how much you'll get (if any).  If you refuse to pay with the top
choice, you get 50,000 yen, if you can afford it and choose the middle choice to
give 1,000,000 yen (holy cow!), you get 1,100,000 yen back for a net profit of
100,000 yen, and if you pay 100,000 yen, you...lose 100,000 yen.
  All three outcomes result in clearing the mission, but the first two have
battles.  I don't know why you'd want to, but, you can choose the last option to
not fight anyone and lose money.
1.  Find guy in white suit walking around with bodyguards north of the monorail
  station area, bump into him.
2.  Choose top choice to not pay or middle choice to pay 1 million yen and then
  beat punks, or choose bottom choice to pay 100,000 yen
REWARD:  50,000 yen, 3,000 experience or 1,100,000 yen, 3,000 experience, or
  just 3,000 experience

Drinking Duel (Sakenomi Taiketsu)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Fall Guy Strikes Back"
STARTING POINT:  Inside Aqua Sky
Note that you may want to save the game before this one if you want to get
"Complete" on all missions, as it involves a game of chance you can only try
once.  If you haven't beaten Shiraishi for his side mission, but you've already
won 3 times at nine-ball billiards, you'll also immediately go into that
mission, so, if you want "Complete," you should take care of that one first.
  There's a weird guy dancing inside Aqua Sky.  Talk to him.
  He wants to play a drinking game.  Choose the top choice to play.
  The game in question is one where he twirls his finger around, and you choose
to look in a direction (left or right).  If you choose the direction he points,
you lose, and you take a drink.  If you choose the opposite direction, he loses,
and he has to drink.
  Beat him three times to get him to pass out, to the bartender's joy--I mean,
who wants to have an annoying person like that around, right?
  Note that the direction you look is random, so it is possible to lose.  If you
do, you're stuck with the bill--and a "Finished" (failed) mark.
1.  Talk to dancing guy in Aqua Sky
2.  Choose the right direction three times.
REWARD:  50,000 yen, Ryukyu Shugou Legend, 

The Seven Wonders of Ryukyu Town #1 (Ryuukyuugai no Nanafushigi Sono1)
TIME OF DAY:  Any
PREREQUISITES:  None
STARTING POINT:  In the plaza near M Store on Ryukyu
Go near the three schoolgirls in the plaza near the Coin Lockers.  They're
talking about a weird urban myth going around that coin locker #44 is haunted.
  Seems there are sounds coming from it.
  Anyway, WHEN IT'S NIGHTTIME, go up there and investigate.
  As you get close, you'll hear what sounds like a train.  Go closer and you'll
hear it again.  A bunch of street punks show up and tell you to leave...you can
either leave with the first choice or talk ask them about locker #44, which will
make them get angry.
  "You know about locker 44?  Well, we can't just let you go, then!"  Weirdly,
it's time to fight them.
  After you do, you'll notice the key lying on the ground and pick it up auto-
matically.  Look inside the locker, and you'll get a suspicious cell phone.
  As you go to leave, a bunch of punks and a yakuza-looking guy are waiting for
you.  They ask you to give back the key.  Of course...you're gonna have to fight
them.
  Just like a Scooby-Doo episode, the guy made up the rumor of the haunted
locker to keep people away from there.  It seems he has sells modified cell
phones that make it so you can always all with no fee.  This way, he can sell
them, give a key to the client, and not have to worry about the police (suppos-
edly).
1.  Go near group of three high school girls near coin lockers
2.  Go to the coin lockers, ask punks about #44 (bottom choice), beat them
3.  Go downstairs, beat punks
REWARD:  Okinawan locker key #44, 2,000 experience

The Seven Wonders of Ryukyu Town #2 (Ryuukyuugai no Nanafushigi Sono2)
TIME OF DAY:  Any
PREREQUISITES:  Start "The Seven Wonders of Ryukyu Town #1"
STARTING POINT:  Near the shortcut near Blue Seal Harbor on Ryukyu Street
Talk to the three high school girls standing at the north side of the street on
Ryukyu, by the shortcut running from Ryukyu to First Town.  You'll overhear them
talking about how black cats are bad luck.  Go north through the shortcut and
you'll see one of these bad luck cats, right near the entrance to Aqua Sky.  It
meows at you, then runs away over the bridge.  Does it want Kiryuu to follow...?
  Follow the cat around the corner under the escalators to the monorail.  Get
close, and the cat's owner comes running, thinking you're the one who stole her
away.  He's angry, so, beat him up.  He apologizes afterwards, and gives a
fellow cat fancier some Catnip.
  Go back west down the alley.  There's a black cat down at the end, by the
bridge.  Talk to it...it seems to want something.  Choose the top choice to give
it the Catnip, and it'll run down the stairs, so follow it.
  There's some lady there, hunched over.  Talk to her, and it seems that she
needs water.  If you don't have any, go buy some Suntory Tennensui (South Alps)
mineral water from the M Store (25th item from the top, 110 yen).
1.  Talk to high school students at alley next to Blue Seal Parlor
2.  Run into black cat near Aqua Sky's entrance
3.  Approach black cat under escalator to the monorail station, defeat guy
4.  Talk to black cat near south end of bridge near Aqua Sky, give Catnip
5.  Talk to woman down steps in shortcut between Aqua Sky and Blue Seal Parlor,
  give Suntory Tennensui (South Alps)
REWARD:  10,000 yen, 2,000 experience

The Seven Wonders of Ryukyu Town #3 (Ryuukyuugai no Nanafushigi Sono3)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Seven Wonders of Ryukyu #2"
STARTING POINT:  On the bridge near the monorail
On the bridge near the monorail station, the three high school students are
talking to a mother of one of the other students.  Talk to them.
  Seems her daughter, Youko, left them to go back to school near the monorail
station.  She's gone missing now, though--tho' they don't think she's the type
who would run away.
  One of the girls wonders if she got taken away by the Ghost of Ryukyu, while
the other says it's surely got something to do with that weird foreigner they
saw her with.
  Back at the monorail station, an African-American guy is hanging out, calling
to passers-by.  Talk to him.
  His name is Tom.  He does little sightseeing tours for people, apparently,
where he shows them some delicious barbecue.  Choose the top choice to go with
him.  He gets you a drink, and Kiryuu feels really woozy....
  Turns out, he's slipped you a micky.  Kiryuu wakes up in some house, where
the other people in the scam are yelling at Tom for not bringing another girl.
This is some kind of slavery scam (probably in the sex industry?).
  Kiryuu's a little stronger than they thought, so, he gets up and confronts
them.  Beat them up!
  Kiryuu asks about Youko and saves her from them, then calls the cops.  Funny
how this is, like, the only crime that gets punished by the cops in this entire
game.
  Anyway, the mom slaps Youko for making her worry so much. The cops explain
that the group manufactured this whole "Ghostly Sightseeing" thing to make
people not suspect what was going on.
1.  Talk to woman with three girls on bridge near Monorail Station
2.  Talk to Tom (the African-American guy near the Monorail Station), agree to
  go with the top choice
3.  Beat criminals
REWARD:  30,000 yen, 3,000 experience

The Seven Wonders of Ryukyu Town #4 (Ryuukyuugai no Nanafushigi Sono4)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Seven Wonders of Ryukyu Town #3"
STARTING POINT:  At the southwest corner of the market area (south of the Ryuu-
  dou House's headquarters)
Talk to the group of three high school students to the west of the Municipal
Market.  They're looking at a Goya Juice stand.  Seems there's some kind of
rumored, super-healing properties about this particular stand's juice, but, they
always seem to be closed.
  After they leave, a boy runs up.  He needs juice, so he starts calling to see
if someone isn't there at the stand (even though it's closed).
  Talk to him, and choose the top choice to help him look for the person who
runs the shop (which consists of Kiryuu doing exactly what the kid did--standing
there, shouting).
  The old lady who ran the store comes and tells you she's closed it down.  The
boy asks her to make the juice, and she says she needs the ingredients--"goya,"
"kuruzaataa," "basanai," "dugwai," and "lemon."  These are all Okinawan words
except "lemon."
  They sell them in the market.  So go to the first floor of the market, and
you should find a lady off to the left selling produce.
  You need the fourth ingredient, Black Sugar ("kuruzaataa") for 800 yen.
  You need the sixth ingredient, Balsam Pear ("gooyaa") for 500 yen.
  You need the eight ingredient, Aloe ("dugwai") for 700 yen.
  You need the fourteenth ingredient, Island Banana ("basanai") for 2,500 yen.
  You need the thirteenth ingredient, the Shiikwaasaa ("lemon"--a type of
    Okinawa lemon), or the fifteenth ingredient, the Lemon
  Once you have those ingredients assembled, go to the lady and talk to her to
have her make the juice.  Seems she closd down the shop because the ingredients
were getting too expensive.
1.  Talk to three girls at the corner west of the Market
2.  Choose the top choice to help the boy
3.  Buy:  Black Sugar, Balsam Pear, Aloe, Island Banana, Shiikwaasaa from the
  vendor in the Market's 1st floor
4.  Return and talk to the old woman
REWARD:  Staminan Spark, 3,000 experience

The Seven Wonders of Ryukyu Town #5 (Ryuukyuugai no Nanafushigi Sono5)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Seven Wonders of Ryukyu Town #4"
STARTING POINT:  In Kariyushi Arcade, in the northern part
Talk to the three high school girls across the way from the Quickly stand in
Kariyushi Arcade.  They're looking at a coral necklace that's supposed to help
you find love.
  The shop owner talks to you after that.  Buy it with the top choice.
  Run down to the corner to the market and Warabaa, and you'll run into a
woman.  She notices your necklace and walks off...with 50,000 yen!
  Go back to the shop across from Quickly.  The high school girl is there, ask-
ing for her money back for the necklace.  After talking to her and overhearing
her conversation with the shop owner, talk to him yourself.  It seems the guy
was told by the manufacturer that he had to say it would be good for luck in
love in order to get the necklace in, and it's a very popular necklace, so he
couldn't refuse.  He then tells Kiryuu where the office of the manufacturer is.
  It's in the same building as Kamiyama's weapons shop (on the second floor),
south of the Ryuudou House headquarters.  So, go over there and check it out.
  You'll see her arguing with a guy wearing part of a ceremonial outfit for
shugendou practitioners and magicians and such.  Talk to him to go into their
office.
  They say you've been cursed, and that they can expel the eveil spirits.  Don't
accept with the top choie, as it costs money.  Instead, choose the middle choice
to return the necklace, and they'll get angry and fight you.  Beat them.
1.  Talk to high school student across the way from Quickly in Kariyushi, choose
  top choice to buy necklace
2.  Go south to corner of Kariyushi and Market, bump into pickpocket
3.  Talk to high school student across the way from Quickly in Kariyushi
4.  Go to second floor of same building as Kamiyama, talk to man
5.  Choose middle choice, beat yakuza
REWARD:  100,000 yen, 3,000 experience

The Seven Wonders of Ryukyu Town #6 (Ryuukyuugai no Nanafushigi Sono6)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Seven Wonders of Ryukyu Town #5"
STARTING POINT:  To the west of Warabaa soba
Talk to the three girls to the west of Warabaa soba.  They're talking about the
Golden Pork, which apparently makes you beautiful if you eat it.  They head into
the market to get some.
  Go into the market, and on the first floor, off to the left of the entrance,
a butcher is talking to the older woman who always seems to like you (the one
who told Rikiya she saw Saki walking around with a strange woman).  Talk to
them, and she asks for the Golden Pork, but, the guy's never heard of it.
  After she leaves, talk to the butcher again, and he'll tell you that this has
been going on for a while now, after they talked about this stuff on TV.  It's
supposed to be some pureblooded "Aguu" pork, but, such a thing would be very
rare and not something you could actually buy at a supermarket.
  He also says that he bought some to sample, and the flavor and taste weren't
like the Aguu Pork at all.  He thinks it's just regular old pork.  Then he tells
you where to get it--at the second floor of the "Soki Menchu" building in
First Town.  It's near Flawless, to the east, on the north side of the street.
When you get in front of it, Kiryuu will notice the place.  Use the first op-
tion to head on up.
  As you go to investigate, a comes by and says he got the Australian and Chin-
ese pork in.  He wants to know if they're gonna use that for the "Gold Pork," or
if they should use it for a new product, like "Platinum Pork."
  He thought you were the boss's friend--not a customer.  The boss tries to run
away--fight him and beat him.  What a surprise--it's a scam!
  After you beat the guy, the old woman and butcher come in to chew the guy out.
1.  Talk to schoolgirls west of Warabaa
2.  Go into the market, turn left, talk to man and woman, talk to man
3.  Go to place north and east of Flaweeless, choose top choice to go in
4.  Beat up yakuza
REWARD:  50,000 yen, 5,000 experience

Mikio at Market (Mikio to Ichiba)
TIME OF DAY:  Any
PREREQUISITES:  None
STARTING POINT:  Inside the market, in the middle of the first floor
Inside the market, you'll probably notice Mikio standing right near the center
of the first floor.  Talk to him, and he'll tell you he's gonna patrol the
market area.  Choose the top choice to go with him.
  He strolls around really slowly and stops here and there to sample food and
stuff.  Kiryuu wonders if he's really patrolling, or if he's just out to play
around and eat.
  It's not necessary to stand on top of the dude, or anything, as he takes a
real long time to go from place to place.  You just have to be there to talk to
him whenever he does stop.  He stops 3 or 4 times before getting to his final
destination.
  Around the corner, at the very end of the aisle, he stops to talk to a few
different vendors, and Kiryuu really wonders if he's there to eat or patrol.
  Just then, a woman screams.  Seems she's being harrassed by some street
punks.  It's time for you and Mikio to spring into action!  Beat them up.
  The woman then offers you some Blue Parrot Fish.  Kiryuu can't resist.  I
guess that's why Mikio eats so much...?
1.  Talk to Mikio in the center of the market's first floor
2.  Follow Mikio around, meeting various vendors
3.  Talk to Mikio, beat up punks
REWARD:  Blue Parrot Fish, 2,000 experience

-After "Find the Dog" (Day)-

Golfer Boss (Shachou Golfer)
TIME OF DAY:  Day (not evening)
PREREQUISITES:  Get better than par (+0 or below) in a competition round of
  golf
STARTING POINT:  South Seas Country Club
After you play a competition of golf and get 0 or better, you'll overhear a
company's president talking to his underling.  He tells him it's boring to play
a round with him and that he'd rather go up against someone who played golf
better.  The underling offers to go find someone else, and the boss asks him to
do it quickly--he's decided to go golfing today!  He'd really like to play
someone at a professional level.
  The guy says he'll pay you for your efforts.  So, you can choose the top
choice to play against him!
  Don't worry; if you lose here, you still get a "complete" (you don't fail the
mission).  Your reward does vary however.  If you win, you get 100,000 yen, a
Staminan Spark, and 3,000 experience.  If you tie, you get 50,000 yen and 3,000
experience, but if you lose, you get 30,000 yen and 3,000 experience.
  I should warn you that you're going to play 3 holes--and you'll have to beat
a -2 record for them!  Good luck!
1.  Play 9 holes of competition golf, finish with 0 or better score
2.  Agree to play with the top choice
3.  Beat boss, tie with him, or lose to him
REWARD:  100,000 yen, Staminan Spark, 3,000 experience or 50,000 yen, 3,000
  experience or 30,000 yen, 3,000 experience

-After the Baseball Event (Day)-

Hide-and-Seek in the Morninglory (Kakurenbo in Asagao)
TIME OF DAY:  Day, Evening
PREREQUISITES:  None (after "Baseball" event in the story)
STARTING POINT:  The kids' room in the Morninglory
The kids in the Morninglory are all sitting in their room, complaining about how
boring it is (refrain from YouTube Poop jokes for now, please).  Go in there
and talk to Taichi.  They all say there's nothing on TV, they're all done with
their homework and stuff--they're just bored!
  So, they suggest playing hide-and-seek.  Choose the top option to agree.
  You have to be careful here.  You have to find Izumi LAST, otherwise you'll
end the game early without finding some of the kids, and you'll fail ("finish-
ed") the mission.
  Kiryuu counts to ten, and you're off!  The basic idea is to hit R3 and place
the reticle over the kids to spot them.
  - You'll find Taichi on the roof.  To look at the roof, go near Mame
  - You'll find Eri under the table in the front yard.
  - You'll find Shirou behind the lumber shed
  - You'll find Izumi in the yard behind the blue net with the target on it--
    but find her LAST!!
1.  Go into the kids' room, talk to Taichi, top choice to agree
2.  Go outside, zoom in on kids with R3, then confirm, top choice to call to
  them.  To clear mission successfully, find Izumi last.
REWARD:  3,000 experience

Teach Mame to Sit (Mame ni "Osuwari" wo Oshieyou)
TIME OF DAY:  Day, Evening
PREREQUISITES:  Finish "Hide-And-Seek in the Morninglory"
STARTING POINT:  The front yard of the Morninglory
Talk to Izumi, who's standing over near Mame in the yard of the Morninglory.
She's trying to teach Mame to sit.  Kiryuu says that when you teach a dog a
trick, you gotta give them a reward.  Choose the top choice to help her.
  Your only choice is to give the command.  If he sits, use the top choice to
give him a reward, but if he doesn't, use the bottom choice to make him do the
trick again.
1.  Talk to Izumi, choose top choice to help her
2.  Give command
3.  If Mame does the right trick, choose top choice.  If not, choose bottom
  choice and repeat until the right trick (sitting) comes out.
REWARD:  2,000 experience

Teach Mame to Turn Around (Mame ni "Omawari" wo Oshieyou)
TIME OF DAY:  Day, Evening
PREREQUISITES:  Finish "Teach Mame to Sit"
STARTING POINT:  The front yard of the Morninglory
Talk to Izumi again, and this time, she'll want to teach Mame to turn around in
a circle.  It's the same drill as before, only you gotta choose the top choice
to give him the "roll over" command after first talking to Izumi.  The other
command is to sit.
  If he sits and scratches his ear or such, you have to keep talking to Izumi
until he's ready to learn again, is all.
  If he does roll over, choose the top choice to give him a reward, but if he
doesn't roll over, choose the bottom choice to have him go again.
1.  Talk to Izumi
2.  Give "turn" command with the top choice
3.  If Mame doesn't listen, talk to Izumi again
4.  If Mame does the wrong trick, choose the bottom choice, if he does the
  right one, choose the top choice to reward him.
REWARD:  2,000 experience

Teach Mame to Fetch (Mame ni "Tottekoi" wo Oshieyou)
TIME OF DAY:  Day, Evening
PREREQUISITES:  Finish "Teach Mame to Turn Around"
STARTING POINT:  The front yard of the Morninglory
Talk to Izumi again.  It's the same thing again.  The top choice is the "fetch"
command.  When he fails, choose the bottom option to give the command again.
When he succeeds, choose the top command to reward him.
  Once you've taught him all three commands, Izumi stands around, making him do
all three tricks.  When he "fetches," he's got something to give you--a Stamin-
an Spark.
1.  Talk to Izumi
2.  Give "fetch" command with the top choice
3.  If Mame doesn't listen, talk to Izumi again
4.  If Mame does the wrong trick, choose the bottom choice, if he does the
  right one, choose the top choice to reward him.
REWARD:  Staminan Spark, 3,000 experience

-While Taking Haruka Around, Before Going to Tokyo-

A Trip Before Marriage (Konzen Ryokou)
TIME OF DAY:  Day (while taking Haruka)
PREREQUISITES:  (with Haruka)
STARTING POINT:  The beach in front of the Morninglory
After seeing Akimoto and Mizuki frolicking at the beach, go and talk to them.
They're as surprised to run into Kiryuu in Okinawa as he is to see them.
  These are recurring characters in the series.  Akimoto is smitten with Mizuki,
a cabaret club girl.  He's jealous, though, so he threatened to kill himself
over her in the first game.  Kiryuu was able to talk him down off a roof.
  In the second game, up on the same roof, Akimoto again caused trouble because
of his jealousy, this time threatening to first kill Mizuki, then himself.  In
the end, Mizuki lied that she was pregnant with his child, and that calmed him
down (even though they've never slept together!).
  Akimoto gets angry, seeing Kiryuu.  "Are you here to interfere in our love
yet again?" he asks.  Kiryuu says he's not; he's had enough trouble from Aki-
moto's suicide threats already.
  Akimoto laughs it off.  He says there's no reason for him to commit suicide;
he and Mizuki are getting along great!
  Kiryuu notes that it's probably taken a lot of money to go on a vacation like
this.  But Akimoto tells him he's borrowed money for marriage and he's using it
for the trip--though, they aren't officially married yet.
  Even Mizuki says that Akimoto is her fiance, unbelievable as it may be.
  Kiryuu nods, and says that's great, but then he tells them it's not a public
beach, and that it's not even beachgoing season, anyway.  Akimoto gets really
angry and tells Kiryuu to shut up--it's not like Kiryuu owns the beach, right?
  Anyway, he and Mizuki decide to go to the market and get something to eat.
Off they go, and Haruka wonders if they're really OK this time or not.
  So, progress with the main story and bring Haruka to the market.  When she
goes to do the shopping, go upstairs and you'll see Akimoto and Mizuki at a
table.
  Mizuki tells Akimoto she feels bad that he's paying for stuff like this, and
he says the price doesn't matter, compared to how much it means to be able to
take her on a trip like this.  He then asks where she wants to go next, and she
says she kinda wants a souvenir.  He seems to remember a place called "Stone
Market...."  Guess they'll head over there.
  Go to leave the market and Haruka will come running.  She's done shopping,
and she apparently bought a lot, so she's having them deliver it to the Morning-
lory (believe it or not, you used to be able to have groceries delivered to
your house in the U.S., too).
  The red dot will tell you to go to the Monorail Station, but, you should
follow the green dot and go to Stone Market.  There, you'll overhear another of
their conversations.
  He's bought a whole lot of souvenirs.  She thanks him, but he says it's no
problem--these will serve as keepsakes of their first trip together.  He then
says he's so happy--he loves Okinawa!
  Just as Kiryuu and Haruka seem to think they're worrying too much about this,
a hint of trouble comes along.  Akimoto wants to go back to the hotel, but
Mizuki says she left something at the beach.  Akimoto says they'll go back and
get it, but Mizuki says she's alright by herself.
  Akimoto is puzzled.  Why?  He can go with her!
  She tells him he has all those souvenirs, it's best if he just goes back to
the hotel.  He thinks it'll be alright and the two of them leave for the beach,
but Mizuki looks a little disappointed.
  Kiryuu suggests they go check out what's going on at the beach.  Hop on the
monorail and go back to the Morninglory (top choice). 
  You'll find Kouji at the beach.  Talk to him.  He'll tell you that the couple
were fighting.  Choose the bottom option to go look in on them.
  Akimoto and Mizuki are having a big fight at a seacliff, while people look on
and wonder if someone should step in and stop them.  That would be you.
  You reportedly only have to answer 3 of the 5 questions correctly, but you
may as well answer them all.
  Akimoto accuses Mizuki of using him for his money.  Haruka tells him to calm
down, and he insists that he is calm.  Then he accuses her again, so Kiryuu
asks what's going on.
  He says he was first suspicious when she sold their ticket to move down to a
lower class, and he had to sit next to some strange, old lady!  He's sure she
pocketed the difference in money.  Choose the top choice--to say that she's
just so nice to give her ticket to a stranger like that.  Mizuki agrees, saying
that the poor old woman had a bad hip, so she needed a better seat.  Akimoto
notes how nice she is, but it doesn't end there.
  He asks her next why they have to be in different rooms.  She says that it's
because her mom told her to do that.  Choose the bottom option and suggest that
she pretty much has to do what her mom says, after all.
  He still has serious doubts, though.  I mean, why is it she still won't wear
the ring, even if they're engaged?  She says it's because she hates diamonds.
She saw in a movie that so many people have to die for diamonds (which is true,
if you're wondering), so she doesn't want to wear them.  Choose the top choice
to tell him that he should have tried to understand her feelings on that issue.
  Next, he confronts her with the documents he's seen--she's taken out a life
insurance policy on him (dude better watch it)!  She gets angry and says that if
they're planning on building a life together, they'll need that kind of thing.
Choose the top choice to tell him it's good to have a wife who takes care of
things like that.
  Another thing he needs to clear the air over is her "pregnancy."  She never
had the kid.  She tells him it's because she just thought she was pregnant.
Choose the bottom choice to say that it just shows she really wants to have
kids.
  The last thing he does is suddenly ask her to marry him right then, if she
loves him.  But, she shakes her head and tells him she can't.  She calls him
"brother," and he is surprised.  So's everyone else.  She suddenly tells him
that she's really his younger sister--the two of them were (supposedly) sep-
arated at birth.
  It looks like his life is over now that he can't be with her because she's his
sister, but then he suddenly realizes that if he's her brother, he already is
going to have a life with her!  Alright!
  (WHAT?!  Dude's got rocks rattling around in his brain)
1.  Talk to Akimoto on the beach when Haruka wants to go shopping with you
2.  Go to second floor of the Municipal Market while shopping with Haruka, see
  Akimoto and Mizuki
3.  Go to Stone Market, see Akimoto and Mizuki
4.  Go to Morninglory by monorail (top choice)
5.  Talk to Kouji on the beach, bottom choice
6.  Dialogue choices:  top, bottom, top, top, bottom
REWARD:  10,000 experience
  
-After Learning About Revelations from Mack-

Love Letter In A Bottle (Binzume Love Letter)
TIME OF DAY:  Day
PREREQUISITES:  Finish "A Trip Before Marriage"
STARTING POINT:  West end of the beach in front of the Morninglory
Go to the west end of the beach at Morninglory (that's off to the right when
going down to the beach from the orphanage).  Kiryuu will notice a bottle
washed up on the shore.  Haruka runs up and notices it looks like there's a
letter inside, so, Kiryuu reads it.
  "Yasu, it's been a half a year already since you went fishing.  I guess you're
not coming back to the harbor, huh?  I'm done with the wedding ceremony.  That
dress we picked out together...it was really pretty.  You know, without you, I
just can't go on.  I'll go out there, too....  Maybe we'll be happy together."
  Haruka thinks it's some kind of suicide note.  Kiryuu thinks it looks that
way.  Haruka says she saw that same bottle for sale at a shop on the corner of
Kariyushi Arcade, where it turns west to the market.  She then asks that you go
there and find out what's going on--and stop the suicide if you can!
  Note that if you're doing this in Chapter 4, going back towards Ryukyu will
bring up the prompt to either go to Ryukyu Village, go to Kamuro, or not go
anywhere.  Choose the top choice and go to Ryukyu.
  The shop's on the northwest part of the corner.  Talk to the woman there and
Kiryuu will ask about the bottle.  The worker says this boy named Akihiko bought
it--he's bought one from them every year.  She then tells you he's at the Ryuu-
shou Shogi parlor.
  He'll be the only boy in there.  Go talk to him.  Kiryuu asks him if he
recognizes the bottle, and Akihiko tells you he bought it, and then looks
surprised to read the letter.  He then quits in the middle of his game of shogi
and tells you to go with him, then runs off to the monorail station.  Talk to
him at the station and he'll take you to the beach, running to that spot in
front of the Morninglory.
  There's a lady throwing another bottle into the sea when you get there.
  It turns out to be Akihiko's mother...and the letter is really from 10 years
ago.
  She really felt like killing herself back then, so she threw the letter in.
But she had a feeling that Akihiko, still in her womb, was telling her to live.
Every year since then, she's been throwing letters to Yasu there--that's why the
boy's been buying bottles every year.
  So, it's really just a touching moment, even if it startled Kiryuu and Haruka.
  For your troubles, the lady gives you a Saataa Andagii (an Okinawa fritter).
1.  Go to west end of beach in front of Morninglory
2.  Go to shop on northwest side of southern end of Kariyushi Arcade, talk to
  worker
3.  Go to Ryuushou, talk to kid, go to monorail station, talk to kid again
REWARD:  Saataa Andagii, 3,000 experience


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

Love's Cupid - The Finale (Koi no Cupid Kanketsuhen)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Love's Cupid Continues Again"
STARTING POINT:  In front of the entrance to Smile Burger
Guess who's back?  He's standing around in front of Smile Burger.  Talk to him,
and he'll say he just has to have that worker in Smile Burger, after all.
  He tells you he's learned a lot from you and his experiences.  He's gonna go
and talk to her!  So, Kiryuu tells him "good luck," and watches him go in.
  A few seconds later, Kiryuu gets worried, so he decides to follow him.  Go
inside.  He's really being stubborn, so guys come to kick his butt.  Watch with
the bottom choice, and he'll get trounced.  So, beat them.
  The worker asks you to stop this violence.  She notes you've been bringing
this guy in and just causing trouble all over the place.  Kiryuu apologizes, and
the girl turns to the guy to see if he agrees.  Choose the bottom choice to let
him respond on his own, and he'll say that he thinks people like Kiryuu must
exist and act that way to protect people who need it!  He just met her and all,
but he really has strong feelings for her and wants to do whatever he can to
protect her--even fighting guys like that.
  The worker decides that it takes a lot of guts to confess feelings like that,
so, she'll give him a chance--as friends.
  Actually, you can give either answer both times, reportedly, and still get
the mission passed ("Complete").
1.  Talk to guy outside Smile Burger
2.  Go in Smile Burger, get close to register, either choice
3.  Beat guys
4.  Either choice
REWARD:  Italian Shoulder Bag, 5,000 experience

English Conversation Solicitor step 3 (Eikaiwa no Kan'yuu step.3)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Lost Child Hunter"
STARTING POINT:  Across the street from the Monorail Station (to the east)
The lady's back, selling English conversation texts.  Choose the top option to
buy one for 20,000 yen.  This time, the phrases are a little weird....  "I
don't want to return," and "Don't love me."
  Go in Aqua Sky.  The white girl's in there, at the bar.  Talk to her.  She
tells you her name this time (Stacy).  Choose the top choice when she says she
doesn't wanna return to say "Don't love me."  She says, "No....  Lovin' you...."
  Great writing, guys.
1.  Talk to English conversation text seller across the street from Monorail
  Station, top choice
2.  Go to Aqua Sky and talk to Stacy, top choice
REWARD:  Fine Italian Necklace, 3,000 experience

I Wanna Go to Tokyo pt. 3 (Toukyou ni Ikitai Dai 3 Hanashi)
TIME OF DAY:  Any
PREREQUISITES:  Clear "I Wanna go to Tokyo pt. 2"
STARTING POINT:  Just north of Ebisuya Pawn Shop on North Ryukyu
On North Ryukyu's east side, north of Ebisuya, you'll find Kaede talking to her
friend.  Talk to her.  Seems she and her friend are gonna open an inn for the
people she met in Tokyo.  They all kept saying they wanted to see Okinawa some
time.  Her friend's family used to run an inn, so...it looks like things are
gonna work out!  You can find them in Aqua Sky and hear more about it later if
you want.
1.  Talk to Kaede on east side of North Ryukyu, north of the Pawn Shop
REWARD:  Caviar-Skin Handbag, 5,000 experience

The Car that Gets Struck (Atarare Car)
TIME OF DAY:  Any
PREREQUISITES:  Clear "English Conversation Solicitor step 3"
STARTING POINT:  Intersection at Ryukyu and North Ryukyu
Hit the circle button near the two guys talking at the southern side of the
intersection on Ryukyu and North Ryukyu (at the entrance of Kariyushi Arcade) to
overhear their conversation.  They're talking about someone in a black sedan
running a scam where they bump into you and demand you pay them for damages.
  Stand in the middle of the intersection and find the black car, then approach
its front.  When the guys demand you pay, choose the top choice to refuse and
then beat them.
  Use a Heat Action that hits them against the car for a higher reward of 50,000
yen.  If you fail to do that, you'll only get 30,000.
1.  Talk to guys at entrance to Kariyushi Arcade at the intersection
2.  Walk up to front of black sedan
3.  Top choice, beat guys, use Heat Action against sedan
REWARD:  30,000 yen, 3,000 experience or 50,000 yen, 3,000 experience

Go After the "M" Funds (M Shikin wo Oe)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Car the Gets Struck"
STARTING POINT:  North Ryukyu, east side, near Ebisuya Pawn Shop
South of Ebisuya on the east side of North Ryukyu (in front of a place called
"Live Cat"), there's a guy talking to a woman.  Talk to him to overhear their
conversation.
  The man asks if she doesn't understand where he's talking about, and the
worker responds that he's talking about something that happened a long time ago.
She also notes that she thinks the "M Funds" are an urban myth.
  During the occupation of Japan by the allied forces after WWII, the second
head of the General Headquarters' economic division, Major General William
Murcutt, supposedly investigated valuablees such as diamonds and other pre-
cious gems and metals gathered up by the Japanese army and hidden for a later
time.  Supposedly, large portions of these "M Funds" (named after Murcutt) are
still hidden and are still being used as secret moneys by major institutions
and powerful political families and such.
  Kiryuu overhears and asks what's up, so the guy explains that he has a treas-
ure map of the area--though it's changed a lot in modern times.  He's sure
you've heard of the M Funds, which he believes were hidden by the Japanese
Army at that location.
  He's going back to Tochigi in a week, and he wonders if you would mind helping
him find this treasure.  Choose the top choice to look for it.
  The map is turned sideways from the map on your menu, but it's the same area.
Go to the general location of the "X" on the map--it's the parking structure
near Karaoke-Kan.  Hit Circle to investigate, and Kiryuu will call the guy.  He
shows up and decides to go dig behind the parking lot.  the guy dug under an
old jizou statue (Japanese ksitigarbha statue) and found a suitcase full of 
letters, tied together with rubber bands.
  The man explains that he pretty bad at fighting, so he was the letter-runner
between the mainland and Okinawa.  But, when the fighting got really bad and
they got the retreat orders, he couldn't bear to bring letters to the families
of the fallen, so he hid them.  So, he made up the whole "M Funds" lie to get
someone to help him look.
  The guy says that it's really too late now, but he has to get these letters to
the families.  Letters from Iwo--er, Okinawa, huh?
1.  Talk to guy to the right of Ebisuya's entrance on North Ryukyu, top choice
2.  Examine entrance to parking lot area near Karaoke-Kan in First Town
REWARD:  Warring States Period Chain Mail Shirt, 3,000 experience

English Conversation Solicitor step 4 (Eikaiwa no Kan'yuu step.4)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Go After the 'M' Funds"
STARTING POINT:  Across the street from the Monorail Station
Talk to the lady selling English conversation texts again.  This time, she's got
the "English Conversation:  Love Edition" for sale.  Buy it for 55,000 yen with
the top choice.
  Go south, towards the intersection, and on the east side of the street, Stacy
is back, sitting at a table, sighing over you.  Talk to her to try out your new
English.  She uses top-notch English to proposition Kiryuu, saying "Come to my
room.  Please love together."  Choose the top option to give into those seduc-
tive words (OMG is she a poet?!).
  The girl selling the texts shows up.  She says that if you're that interested,
you should probably buy the Master's Course!  She'll give you a 15% discount.
Even Stacy chimes in to sell it to you...speaking Japanese rather naturally.
  Choose the bottom and refuse to pay the 250,000 yen.  In comes Mike, some
American goon, and his two burly friends.  You Damned, apparently.
  Beat them.
  You'll get all the money you've spent on the texts (85,000 yen) back, plus
150,000 yen, an Italian Ring, and 5,000 experience.  Oooooops....
1.  Talk to girl selling English conversation texts across the street from the
  Monorail Station, top choice
2.  Talk to Stacy on east side of street just north of main intersection at
  Ryukyu and North Ryukyu, top choice
3.  Bottom choice, beat guys
REWARD:  150,000 yen, Italian Ring, 5,000 experience

Chasing A Full Stomach Forever (Eien Nare Manpuku Chaser)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Just Chasing A Full Stomach Again"
STARTING POINT:  South of Ebisuya, east side of North Ryukyu
Talk to the shop worker on the east side of North Ryukyu south of the Ebisuya
Pawn Shop.  He asks himself how long it's been since someone's run on him like
this.  Kiryuu asks what's up and he explains that he hasn't had a runner since
way back before the current Japanese emperor was crowned (1989)!
  And there he goes--the same guy you chased before!  Pick the top choice to go
after him again.  It's another Chase Battle.
  Kiryuu doesn't recognize the guy at first, because he's gotten so slim.  That
also explains why this particular battle was so hard.  How'd he do it?  Why, by
dining and dashing!  He says he even has a really popular blog about it.
Kiryuu gives him a look and the guy just tilts his head and asks, "What's the
matter?"
  The shop owner asks the guy to wash the dishes if he can't afford the 2,300
yen, but he has it (of course).  The shop owner then thanks you and says he
really doesn't understand young people these days.
  Kiryuu turns to the runner, who seems happy to be caught by Kiryuu again--the
only person he says who can beat him.  Kiryuu tells the guy to give up on this
business, but the guy tells him that he's got a girlfriend now that he's famous.
Apparently, it's that hot manager from Gelateria Kamuro!!  Anyway, he's just
done this today as a final run.  He says that the romantic ideal for a man...is
a woman, after all.
  Kiryuu says he doesn't really get this guy, but...well, at least it looks like
this matter's finally settled.
1.  Talk to man on east side of North Ryukyu, south of Ebisuya Pawn Shop, top
  choice
2.  Win Chase Battle
REWARD:  Gold Plate, 8,000 experience

Catch the Black Market Broker (Yami Broker wo Toriosaero)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Dirty Money and the Debtor pt. 2"
STARTING POINT:  Municipal Market
As you enter the Municipal Market, the manager comes to you.  Seems there's
some illegal business going on at the market he'd like you to stop.  Seems some-
one's selling the Iriomote Cat, an endangered species, in his market.  He
doesn't want to call the cops because that will shut the market down for a few
days and he can't afford that, so he asks you to go confront the guy.  Choose
the top choice.  He says the man in question is on the second floor, and you'll
recognize him because he's a fat guy with a red Hawaiian shirt and green cap
on.
  Go talk to the guy.  He's the one on the left.  Choose the second option when
he asks where your proof is to tell him you don't need any, then beat the guys
up.
1.  Enter market, get approached by manager, top choice
2.  Talk to man on the left as you look towards that side of the second floor
  from the staircase, middle choice
3.  Beat guys
REWARD:  50,000 yen, 3,000 experience

Dirty Money and the Debtor pt. 3 (Yami Kinyuu to Shakkin Otoko Dai 3 Hanashi)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Catch the Black Market Broker"
STARTING POINT:  Western bridge over Kubochi
Guess who's back at the bridge near Aqua Sky?  It's the guy who got in over his
head with loan sharks.
  Seems this time, he paid 10,000 yen of one of his friend's loans as a favor,
but the guy ran off, and the loan sharks came after him.  Kiryuu tells the guy
he's way too nice to others.  Choose the top choice to help the guy and to
have him lead you to the loan shark.  Then beat the loan shark up.
1.  Talk to guy balancing on railing of bridge at Aqua Sky, top choice
2.  Beat dudes up
REWARD:  Staminan Spark, 5,000 experience

The Seven Wonders of Ryukyu Town #7 (Ryuukyuugai no Nanafushigi Sono7)
TIME OF DAY:  Any
PREREQUISITES:  Clear "The Seven Wonders of Ryukyu Town #6"
STARTING POINT:  Bridge near Monorail Station
Talk to the high school students at the bridge near the Monorail Station.  It
seems Haruko's dad got tricked by some scam involving an automobile at the
main intersection in First Town near Karaoke-Kan.  The owner claims he hurt the
guy's car, and they've been coming around to collect money ever since.  They
called the cops, but her dad signed a letter admitting guilt and the police
have a policy not to interfere with common agreements like that.  Her friend,
Chisato, throws some coins in the river, saying that if you throw them in at
the Fountain of Trevi, your wish comes true--so why not at the Kubochi River?
  So go near Karaoke-Kan.  To its south a bit, on the west side of the street,
there's a black sedan.  Examine it with Circle.  As Kiryuu goes to leave, a
guy runs up and accuses him of causing damage to the car and then just walking
away.  For some reason, he's quoted 2 million yen to repair the car.  The boss
suggests you just sign an I.O.U. for the 2 million yen.  Then, he'll repair the
car for only 10,000 yen.  Choose the top choice to sign.
  Run to the east bridge over Kubochi and the guys will come to you.  Only
this time, they're asking 5 million yen.  He brings you back to the office.
Beat them up!
  After you get the Blue Precious Gem, 50,000 yen, and 8,000 experience, go
back to the bridge near the Monorail to talk to the girls to have a little
conclusion to the tale.  Kiryuu will pick up the Happiness Coin.
1.  Talk to high school girls on the east bridge
2.  Examine black sedan just south of the intersection in First Town near
  Karaoke-Kan, top choice
3.  Go to east bridge
4.  Beat guys
(5.  Return to east bridge and talk to high school girls)
REWARD:  50,000 yen, Blue Precious Gem, 8,000 experience

The Fall Guy Throws in the Towel (Hirakinaotta Butsukaru Otoko)
TIME OF DAY:  Any
PREREQUISITES:  Clear "Drinking Duel"
STARTING POINT:  Alley running south along the Kubochi River, North Ryukyu
The guy's back, wandering around wiht a pack of big dudes from the Ryuushou
Shogi Parlor east then north up North Ryukyu.  Bump into him again.
  Kiryuu asks if he's not going to fall down again, but he gets insulted.  He
gave that stuff up, reportedly.  Beat them.
1.  Run into guy with crowd of bodyguards near Monorail Station or on North
  Ryukyu north of the Kubochi River
2.  Beat guys
REWARD:  100,000 yen, 5,000 experience

-After call from Tamiya, when going to Ryukyu to find Touma-

Two Fathers (Chichi Futari)
TIME OF DAY:  Evening
PREREQUISITES:  First, get the call from Tamiya about Touma being at the club
  if in story mode
STARTING POINT:  The Ryuudou House's headquarters
Talk to the slightly-overweight old guy (that's what the game calls him)
standing around outside the Ryuudou House's headquarters.  He's asking if
that's Nakahara's house.  He apparently has some business with Nakahara.  So,
Kiryuu offers to take him to his house, where Nakahara is at the moment.
  Back at the orphanage, Kiryuu brings the man to meet Nakahara.  The guy
introduces himself as Niigaki.  Mikio suddenly reels in shock--it's his dad!
  It seems that he heard Nakahara got shot, so, he's come to get his son away
from Nakahara--he doesn't want his son involved with some suspicious characters.
He wants him to go work in Nagasaki.  Mikio protests.  The dad says that he's
not gonna let him stay with someone who seriously got shot!!  This isn't the
movies, after all!
  He leaves, telling Mikio to get his stuff packed and go to Nagasaki.  Mikio
looks steamed, tho', and says he's not going.
  Nakahara turns to Kiryuu and explains that Mikio came running from his decent
family who runs restaurants and such to the Ryuudou House because he didn't
get along with his family or friends.  Go talk to Mikio on the beach.  Seems he
just wants to make his own mind up.  It doesn't matter what you say to him
here.
  Suddenly, some yakuza from the Kansai area of Japan show up and start to
harrass Mikio's dad.  So go beat 'em up!
  Mikio asks his dad if he's OK, but his dad says not to touch him.  He says
that Mikio's just a gangster, just like those guys who threatened him just now!
They always cheat and lie and steal.
  Kiryuu protests, saying that he's not sure exactly what's going on, but Mikio
came to help him!  If he hadn't been there, something bad would have happened.
  His dad tells him once again to go to Nagasaki and leaves.  Mikio says it's
weird...even though his dad was against it before, he would never have said such
mean things.
  Outside Mahjong Camp, the kansai gansters are harrassing Mikio's dad again.
They demand he return their accounting books.  Kiryuu steps in.  Beat them.
  Kiryuu talks to the dad and it's decided that he's gonna run off to the police
with the accounting books.  Kiryuu decides to go talk to Mikio.  Better scoot
over to the Ryuudou House headquarters.
  Mikio's not there.  Kiryuu thinks maybe he's with Nakahara.  Suddenly, a call
comes from Nakahara, asking him to come right away.  He gets cut off--something
is up!  Mikio strolls up in the background.  He wonders if it has something to
do with the cars racing around town, and notes that they went up to North
Ryukyu.  Mikio gets tripped up when he says that they're at his dad's house,
because he calls his boss, Nakahara, the same word as "dad"--"oyaji," a word
used in yakuza circles.
  Kiryuu asks him to lead him there.  You have to run after him, but...you can
just go there yourself if you know where you're going.  It's near Umachii.
  So anyway, here's the businessman with two Osakan yakuza, demanding that
Nakahara give him back the thing he stole.  Mikio's dad is there, too, with the
books.  His real dad tells him to go away--it's too dangerous!  But, his other
dad, Nakahara, tells him to come fight with him.
  Anyway, you gotta beat these punkos.
  Their leader has the book!  You have to go chase him in yet another Chase
Battle filled with stupid passers-by.
  So, after you catch him, bring the book back to Umachii.  The dad refuses to
thank a gangster, so Mikio yells at him and tells him he got it because he's
his son, not because he's a gangster.  Nakahara tells Niigaki to let Mikio
follow his own path, and Niigaki seems to think he can't just let that happen,
but Nakahara convinces him that people need to do their own thing.  Niigata
turns to his son and tells him he's met a great man in Nakahara.
  He tells Mikio to only think of the Ryuudou House as his home now and to
live out his life the way he's wanted to.  Mikio thanks him.
1.  Talk to Mikio's father outside the Ryuudou House headquarters
2.  Talk to Mikio on the beach, any choice
3.  Beat yakuza
4.  Go to Majong Camp, beat yakuza
5.  Go to Ryuudou House headquarters, phone call event, follow Mikio to Umachii
6.  Beat gangsters
7.  Win Chase Battle
REWARD:  10,000 experience


5a-IV.  Hitman Missions
-----------------------

After Date calls you to come back to Serena while you're in the park remember-
ing Kashiwagi, Kiryuu will notice men fighting behind New Serena and get in-
volved.  He takes the guy back to Kamuro Castle, south of the Poppo Mart near
Nakamichi, and finds out what's going on.
  Seems the guy's name is Ibuki, and he's running an organization founded by
the head of the Kazama Group, Kashiwagi Jun.  Called the "Straight Life
Association (Kenseikai)," it looks after retired yakuza and puts them on the
straight and narrow.
  However, some of their ex-members are now being recruited by someone else,
called the "Avengers."  These guys are hitmen who are after the yakuza in order
to get some kind of revenge against the Straight Life Association.
  Once you get to this point in the story, you can visit Kamuro Castle and
take missions by talking to Ibuki.  There are also some in Okinawa that are
taken from the shogi parlor, Ryuushou, too.  If you want to get the final side
story to unlock, you'll have to see this through.
  The top choice will be to confirm the current Hitman missions, which can be
then taken with the Circle button while highlighted (unless it's completed, of
course).  Once you take a mission, you can't go back on that.
  The middle choice is a little explanation about the Hitman missions in gen-
eral, and the bottom choice is to forget about it.
  I should also note that there's a guy who plays at the sidewalk in front of
the steps to the Millennium Tower, named Hideki.  You can hear from him about
each hitman mission.


CHAPTER 6
---------

Batsu the Executioner (Shikei Shikkounin Batsu)
REWARD:  50,000 yen
Talk to Batsu at the parking lot at the eastern end of Taihei.

Koutarou the Murderer (Koroshiya Koutarou)
REWARD:  70,000 yen
Talk to Koutarou in the West Park (at the entrance to the Sai no Kawara at the
east end of Kouenmae).  Beware!  There's a chase battle before the fight.

Rags Hasutani (Borofu no Hasutani)
REWARD:  80,000 yen
Talk to Hasutani, who's talking to a kid in the Third Park.

Mr. & Mrs. Oda the Killers (Oda Kiri Fusai)
REWARD:  90,000 yen
**Mission appears once Koutarou the Murderer and Batsu the Executioner are done
See the couple in Mach Bowl, follow the wife with the bottom choice

Eagle-Eye Shuu (Taka no Me no Shuu)
REWARD:  90,000 yen
**Mission appears once Koutarou the Murderer and Batsu the Executioner are done
Talk to Hideki, the busker singing at the steps of the Millennium Tower, then
go back to Kamuro Castle and talk to the worker across from Ibuki, who will
arrange for you to get to the roof of the Millennium Tower, with the top choice

CHAPTER 7
---------

Kurenai of the Silver Bullet (Gin no Dangan Kurenai)
REWARD:  100,000 yen
Talk to him at Theater Square, on the west end (at the Mach Bowl buildling).

Zen the Black Hyena (Kuroi Hiene Zen)
REWARD:  120,000 yen
**Mission appears once Kurenai of the Silver Bullet is done
Talk to the lookouts on Kouenmae behind Club Koakuma and Karai.  Beat them.
Inside, beat Zen before hostage's life runs out.  If the hostage dies, it's
Game Over!!  You probably want to save first on harder difficulties!

Tokoyami the Masked Assassin (Fukumen no Ansatsusya Tokoyami)
REWARD:  120,000 yen
**Mission appears once Kurenai of the Silver Bullet is done
Near the Dragon Palace, a guy sneaks up right behind Kiryuu and warns him that
if he keeps looking for him, he'll kill him.  Beat him.

CHAPTER 9
---------

Sameshima the Firearms Expert (Juuki Master Sameshima)
REWARD:  140,000 yen
Talk to the guard in northern Senryou, near the entrance to Champion.  Beat him,
then the guys inside, then defeat Sameshima, who uses a machine gun.

Lorentz the Panther of Corsica (Corsica no Hyou Lorentz)
REWARD:  130,000 yen
Talk to Lorentz in front of the Millennium Tower

CHAPTER 10
----------
NOTE:  It's possible to go after all of these in Chapter 10, but the last two
  are back in Tokyo.  If you want to do them in Chapte 10 rather than waiting
  for Chapter 12 to return to Tokyo in story mode, do all the Hitman stuff in
  Okinawa before going to the Morninglory on the Monorail, then take the Mono-
  rail back to Tokyo for 30,000 yen and take care of the last two then.

Sentetsu the Wild Stallion of Kamuro (Kamurochou no Arama Sentetsu)
REWARD:  150,000 yen
Talk to Ibuki inside Castle Kamuro, and Sentetsu will attack.

Supernova Avenger Yuuto (Fukushuusha no Shinsei Yuuto)
REWARD:  180,000 yen
**Mission appears once Sentetsu the Wild Stallion of Kamuro is done
Go to Children's Park, at the west end of Shichifuku, beat punks, beat Yuuto.

Executive Avenger Gohren (Fukushuusha Kanbu Gohren)
REWARD:  200,000 yen
**Mission appears once Sentetsu the Wild Stallion of Kamuro is done
Talk to guards at the T-junction intersection near Karaoke-Kan on Senryou,
beat them, beat Gohren's troops, beat 50 troops atop Millennium Tower.

Akitsu, the Man With No Past (Kako no Nai Otoko Akitsu)
REWARD:  110,000 yen
Talk to Akitsu on the bridge near Aqua Sky.

Kengo the Wild Man (Kyouki no Otoko Kengo)
REWARD:  130,000 yen
**Mission appears once Akitsu is done
Talk to Kengo, south of the bridge near Aqua Sky in the back alley between
Ryukyu Street and First Town.

Tetsuji, Returned (Demodori no Tetsuji)
REWARD:  150,000 yen
**Mission appears once Kengo is done
Talk to him at the northwest corner of the intersection at Ryukyu and North
Ryukyu.

Issen the Assassin Trainer (Satsujinjutsu no Shi Issen)
REWARD:  200,000 yen
**Mission appears once Tetsuji is done
Talk to him on the second floor of the Market, beat his students, beat him.

Egami the Blind Hitman (Moumoku no Hitman Egami)
REWARD:  220,000 yen
**Mission appears once Issen is done
Talk to him to the west of Smile Burger, near the Coin Lockers.

The Super-Swift Blade, Arasaki (Shinsoku no Yaiba Arasaki)
REWARD:  250,000 yen
**Mission appears once Egami is done
Back in Tokyo, talk to Ibuki and take the mission.  Then, go to the steps to
the Millennium Tower.  You know that guy, Hideki, who sings about the Hitmen,
and who gives you hints?  Talk to him.
  He'll be annoyed if you don't let him finish singing his song first, so let
him cycle through all the verses without talking to him until he reaches just
"...."
  When you talk to him, he sighs and says that because of your meddling, he
can't just sit by anymore.
  Kiryuu asks what he means, and he says, "You're after the Avengers, aren't
you?"
  Seems he's been there collecting data.  He gets up and strolls away a bit,
saying this is his last performance on the street.  He'll go back to being
the Hitman, Arasaki.  Kiryuu asks if he means to run, and he acts like it's just
a matter of course.
  This is a Chase Battle.  Win it, then beat Arasaki Hideki.
  He runs off, telling you you'll never get his boss.  Kiryuu calls Ibuki and
says the guy went running to his boss, apparently.  Ibuki asks you to return to
the Kanseikai headquarters and discuss it.  Even though Arasaki got away, Ibuki
gives you your reward.

Arase, Leader of the Avengers (Fukushuusha Shuryou Arase)
REWARD:  300,000 yen (plus the Muramasa sword)
**Mission appears once Arasaki is done
Leave Kamuro Castle after the Arasaki event and return when you're ready.  This
is a hard one, so get some healing items and maybe save first.
  Talk to Ibuki.  He says they were contacted by Arasaki, who told Ibuki to go
to the roof of the Millennium Tower to meet the boss of the Avengers.
  Kiryuu decides to go, but Ibuki cautions him that it's almost certainly a
trap.  Kiryuu points out that if he doesn't go now, it'll probably be hard to
find an opportunity to meet their boss like this.
  So, when you're ready, talk to the worker at the desk to go up to the roof of
the Tower again. 
  Arasaki is there.  He explains that he was struggling to live after he stop-
ped being a hitman, after aiming for the top.  He said that he met the boss,
who convinced him that he needed to have revenge upon the yakuza and then he'd
be alright again.  He's lost everything...and now that he lost to you, he's
even lost his pride.  He then tells you he won't let you meet the boss--he's
gonna kill you instead!  Fight him a second time.
  While Kiryuu tells the guy he can't beat him because he's only fighting for
revenge, someone strolls up to the two.  Those of you who played the first game
might recognize this guy--he's Arase, one of the bosses from the first title.
Apparently, he set all of this up so he could get his revenge upon you for
beating him in the first game.
  This is a little ridiculous.  While he fights you, so does Arasaki.
  When Ryuu ga Gotoku became Yakuza and was released in the U.S., lots of people
started using my guide.  There were two side characters that have always been
kinda a pain, but there were only two story mode bosses I ever received e-mails
about, asking for help:  Majima and Arase.  If you haven't noticed, Arasaki
scoots around like Majima, and Arase still has his "gun fu."  I mean, this
isn't impossible, but it is a little crazy, so be prepared.
  After the fight, Ibuki shows up and calls to Arase.  Arase is surprised he
knows him.  It turns out that they've been searching for Arase.  Kashiwagi
himself became concerned about him when he heard of his defeat because he felt
that Arase would never be able to live a normal life.  They've come to find him
and help him, and their intentions are real.
  He's reluctant to trust them, of course.  He's lost everything.  Ibuki asks
him to come to them and they'll fix him up.  He says he's lost everything;
there's nothing in his life he can fix anymore.  But, Ibuki points out that he
somehow was able to get all the Hitmen to rally under him, so he has to have
some ability, right?  Such an ability can't be wasted, so he asks him to come
and join the Kanseikai.
  Arase refuses.  He doesn't think Ibuki's way of thinking is wrong, but it's
foolish.  He does promise not to interfere anymore, and asks Ibuki not to
interfere with him, either, in return.  He then turns to Kiryuu and tells him
that one day, they'll settle this matter.
  Kiryuu asks if it's OK to let them go like that.  Ibuki says "yes," so
Kiryuu asks where all this trust comes from, and Ibuki says that the Kanseikai
is basically formed on the principle that they trust those willing to reform.
  Again, we see the "trust" theme in this game....


-----------------------------
5b.  Extra Skills & Power-Ups
-----------------------------

You've got a lot to learn if you wanna build Kiryuu up all the way.  I mean...
beyond just leveling him up, that is.
  You've got to find all the revelations Mack tips you off to at different
points in the story, you've got to meet and be trained by Yonashiro and Komaki,
you've got to practice Chase Battles with Mack, you've got to use the "Inner
Fighter 7" ("IF7" for short) machine to spar with bosses again, and you've got
to read books bought from Kamiyama and the weapons stores.
  It may sound simple, but it does take more effort and time than you'd think.
  Since there's so much extra stuff to get Kiryuu, I'm gonna first list it the
way it appears from the Pause Menu.  Then, I'll go into the trainings a little
more indepth.
  If you pause the game with Start, the third option from the top is for your
abilities and leveling up.  You may not know this, but if you hit Triangle here,
you can view your abilities, separated by sub-categories ("genres," as the
game puts it).  I'll list them the way they appear, so you can see which ones
are missing.  I'll also say how to get them the same way the game does on this
screen.

BASIC CONTROLS
  Run/Walk
  Lock-On
  Grab an Enemy
  Foot Grab
  Prop Back Up
  Pick Up Weapon
  Guard (Bare-Handed)
  Guard (Armed)
  Sway
  Lingering Mind ("Zanshin")
BASIC ATTACKS
  Rush Combo
  Finish Blow
  All-Direction Attack
  Blow Kick
  Charge Kick
  Turn Kick
  Drop Kick
  Hold Blow
  Hold Turn Blow
  Throw Enemy
  Ready Equipped Weapon
  Throw Weapon
BASIC WEAPON SKILLS
  Single-Handed Weapon
  Spray Weapons
  Knife Weapons
  Samurai Swords
  White Lotus Polearm Techniques
  Pole Weapons
  Long Weapons
  Light Weapons
  Heavy Weapons
  Very Heavy Weapons (they mean items you can knock around in battle)
  Hammer Weapons
  Explosives
  Handguns
ABILITIES LEARNED FROM "MIND"
  Maximum Fighting Spirit Addition - each Mind level up
  Status of the Red Phoenix - Mind lvl. 2
  Understanding of the Iron Body - Mind lvl. 3
  Status of the White Tiger - Mind lvl. 4
  Understanding of the Thunder God - Mind lvl. 5
  Status of the Dark Warrior - Mind lvl. 6
  True Understanding of the Iron Body - Mind lvl. 7
  Status of the Blue Dragon - Mind lvl. 8
  Understanding of the Wind God - Mind lvl. 9
  Status of the Yellow Dragon - Mind lvl. 10
ABILITIES LEARNED FROM "TECHNIQUE"
  Komaki-Style Cat Flip - Tech. lvl. 2
  Rise Kick - Tech. lvl. 3
  Speed Up 1 - Tech. lvl. 3
  Lotus Style Flashing Energy Palm - Tech. lvl. 4
  Double Finish Blow - Tech. lvl. 5
  Komaki-Style Punishing Strike - Tech. lvl. 6
  Speed Up 2 - Tech. lvl. 6
  Down Reversal - Tech. lvl. 7
  Bound Hold - Tech. lvl. 8
  Kawachi-Style Breaking Throw - Tech. lvl. 9
  Speed Up 3 - Tech. lvl. 9
  Cancel Sway - Tech. lvl. 10
ABILITIES LEARNED FROM "BODY"
  Maximum Health Addition - each Body level up
  Escape Grade 1 - Body lvl. 3
  Quick Stand 1 - Body lvl. 4
  Reguard - Body lvl. 5
  Throw Power Addition - Body lvl. 6
  Quick Stand 2 - Body lvl. 7
  Escape Grade 2 - Body lvl. 8
  Throwing Grappling Power Addition - Body lvl. 9
ABILITIES LEARNED FROM "MASTERY"
  Red Gauge Addition 1 - Mastery lvl. 4
  Red Gauge Addition 2 - Mastery lvl. 7
  Red Gauge Addition 3 - Mastery lvl. 10
  Pursuit Mastery - Mastery lvl. 2
  Throwing and Crushing Mastery - Mastery lvl. 3
  Swing Mastery - Mastery lvl. 4
  Cowering Mastery - Mastery lvl. 5
  Two-Headed Mastery - Mastery lvl. 6
  Overall Heat Action Strengthening 1 - Mastery lvl. 6
  Komaki-Style Unarmed Reversal - Mastery lvl. 7
  Komaki-Style Harquebus Muffler - Mastery lvl. 8
  Mounted Punches - Mastery lvl. 9
  Overall heat Action Strengthening 2 - Mastery lvl. 9
  Ultimate Mastery - Mastery lvl. 10
KOMAKI-STYLE FIGHTING TECHNIQUES
  Komaki-Style Cat Flip - Tech. lvl. 2
  Komaki-Style Punishing Strike - Tech. lvl. 6
  Komaki-Style Parrying Reversal - learn from Komaki
  Komaki-Style Tiger Killer - learn from Komaki
  Komaki-Style Flowing Catch - learn from Komaki
  Komaki-Style Dharma Evade - learn from Komaki
  Komaki-Style Unarmed Reversal - Mastery lvl. 7
  Komaki-Style Harquebus Muffler - Mastery lvl. 8
  Komaki-Style Skull Smasher - learn from Komaki
  Komaki-Style Swordless Rebirth - learn from Komaki
  Komaki-Style Dragon King Mastery - learn from Komaki
TECHNIQUES LEARNED FROM IF7
  Knuckles Weapons - Tamashiro
  Herculean Mastery - Kanda
  Taunting Cigarette - Majima
  True Lotus-Style Flashing Energy Palm - Lau
  Dragon God Protection - Kazama
  Status of the Asura - Kiryuu
YONASHIRO-STYLE WEAPONS SKILLS
  Nunchaku - learn from Yonashiro
  Tonfa - learn from Yonashiro
  Kali Sticks - learn from Yonashiro
REVELATION SKILLS
  Leaping Mastery - learn from Revelation
  Grapple Breaking Mastery - learn from Revelation
  Pole Dance Mastery - learn from Revelation
  Super Pursuit Mastery: Human Ten-Pin - learn from Revelation
  Forward-Rolling Mastery - learn from Revelation
  Self-Destruction Mastery - learn from Revelation
  Turnover Mastery - learn from Revelation
  Surprise Mastery - learn from Revelation
  Drunken Iron Mountain Mastery - learn from Revelation
  Super Pursuit Mastery - Hell on the Ground
CLASSIC LITERATURE SKILLS
  Secret Sword: Ensnaring Kite Slashes - learn by reading book
  Secret Sword: Wild Bull - learn by reading book
  Sure-Kill Swords: Dancing Cat - learn by reading book
  Sure-Kill Swords: Twin Heavens - learn by reading book
  Powerful Sword: Making Flies Cry - learn by reading book
  Combined Kodachi - Illusory Wolf - learn by reading book
ALL SUPER MOVES
  Environment Mastery
  Weapon Mastery
  Pursuit Mastery - Mastery lvl. 2
  Throwing Crushing Mastery - Mastery lvl. 3
  Swing Mastery - Mastery lvl. 4
  Cowering Mastery - Mastery lvl. 5
  Two-Headed Mastery - Mastery lvl. 6
  Komaki-Style Unarmed Reversal - Mastery lvl. 7
  Komaki-Style Harquebus Muffler - Mastery lvl. 8
  Mounted Punches - Mastery lvl. 9
  Ultimate Mastery - Mastery lvl. 10
  Herculean Mastery - IF7 (Kanda)
  Cigarette Mastery - IF7 (Majima)
  Komaki-Style Planting Smash - learn from Komaki
  Komaki-Style Swordless Rebirth - learn from Komaki
  Komaki-Style Dragon King Mastery - learn from Komaki
  Leaping Mastery - learn from Revelation
  Grapple-Breaking Mastery - learn from Revelation
  Self-Destruct Mastery - learn from Revelation
  Pole Dance Mastery - learn from Revelation
  Surprise Mastery - learn from Revelation
  Turnover Mastery - learn from Revelation
  Forward Roll Mastery - learn from Revelation
  Drunken Iron Mountain Mastery - learn from Revelation
  Super Pursuit Mastery: Face Breaking
  Super Pursuit Mastery: Human Ten-Pin - learn from Revelation
  Super Pursuit Mastery: Hell on the Ground - learn from Revelation
  Secret Sword: Ensnaring Kite Slashes - learn from book
  Secret Sword: Wild Bull - learn from book
  Sure-Kill Swords: Dancing Cat - learn from book
  Sure-Kill Swords: Two Heavens - learn from book
  Powerful Sword: Making Flies Cry - learn from book
  Combined Kodachi: Illusory Wolf - learn from book


5b-I.  Revelations
------------------

Scattered about both towns, there are scenes Kiryuu can witness in order to get
a new move.  Once you reach the appropriate spots in the story or complete
certain side quests or other events, you'll probably notice something out of the
ordinary, just waiting for you to watch.
  In order to view the event, you will have to have Kiryuu look at the subject
in question with his cell phone (by pressing R3).  The option to watch the
event will come up with the "confirm" button.  When you're ready, press the
button and the sequence will start.
  Kiryuu takes pictures of the event with his cell phone.  You'll be basically
prompted to hit buttons at certain times.  Don't worry; it's like your basic
Quick-Time Event in Shenmue:  the button sequence isn't random.  Rather, it's
always the same (depending on the Revelation event).
  Hit the correct buttons, and there will be a choice of 3 ideas to take away
from the event.  Choose the right revelation to have, and Kiryuu will blog
about it from his phone and learn a new Heat Action.
  Often, when you progress the story a little bit, you'll notice your phone
ring and that you have a new e-mail.  It's from Mack Shinozuka, and it gives
you a hint to where you can find the next Revelation that has become available.
  However...I understand the game's in Japanese (as I write this, anyway), and
so, you may need a little more explanation than he gives.

So, here, without further rambling, is a list of the Revelations:

FROM CHAPTER 4 ON
-----------------

SO FAST! (Sassoku)
Where:  RYUKYU, in East Ryukyu Street
When:  Chapter 4, day, before leaving for Tokyo (after talking to Mack)
Who:  An old lady on a scooter
Buttons:  Triangle, Square, X
Top Choice:  Flipping end-over-end and landing like that...how graceful!
Reward:  Leaping Mastery (Chouyoku no Kiwami)

YOU SLIPPED UP--AND THAT GOT YOU HURT! (Techigai wa Kega no Moto)
**NOTE:  This one's available in the Demo, too**
Where:  KAMURO, Tenkaichi, accross the street from Stardust.
When:  Chapter 4, night, after coming to Tokyo
  OR:  Demo, night, after beating Hasebe.
Who:  A high school girl being harassed by a drunk businessman.
Buttons:  X, Circle, Triangle
Bottom Choice:  That High School student...when she was grappled, she did a
  wonderful reversal!
Reward:  Grapple Breaking Mastery (Kaibaku no Kiwami)
(Is it just me, or does this drunk guy sound just like Yanami Jouji...?  Well,
 most people probably don't know who that is anymore, but...it sure sounds like
 him.  He's not in the credits, tho'.)

FROM CHAPTER 5 ON
-----------------

THE DRUNK DOES HIS THING WAY UP HIGH (Yopparai to are ha takai tokoro ga suki)
Where:  KAMURO, outside of Asia (when exiting Asia after watching a show--keep
  watching until you've seen someone pole dance)
When:  Chapter 5, after the mail from Mack
Who:  A drunk dude (same one from the other Revelation?) poledancing up high
Buttons:  X, Circle, Triangle
Middle Choice:  He got up high with such a tight grip.  I guess he was using
  the fact that grips with legs are three times stronger than those with arms?
Reward:  Pole Dance Mastery

BALLS CAN'T BEAT A BALL (Kyuu ni tama wa katenee)
Where:  KAMURO, Inside Yoshida Batting Center
When:  Chapter 5, after the mail from Mack, after learning the "Darma Evade"
  (roll after sidestep) from Komaki
Who:  Guy using the batting cages
Buttons:  Triangle, Circle, Square
Bottom Choice:  So, it's "attack from below, then attack from above," huh?
Reward:  Forward Roll Mastery (Zenten no Kiwami)

FROM CHAPTER 6 ON
-----------------

STRIKE METHOD (Sutoraiku no sakuhou)
Where:  KAMURO, inside Mach Bowl
When:  Chapter 6, night, after the call from Rikiya in the M Store
Who:  Guy bowling
Buttons:  Circle, X, Square
Top Choice:  With a ball that big, you could knock all ten pins down.
Reward:  Super Pursuit Mastery: Human Ten-Pin (Chou Oiuchi - Jinchuugi)

I SAW A SELF-DESTRUCTION OF ALMOST HISTORICAL PROPORTIONS FOR SOME REASON
  (Aru imi rekishiteki na jibaku wo mokugeki)
Where:  KAMURO, end of street running off to the east from Senryou, north of
  Shouwa
When:  Chapter 6, night, after defeating Kanda
Who:  Guy delivering noodles
Buttons:  Square, Circle, X
Top Choice:  
Reward:  Self-Destruct Mastery (Jibaku no Kiwami)

FROM CHAPTER 7 ON
-----------------

THAT'S...NOT THAT KIND OF TOY (Sore ha......omocha chigai da)
Where:  KAMURO, on Kouenmae, near The West Park / Sai no Kawara/Purgatory
when:  Chapter 7, day
Who:  Kid freaking out, asking dad to buy him toys
Buttons:  X, Circle, Triangle
Middle Choice:  He totally left his defenses down around his kid on his back.
Reward:  Turnover Mastery (Gyakuten no Kiwami)

FROM CHAPTER 9 ON
-----------------

CHARISMATISSUER (Karisumatissha-)
**NOTE:  This one's available in the Demo, too**
Where:  KAMURO, Nakamichi, south of Club Sega, west side of street.
When:  Demo, night, after beating Hasebe.
Who:  A lady bending down to get tissues used for advertising out of a box.
Buttons:  Square, X, Circle
Middle Choice:  The secret to her being able to get so many targets at once is
  her quickness of step.
Reward:  Surprise Mastery (Kyougaku no Kiwami)

FROM CHAPTER 10 ON
------------------

HOW UNLUCKY (Un ga warukatta n da yo)
Where:  RYUKYU, in First Town's major interesection
When:  Day, after returning to Ryukyu and before going back to the Morninglory
Who:  A guy looking all cowardly
Buttons:  X, Triangle, X
Bottom Choice:  Man...you were unlucky.
Reward:  Super Pursuit Mastery: Hell on the Ground (Chou Ooiuchi - Yukajigoku)

WHAT WAS THAT PUNCH STYLE? (Sore ha nanken da?)
Where:  RYUKYU, at the dead-end in northeastern First Town
When:  Evening, after returning to the Morninglory
Who:  A drunkard
Buttons: Triangle, X, Square
Top Choice:  
Reward:  Drunken Iron Mountain Mastery (Suitetsuzan no Kiwami)


5b-II.  Training
----------------

There are three masters you can find throughout the game:  Yonashiro Shouji, a
weapons master, Komaki Soutarou, Kiryuu's unarmed martial arts master from the
previous titles, and Mack Shinozuka, a half-African-American, half Japanese guy
who will train Kiryuu for Chase Battles.
  You get moves also from reading books bought from Works Kamiyama and by
playing the Inner Fighter 7 (IF7) game designed by Minamida.  Since you only
need to buy the books, I'll only list the three masters and Minamida here.
  Everything else is learned by building Kiryuu up normally using experience.


YONASHIRO SHOUJI
----------------
You'll find Yonashiro in Chapter 4, as you're preparing to go to to Tokyo.  He
approaches and talks to you, then goes to the beach and waits atop a large
stone on the western side of the beach.
  His training is rather straightforward.  The first time you fight him, he
will simply take his hat off, and from then on, he'll be ostensibly fighting a
bit more seriously.  After that, it's just beat him to learn the technique!
  He'll be armed with the weapon you're going to learn, but you'll just be
bare-handed.  After beating him, you'll get the "True XXX Master Certificate,"
(where "XXX" is the name of the weapon), and you'll be able to use that weapon
from then on.
  Yonashiro Training -> Defeat Nunchaku-wielding Yonashiro.
  Nunchaku -> Defeat Nunchaku-wielding Yonashiro
  Tonfa -> Defeat Tonfa-wielding Yonashiro
  Kali Sticks -> Defeat Kali-Stick-wielding Yonashiro
That's it!  This is really the easiest training you'll have to undertake.


KOMAKI SOUTAROU
---------------
After clearing the mission "The Dragon Palace Restoration," go near Stardust to
run into one of Komaki's students, a homeless man.  He recognizes you and gives
you a letter from your old master, then tells you his dojo is in the Dragon
Palace.
  Kiryuu tells him that life is peaceful in Okinawa and he hasn't really had
need to use the moves he learned so much, so he's kinda forgotten them and he
needs Komaki to teach him again.  Naturally, Komaki agrees to teach Kiryuu, but
before he can learn new techniques, he's gonna want him to remember the old
ones.
  Komaki figures a plan to make Kiryuu remember--he'll have him fight three of
his former students, who are now working in various parts of Kamuro.  He sug-
gests that by fighting people who know his style, it'll come back to Kiryuu.
  After he tells you where the three students are, you can hear the information
again with the top choice or get on with it with the bottom choice.
  - The man in the white coat on Shichifuku right in front of M.E.B. advertis-
   ing a cabaret club:  Komaki-Style Flowing Catch (Komakiryuu Ukenageshi)
  - Enter Sushiya Gin and you'll automatically encounter the worker:  Komaki-
   Style Parrying Reversal (Komakiryuu Hajikigaeshi)
  - Enter Smile Burger and you'll automatically encounter the worker:  Komaki-
   Style Tiger Killer (Komakiryuu Toraotoshi)
  These are three powerful reversal techniques.
  Komaki's kinda tricked you.  After you beat these three guys, they quit their
jobs and go back to their training.  Guess he needed a way to get through to
them.
  Before you can undertake your training, Komaki wants you to prove yourself
again.  Kiryuu at first thinks he means to fight Komaki himself, but he means
for you to fight his number one student.  It's not the easiest of battles, but
it's not impossible.
  (Technique learned from battle:  Komaki-Style Dharma Roll [Komakiryuu Daruma
   yoke]--this gives you the ability to roll after a sidestep, same as in
   Kenzan!)
  Now that you can learn from him again, you can choose the second option to
find out about the "bound" system (kinda like a juggle system), the third to
learn about grabbing opponents when they're down, the fourth option to learn
about stunned enemies, the fifth option to learn about charging your Heat after
certain Triangle moves (called "Lingering Mind [Zanshin]"), and the bottom op-
tion to exit.
  Choosing the first option will ask about new techniques.  To learn them, you
need to have Kiryuu's "Mastery" attribute at level 7.  When I play from scratch,
I usually focus on building up Mastery just because it gives you Heat Actions.
  You can definitely have it up around that high by the 5th chapter.
  Talk to Komaki with your Mastery at level 7 and ask him about new techniques.
He tells you there's a secret scroll of techniques passed on since the Edo
Period (the "Gion Unarmed Style Scroll," for those who played Kenzan).  When
Komaki moved to the Dragon Palace, it seems a homeless man made off with the
secret text.  Again, he's asking you to go take care of his business.
  Talk to the bum on the trash can in the Children's Park at the west end of
Shichifuku.  Kiryuu asks if he's this Kamekichi guy who ran off with the
scroll, but he's not.  He tells you Kamekichi is at the betting place in the
Dragon Palace.
  Go to the gambling place in the Dragon Palace.  Kamekichi's right inside the
entrance.  He tells you he sold it at the Ebisuya Pawn Shop--better go buy it
before someone else gets it!  It's the bottom item, for 31,500 yen.
  Bring that to Komaki and you can finally learn these three new techniques:
    1.  Komaki-Style Swordless Rebirth (Komaki-Ryuu Mutou Tensei):  when in
      Heat Mode, when opponent attacks you with a sword, hit Triangle when
      prompted by the "Goku" symbol at the top of the screen
    2.  Komaki-Style Skull Smasher (Komaki-Ryuu Hachikuzushi):  when in Heat
      Mode, grapple an opponent and move them over to an object about waist-
      high, hit Triangle when prompted by the "Goku" symbol at the top of the
      screen
    3.  Komaki-Style Dragon King Mastery (Komaki-Ryuu Ouryuu no Kiwami):  when
      in Heat Mode, after successfully landing the Komaki-Style Flowing Catch
      reversal and dizzying opponent, stand in front of them and hit Triangle
      when prompted by the "Goku" symbol
  The last one is kinda hard because you have to do it on Komaki himself.
  So, that's it!  That's all you can learn from him--and you can do it all in
Chapter 5, which makes you pretty powerful early on!


MACK SHINOZUKA
--------------
You'll first run into Mack in Ryukyu Village, near the Monorail.  He's wander-
ing around, looking for the greatest photo op in the world.  Sensing a kindred
spirit in Kiryuu, he teaches him how to start a blog and sends e-mails about
people around both towns who might be great to photograph.  This is the Revel-
ation system, and you pretty much have to go through the tutorial.
  But, that's not all Mack is good for.  In fact, that's not even what he's
considered a "master" or "teacher" of by the game!  In order to get the "Path to
Training" Trophy, you'll need to meet all 3 masters--Yonashiro, Komaki, & Mack.
You'll notice that if you go through the game's story, you'll naturally be
forced to encounter both Yonashiro and Mack, and even if you take all the train-
ing from Komaki and Yonashiro, you still won't have "met" Mack, by the Trophy's
standards.
  In Chapter 5, after Kiryuu chases Mack down, Mack is impressed by Kiryuu's
running skills.  He tells him he knows a great place he's got to show him, but
then he has to run.
  After the battle with Lau, you can encounter Mack again.  He's standing on the
south side of Kouenmae, near its east end, a little west from the entrance to
the Sai no Kawara area (at the West Park).  He's kinda tucked away against the
"wall," musing over the Japanese liquor shop for some reason--so don't feel bad
if you missed him.
  Talk to him and he'll remember that "great place" he talked about.  He says
it's in the Sai no Kawara area and runs off.  Kiryuu figures when he has the
time, maybe he'll go see what the guy's on about.  Weirdly, if you do this in
the Premium Adventure Mode, sometimes Mack just runs off-camera, but isn't
removed from the playing field--he just stands there like a mannequin.  Don't
worry; he's still going to be there if you go to the Sai no Kawara.
  He'll end up standing next to the Majima Group Headquarters (your hideout at
the Sai no Kawara Area).  Talk to him, and he'll introduce a Majima Group member
who just happens to be Mack's friend, and explain that they can make obstacle-
course-like formations in no time at all for him to run around in.
  This is your Chase Battle practice.  If you're struggling with Chase Battles,
you're not alone.  They can be pretty rough--unless you train with Mack and get
your Chase Gauge up!
  There are four races you can take with Mack.  They go from top to bottom,
easiest to hardest, of course.  The three where you chase Mack give you more
Chase Gauge (that's your endurance for Chase Battles).  You'll be happy to
know that they are substantial increases to the gauge.  The other one, the one
where you run from Mack, will up the damage of your shoulder charge.  Again,
you'll need that.
  You also get prizes depending on your time.  You'll notice that the top three
times for each course will be displayed on the right in a little box.  If you
beat those times, you'll get stuff.  Completists will be happy to know that it
does get easier with practice, and it's more than possible to get the 40 seconds
in Formation C to get the recipe for building weapons.
  Here's what you get:

  FORMATION A (Chase Mack)
     1st Time Completing: Chase Gauge Max Up, unlocks Formation B
     1st Place: Hyakkoumaru (a knife-type weapon)
  FORMATION B (Escape Mack)
     1st Time Completing: Shoulder Charge Damage Up, unlocks Formation C
     Collapsible Hammer (since you run away from Mack until the time runs out,
     there is no way to judge by time, so you automatically get the hammer)
  FORMATION C (Chase Mack)
     1st Time Completing: Chase Gauge Max Up, unlocks Final Formation
     1st Place: Majima's Order Form (recipe for weapons)
  FINAL FORMATION (Chase Mack)
     1st Time Completing: Chase Gauge Max Up
     1st Place: Mack's Talisman


INNER FIGHTER 7 (IF7) (MINAMIDA)
---------------
In the space to the east of the little alley running south from the Champion
District, there's a weird guy who looks like Dr. Brown (Christopher Lloyd's
character) from Back to the Future.
  Talk to him and pay the 100,000 yen to have his "experience," and suddenly,
yakuza show up.  They don't like him doing business in their terf.  Beat them.
  The guy introduces himself as Dr. Minamida, a game designer.  He's the guy
who made the YF6 game in Ryuu ga Gotoku 2's arcades.  Now, he's developing a
virtual reality game called "IF7" ("Inner Fighter 7").
  The rules of this game are quite simple.  After you defeat certain bosses,
you'll be able to play a stage against them where you have to drain their
health bar before they drain yours.  There's also a time limit.  Keep in mind
that you can't use Heat Moves, and that some enemies are a little different.
For instance, for the fight against Lau, you have to face three of him at once,
or for the fight against Kanda, after you defeat him, another, bigger one ap-
pears.
  The first time, you'll have to fight Tamashiro.  But, after your first use,
Minamida will cut the price down to just 10,000 yen per game.  That's not so
bad, I guess....
  1.  Warrior of the Wicked Weapon (Tamashiro, Chapter 5):  the ability to use
    Brass Knuckle type weapons, 2000 experience
  2.  Lust Giant (Kanda, Chapter 6):  Herculean Mastery Heat Move, 2,000 exp.
  3.  Single-Eyed Devil (Majima, Chapter 9):  Cigarette Mastery Heat Move,
     2,000 experience
  4.  Vengeful Asura (Lau, Chapter 9):  True Lotus-Style Flashing Energy Palm
    (during the Lotus-Style Flashing Energy Palm's charging period, Kiryuu
     also charges Heat Energy), 2,000 experience
  5.  The Fist God Made Flesh (Kazama, Chapter 12):  Dragon God Protection
    (when in Heat Mode, you can block weapon attacks, except guns and bombs),
    2,000 experience
  6.  The Demon-God King Dragon (Kiryuu, Chapter 12):  Status of the Asura
    (in Heat Mode, while health flashes red, hit L3 and R3 to sacrifice Heat
     Energy for Health)

After you beat a level, you can replay them.  They'll be a little harder,
though, so be warned (it shouldn't pose too much of a problem).  Note that
losing here does not count as a "continue."
  Here is a list of rewards for replaying the levels:

  1.  Iron Chestplate, 500 experience
  2.  Compact Motor, 500 experience
  3.  New-Style Battery Tester, 500 experience
  4.  Superalloy Spring, 500 experience
  5.  Silence Shoes, 500 experience
  6.  Weight-Modifying Device?


-----------------------------
5c.  The Underground Coliseum
-----------------------------

From Chapter 8 on, you can visit the Underground Coliseum in the underground
gambling/pleasure district area of the Sai no Kawara.  There's a save point in
this room, which is nice for those who want to keep their record pristine,
some chairs where your partners will sit (I'll get to that later), and a guy
at a counter.  Talk to the guy behind the counter to enter tournaments, see
information about the opponents you've defeated, hear about tag teams and your
popularity, or to buy items with the points you've earned.
  The basic premise is that each tournament has 8 entrants, so it goes in
three stages.  The winners from each bracket ostensibly advance to the top.
We can't see how the opponents are doing or anything, so all you'll need to
know is that you will have to fight three times in each tournament in order to
win.
  Should you win a tournament, you'll get money, experience points, battle
points (BP), and popularity.  Popularity is a hidden stat, but it'll affect
your "title."  Your title is like your rank.  It doesn't actually do anything,
but it's kinda cool to hear the announcer (Kei Grant) call you different things
as you progress through your coliseum career.
  At first, only two tournaments will be available: the Exhibition Tournament
and the Street Fight Grand Prix.  As you progress through the game's story
and as you fulfill certain requirements, you will unlock new tournaments.  Each
not only has their own set of people who enter the competition, they also have
their own rules.  One forces you to use an equipped weapon, one has "found"
weapons lying around, one has fire on the ground, one has breakable walls, etc.
  You will get about 1/3 of your damage restored to you after each fight.
That's cool, because you can't use any items during the tournaments.  Your
equipment doesn't work, either; you won't get any of the benefits of wearing
armor or accessories.
  Here is a list of the tournaments you can enter, as well as your rewards.
Bear in mind that the rewards are only for the FIRST TIME, beating them after
that yields lower rewards.

(NOTE:  If your tournament doesn't show up in story mode, and you're sure that
 you've done what was required to unlock it, advance the story.  These also
 need you to be at certain chapters)

TOURNAMENTS
-----------
EXHIBITION TOURNAMENT
  Experience: 1,000  BP: 1,000
  (from Chapter 8 on)
STREET FIGHT GRAND PRIX - Weapons litter the arena.
  Experience: 5,000  BP: 2,000
  (from Chapter 8 on)
BREAKOUT GRAND PRIX - Walls are breakable; ring out = loss.
  Experience: 8,000  BP: 3,000
  *Clear Street Fight Grand Prix 3 times*
  (from Chapter 8 on)
HEAT GRAND PRIX - The floor gradually heats up, radiating from the center,
  making it so if a participant is knocked down, they bounce up and take damage
  Experience: 8,000  BP: 4,000
  *Clear Breakout Grand Prix 3 times*
  (from Chapter 8 on)
BOUNDING GRAND PRIX - Participants are knocked back far and bound high.  Use
  to combo them like crazy.
  Experience: 8,000  BP: 5,000
  *Clear Heat Grand Prix 3 times*
  (from Chapter 9 on)
BOMBER GRAND PRIX - Bombs fall from above, sometimes detonating quickly, some-
  times slowly.  You can grab them, if you want (I suggest kicking them away or
  avoiding them)
  Experience: 10,000 BP: 6,000
  *Clear Bounding Grand Prix 3 times*
  (from Chapter 9 on)
GOLDEN GLOVE GRAND PRIX - Only punch attacks are available.  No throws, either.
  Experience: 5,000  BP: 5,000
  *Clear Exhibition Tournament 3 times*
  (from Chapter 9 on)
TAG MATCH GRAND PRIX - Team up with a partner, beat tag teams!  More on getting
  a partner below.
  Experience: 8,000  BP: 6,000
  *Clear Bomber Grand Prix once*
  (from Chapter 9 on)
TWIN DRAGON GRAND PRIX - Team up with a partner, beat high-level tag teams!
  More on getting a partner below.
  Experience: 15,000 BP: 7,000
  *Clear Tag Match Grand Prix 3 times*
  (from Chapter 10 on)
WEAPON MASTER GRAND PRIX - You must choose either a sword, knife, bat, knuckles,
  or nunchaku type weapon, and you have to fight with it.  It might sound a
  little weird, but I recommend the knuckles because you can still reverse
  opponents with the Tiger Killer, Parrying Reversal, and you can use the side-
  step attack.
  Experience: 12,000 BP: 7,000
  *Clear Golden Glove Grand Prix 3 times*
  (from Chapter 9 on)
HYPER GRAND PRIX
  Experience: 10,000 BP: 8,000
  *Clear Weapon Master Grand Prix 3 times and Twin Dragon Grand Prix once*
  (from Chapter 10 on)
MAGNUM FORCE GRAND PRIX
  Experience: 15,000 BP: 9,000
  *Clear Hyper Grand Prix 3 times*
  (from Chapter 10 on)
MAXIMUM GRAND PRIX
  Experience: 20,000 BP: 10,000
  *Clear Hyper Grand Prix 5 times and Magnum Force Grand Prix 5 times*
  (Chapter 12)

About tag teams, you need to find partners.  Once the Tag Match Grand Prix
opens up, you can start recruiting partners around town.  There are five of
them, and they each have their own special requirements.
  Here is a list of the tag team partners and what you need to do to make them
available.  Once they're in your roster, you'll see them waiting in the lobby.

PARTNERS
--------
MAXIM SOLDADOV.  Defeat Maxim in the Coliseum tournaments.  He'll appear right
  outside the door to the Coliseum.  Agree with the top choice.
HIYAMA DAIJI.  Defeat Daiji in the Coliseum tournaments.  He appears in Smile
  Burger (on Nakamichi).  In order to get him to join, you need to break at
  least 50 found weapons in normal battles.  Agree with top choice.
  NOTE:  There MAY be a bug with him.  Lots of people on Japanese boards report
  problems recruiting him, and I was unable to after my second play through.
  It could be that the statistic "broken weapons," which is one of the few
  things to carry over in Premium New Game, was already maxed out at 100 and
  the game didn't "think" I met the required amount of weapons.
BRUCE EBINUMA.  Defeat Bruce in the Coliseum tournaments.  You'll also need to
  win at least 50 random battles on the street (which I'm sure you have).  Talk
  to the two guys in Atenshi and Bruce will appear.  Talk to him near the
  karaoke machine, top choice to agree.
JINNO KEIGO.  Talk to the man and punk in Mach Bowl, beat Jinno.  As you
  leave, he'll come talk to you.  Kiryuu will show him the arena.  Leave and
  come back and he'll be on the floor in the lobby.  Talk to him and agree with
  the top choice.
HATAE MASAYUKI.  Use the Batting Center at least 5 times.  You must play full
  games; you can't quit with "Select."  Leave the building and come back.  The
  manager will be standing near one of the doors.  Talk to him, then choose the
  top choice to ask Hatae to knock it off.  Beat Hatae.
  NOTE:  He won't appear if the guy is waiting in the lobby for the "Worrysome
  First Draft Pick" mission.

So, you've got yourself some BP...now what?  You can use it to buy items.  This
is a much cooler design than in earlier games, by the way.  In earlier games,
you got an item as a reward for beating a tournament.  That sounds nice, but it
was random, so if you were after a certain item you knew you could only get from
the Coliseum, you had to try over and over and over and over until it finally
appeared.
  Anyway, here is a list of all the things you can buy here.  Bear in mind that
you need to use Battle Points.  Unlike in gambling houses, Battle Points can't
be purchased, so if there's something on this list you want, you'll have to win
a bunch of tournaments to afford it.

BATTLE POINTS MENU (COLISEUM)
-----------------------------
Toughness Infinity             7,500
Tauliner Maximum               3,000
Staminan Spark                15,000
Plastick Shin Guards             500
Black Belt                     1,500
Calmness Hand Towel            7,500
Iron Shin Guards              10,000
Thief Gloves                  15,000
Payback Ring                  15,000
Anger Bracelet                15,000
South Paw Bracelet            45,000
Champion Ring                 50,000
Tourmaline Bracelet          100,000
Hercules Gauntlet            100,000
Energy-Stealing Gloves       120,000
Sacred Tree Shin Guards      120,000*
Shisa Pendant                150,000
Blood-Stained Sarashi         75,000
Dragon Shirt                 150,000
Dragon Protector             200,000
Anger Armor                  200,000**
Shisa Waistband              300,000
Bullet-Cutter Kanemitsu      500,000
Wristband                        500
Brass Lump                     1,000
Ancient Black Sand Steel       5,000
Gold-Colored Gem              15,000
Weaponmaster Beads            20,000***
Yin Dragon Brooch             25,000
Yang Dragon Brooch            45,000
White Lotus Comb              75,000
Red Dragon Brooch             80,000
Rising Dragon Brooch          90,000
Retribution Dragon Brooch    100,000
*--Defeat Tachibana Gunji in Maximum or Magnum Force
**--Defeat Takeo Kazuhiro in Maximum or Magnum Force, where he only appears once
  you've defeated him 5 times in Exhibition first.
***--Defeat Kamiyama Renji in Weapon Master

To complete the list for the Coliseum, you'll need to fight all the opponents.
They appear in various tournaments--and some only after certain conditions are
met.
  First, I'll list the fifty Singles Tournament entrants, then the 20 Tag Team
participants.  I list them left to right, then top to bottom, like so:

SINGLES                         TAG TEAM
 1  2  3  4  5  6  7  8  9 10    1  1   2  2   3  3   4  4   5  5
11 12 13 14 15 16 17 18 19 20    6  6   7  7   8  8   9  9  10 10
21 22 23 24 25 26 27 28 29 30   11 11  12 12  13 13  14 14  15 15
31 32 33 34 35 36 37 38 39 40   16 16  17 17  18 18  19 19  20 20
41 42 43 44 45 46 47 48 49 50

SINGLES
1.  VALERY GARRETT.  Maximum.  Defeat all other opponents in Single Tournaments.
2.  KOMAKI SOUTAROU.  Magnum Force.  Complete Komaki training.
3.  OOKAWA MAMORU.  Maximum.  Win Maximum at least 3 times.
4.  HOUZOUIN INZEN.  Weapon Master.
5.  FREDERICK BLACKS.  Maximum.
6.  LAOS WAIWATT.  Hyper, Magnum Force, Maximum, Golden Glove.
7.  MINOTAUR OOTAKI.  Hyper, Magnum Force.
8.  YONASHIRO SHOUJI.  Weapon Master.  Complete Yonashiro training.  Remember to
  talk to him after getting all techniques so he talks about wanting to fight
  again and leaves the beach.
9.  NORMAN "CRAZY" WADE.  Golden Glove, Maximum.
10.  YAMAMOTO NOBUYOSHI.  Magnum Force, Hyper, Golden Glove.
11.  STRONG YAMAZAKI.  Hyper, Bomber, Maximum.
12.  MIKE BERHEART.  Golden Glove, Maximum.
13.  HUNTER OZAWA.  Weapon Master.
14.  SCORPIO KITOU.  Golden Glove, Magnum Force, Hyper, Heat.
15.  KIRISHIMA KEIJI.  Magnum, Maximum.
16.  LIONEL KLINSMANN.  Golden Glove, Heat.
17.  MON AMOUR KOMIYAMA.  Hyper, Bomber, Maximum.
18.  JOHN CARTER.  Magnum Force, Golden Glove, Bomber.  Beat Ookouchi Ken'ichi
  in the Golden Glove tournament.
19.  ONIGASHIMA TORAKICHI.  Hyper, Magnum Force.
20.  THE GREAT JACK.  Magnum Force, Hyper, Bomber, Breakout, Maximum.
21.  PRINCE IGARASHI.  Maximum, Burning.
22.  DEAD BOY.  Burning, Bounding, Street Fight.
23.  TAKI RYUUICHI.  Weapon Master.
24.  WILLIAM CLERC.  Golden Glove.
25.  NAGAI SOUSUKE.  Golden Glove, Bounding, Breakout, Street Fight.
26.  OOKOUCHI KEN'ICHI.  Magnum Force, Golden Glove, Bomber, Bounding, Burning.
27.  KAMIYAMA RENJI.  Weapon Master.  Complete Yanashiro training.  Remember to
  talk to Yonashiro after getting all techniques from him, so he talks about
  wanting to fight and leaves the beach.
28.  TOMAHAWK MITSUI.  Hyper, Bomber, Bounding.
29.  DON CARPACCIO.  Golden Glove, Bomber, Bounding, Street Fight.
30.  BRUCE EBINUMA.  Bomber, Burning.
31.  MUGURUMA KYOUSUKE.  Burning, Street Fight.
32.  ISAKA GINJIROU.  Golden Glove, Bomber, Burning, Street Fight.
33.  TACHIBANA GUNJI.  Bomber, Bounding, Burning.
34.  MIKE LONG.  Breakout, Street Fight.
35.  ANTONIO VAQUERO.  Golden Glove, Bomber, Burning, Exhibition.
36.  PARK DONGJU.  Street Fight.
37.  MAMMOTH TATSU.  Magnum Force, Maximum, Burning, Breakout, Street Fight,
  Exhibition.
38.  THE BIG DANDY.  Golden Glove, Street Fight.
39.  MIYAMA SHINGO.  Bounding, Exhibition.
40.  AXE ISHIGURO.  Weapon Master.
41.  HIYAMA DAIJI.  Burning, Breakout, Street Fight, Exhibition.
42.  MAXIM SOLDADOV.  Golden Glove, Burning, Street Fight.
43.  TANIGUCHI HIGASHIGO.  Weapon Master.
44.  YUKI MENDEROS.  Burning, Street Fight.
45.  UEMATSU KEISUKE.  Exhibition.
46.  MARCUS ZEFAL.  Weapon Master.
47.  GRAND CHEF JEUNG.  Weapon Master.
48.  HOMERUN KEN.  Weapon Master.
49.  SAKODA JUUZOU.  Street Fight.
50.  TAKEO KAZUHIRO.  Breakout, Exhibition.  Defeat him 5 times in Exhibition or
  Breakout to have him appear in Maximum, Magnum Force.  He'll be like Valery
  Maximov / Mine Yoshitaka.

TAG TEAM
1.  VALERY GARRETT & MINOTAUR OOTAKI.  Unlock Valery Garrett in singles?
2.  FREDERICK BLACKS & NORMAN "CRAZY" WADE.
3.  LAOS WYWATT & MIKE BERHEART.
4.  OOKAWA MAMORU & THOMAS LLOYD.
5.  JOHN CARTER & LIONEL KLINSMANN.
6.  ONIGASHIMA TORAKICHI & THE GREAT JACK.
7.  ANTONIO VAQUELO & SCORPIO KITOU.
8.  STRONG YAMAZAKI & PRINCE IGARASHI.
9.  YAMAMOTO NOBUYOSHI & NAGAI SOUSUKE.
10.  REX ANZAI & CERBERUS FUJISHIRO.
11.  TACHIBANA GUNJI & WILLIAM CLERC.
12.  YISHAN & ERSHAN.
13.  MAMMOTH TATSU & THE BIG DANDY.
14.  OOKOUCHI KEN'ICHI & ISAKA GINJIROU.
15.  USUI SHOUGO & HOKUCHI SEIJI.
16.  JUSTIN WOODS & PARK DONGJU.
17.  YUKI MENDEROS & MON AMOUR KOMIYAMA.
18.  TOMAHAWK MITSUI & SAKODA JUUZOU.
19.  TAKEO KAZUHIRO & UEMATSU KEISUKE.
20.  MIYAMA SHINGO & DEAD BOY.

Lastly, here are the titles you can get.  Again, these don't affect much;
they're just for fun.  You'll know your popularity is going up when you hear
the crowd cheering.  You're losing points when they boo, of course.
  Knocking an opponent down, doing a long combo, hitting with a Heat Move, and
using special things such as the weapons lying around in the Street Fight Grand
Prix will all add to your popularity.  Being knocked down and such will take
away from your popularity...but, if you win a tournament, chances are very good
that this hidden stat is going up, anyway.  If you play the All-Star Tournament
in the Premium Adventure Mode, you can see your popularity, and it seems to
always give you some for winning a tournament.

1.  Dragon of the Doujima
2.  The Coliseum's Entertainer
3.  The Coliseum's Star
4.  Wild Man of A Hundred Battles
5.  Charismatic Man of A Hundred Battles
6.  Hero Among Men
7.  King Among Men
8.  Emperor of the Underground Fighting World
9.  King of Kings of the Underground Fighting World
10. The Legendary Dragon


-------------------------------------
5d.  Romancing the Cabaret Club Girls
-------------------------------------

When you go into a Cabaret Club, you'll first answer whether or not to spend
time there, then you'll get to choose one of the girls at that club to have a
nice time with--while drinking and eating the club's food and drink, of course.
  The basic idea is to get them to 20 hearts.  Then, you'll be able to do their
side mission.  Each girl has her own story and her own thing you'll need to do
in the end to finally win her heart...or, rather, to win a night with her and
complete the mission.
  Yes, for those who're wondering, you do sleep with the girls.  I guess that's
fitting for an action-film-esque story, tho'...they're always "winning" the
girl in the end.
  The first thing that happens is they'll appraise what you have equipped.  If
you come to them with weapons or armor, they'll most likely lose hearts, and if
you come with the right cologne or whatever, they'll probably get a bonus.
  That bonus only happens for the first part of the date.  So, if you're count-
ing on it, you'll probably want to choose not to continue to the second round of
food and questions, leave, come back in, and then have them get the bonus again.
  Anyway, next is presents.  This is another thing you can only do when you
first come in for the meeting, so, if you're planning on giving them a bunch of
stuff, you'll probably want to just leave and come back after the first round
of questions.  The top choice is to give a present, the bottom is to refrain.
  Next comes your round of drinks.  Each girl has different tastes here, too, of
course, but they usually love it when you buy more expensive stuff.
  Next comes the food.  Again, each girl has different taste, so, order what
you'd like.
  Now, you get to go through a round of questions.  On your first visit, that
goes pretty quickly, and it ends with the girl giving you her card.  Though it
seems like the night has dragged on too long for the two, you can just turn
right around and immediately enter again, ask for the girl, and start another
visit.
  During the conversation moments, you may be prompted to look at a certain
part of the girl and then press the Circle button until it zooms in and confirms
your selection.  This is usually when the girl asks which of her features is
the nicest or whatever.  There are two variations per girl, and I'll try to
list them in the order the come.
  The other thing that might break up the regular conversation bits is when she
asks if you've heard anything interesting lately.  This will bring up a list of
things you've found by overhearing conversations around town (or sometimes
things restaurant owners tell you after you order a few times there).  Just like
with presents, food, drink, and what equipment you're wearing, the different
girls have different tastes here.  Thankfully, they don't usually get offended
by you mentioning something they don't like, and they usually will even let you
say the same thing twice (with less of a bonus).
  Converstaion normally flows like this:  when you first visit a girl, she has
to go through a set of "first timer" dialogue choices.  I'll call them "First
Questions" in the girl's section.  She goes through these in order--so much so
that if there are too many questions in the "First Questions" section for your
actual, first visit, she'll start the next visit by finishing them off.
  Next, she goes into a loop.  This loop is broken by the questions I mentioned
above where she'll ask what interesting things you've heard or make you look at
certain parts of her body or accessories.  The loop does go in order, but it
doesn't necessarily start at the point it left off when you come back for a new
visit.  So, it's easier to go through dialogue moments this time!
  There are also special dialogues that occur only after each date.  When you
get a girl to 8-10 hearts, she'll ask you to see her for an after-hours date,
and when you get her to 14 or 15 hearts, she'll ask you for another date again
(usually one where you accompany her back to work afterwards and automatically
spend a visit with her).  Once you come back and visit her after those dates,
or when you go to the club together after the date, she'll have to cycle through
a certain amount of dialogue.  You'll know these are the special questions be-
cause they are written in pink instead of white.  Just so you know, these
special dialogues will sometimes be broken up by the "what have you heard
that's interesting?" question, but that'll be white, so it'll be easy to tell.
  Some girls ask another question that's in pink.  That's when you get them to
20 hearts.  So long as you answer it in a way that they like (which usually is
any choice available, actually), they'll end the date there and you can bet your
lucky stars she'll call you soon with her special side story.
  Usually, for dates, you'll get a phone call from the girl a number of seconds
after you leave the club.  She'll ask to do something and say she'll meet you
at a certain place.  This place is the same for all the girls of each club:
for Flawless, it's the Smile Burger on Ryukyu.  For Club Koakuma, it's the
Smile Burger on Nakamichi.  For Club Ageha, it's Gelateria Kamuro on Tenkaichi.
  Just meeting the girl there will give her a bonus, but you'll probably already
be at her maximum hearts at the time.  Taking her to the right place will also
give you a pop, as will ordering the right food (if it's a restaurant) or
winning the match if it's a game you're playing.  As I said, though, you'll
usually be already right at 10 or 15 hearts at the time, so you won't be able
to get her higher.
  These dates are crucial because on your return to the club, she'll get her
maximum hearts increased from 10 to 15 for the first date and from 15 to 20 for
the second date.  You need to have her at 20 hearts for her side story to be
made available.
  Just as with everything else, each girl has different preferences with the
things she wants to do or eat on her dates.  She also may have something weird
about it.  Some of the girls will suddenly stop appearing at their club once
you've gotten them to the point where you can date them.  If you go in, the guy
working there will tell you she's not available.  You'll usually have to go in
and talk to him so you find out she's really not there, then go back outside and
wait a couple of minutes for her text message to come and tell you she's back
at the club.  This is just a way to make it artificially last longer and to
make you have to go to the club one more time.
  Regardless of whether or not you've raised her hearts up to the maximum, after
each visit after the first time, she'll tell you your time is up when it's up.
You can choose to continue the evening or just leave.  If you haven't built up
her hearts to the point where you can date her, you can continue for the same
fee you pay to date her normally.  You won't get a bonus for your equipment
this way, since you've already made your "first impression" for the evening, nor
you will be prompted to give her a present again, but you can still impress her
with food and drink.  Then, another round of questions.  After that, the evening
will automatically end.
  If you do choose to end the evening early when prompted, don't worry--she
won't lose any hearts over it.  So, if you manage to get her to 8 hearts on the
first set of dialogue questions and such, you don't HAVE to keep dating her for
the night.  You can leave and it'll be alright--she'll probably still call you
for the date.
  Once you've gone through both dates and extended her maximum hearts to 20,
then ended the night with her at maximum, she'll usually give you her "special
card."  (Don't get too excited--it's the same card with sparkly lights and
stuff in the background)  Usually, a few seconds after you leave, you'll get a
call from her on your cell phone.  Then, it's off to her side-story.
  Each girl is different there, too.  One wants you to pretend to be her boy-
friend for her dad, which involves a fight, one wants you to go looking for her
(ugly) dog--stuff like that.  Finish that side mission and she'll take you to
the nearby love hotel.  You'll get the experience and all, and the mission will
be checked off when you get an e-mail from her with a photo of her as an attach-
ment.  That usually happens a few seconds after you leave her at the hotel
district.
  Don't get too excited for that picture, either.  It's really nothing.
  Finish all ten girls and you'll get a congratulatory (kinda) e-mail from
Sayama, who will have Bob Utsunomiya hold the Seven Luck Gods Sarashi present
for you.
  I know all that block of text may have been a little much to swallow, so
here's a quick run-down of how dating a girl works:

(1st Visit)
1.  Entering the club.  Say whether or not you want a table, then say which
  girl you want.
2.  First impressions.  Equipped items effect Hearts.  Prompt to give a present
  or not.
3.  Food and drink.  Drinks first, then food.
4.  First Questions dialogue.
5.  Get card, exit club automatically.  Get 1st e-mail outside of club.

(Normal Visits)
1.  Entering the club.  Say whether or not you want a table, then say which
  girl you want.
2.  First impressions.  Equipped items effect Hearts.  Prompt to give a present
  or not.
3.  Food and drink.  Drinks first, then food.
4.  Questions Loop dialogue.  Possibly starts with "Interesting Stories."  At
  8 or 14 Hearts, may be interrupted with "Looking" moment.  At 20 Hearts, may
  be interrupted by "20-Heart Question," in pink, which will end the visit.
  May start at any point in the loop.
5.  Continue evening?  Yes to continue (-> step 6), no to end (-> step 8).
6.  Food and drink.  Drinks first, then food.
7.  Questions Loop dialogue.  Possibly starts with "Interesting Stories."  At
  8 or 14 Hearts, may be interrupted with "Looking" moment.  At 20 Hearts, may
  be interrupted by "20-Heart Question," in pink, which will end the visit.
8.  End of visit automatically.  Get e-mail outside of club.

(After Either Date)
1.  Entering the club.  Say whether or not you want a table, then say which
  girl you want.
2.  First impressions.  Equipped items effect Hearts.  Prompt to give a present
  or not.
3.  Food and drink.  Drinks first, then food.
4.  After-Date Dialogue.  Written in Pink.  Possibly starts with "Interesting
  Stories."
5.  Questions Loop dialogue.  At 8 or 14 Hearts, may be interrupted with
  "Looking" moment.  At 20 Hearts, may be interrupted by "20-Heart Question,"
  in pink, which will end the visit.  May start at any point in the loop.
6.  Continue evening?  Yes to continue (-> step 6), no to end (-> step 8).
7.  Food and drink.  Drinks first, then food.
8.  Questions Loop dialogue.  Possibly starts with "Interesting Stories."  At
  8 or 14 Hearts, may be interrupted with "Looking" moment.  At 20 Hearts, may
  be interrupted by "20-Heart Question," in pink, which will end the visit.
9.  End of visit automatically.  Get e-mail outside of club.

TIP:  The Popularity Bracelet is liked by ALL GIRLS and gives a +0.5 Hearts
  bonus.

TIP:  The Embroidered Dragon Shirt is liked by ALL GIRLS and gives a +1 Heart
  bonus!

TIP:  You don't have to waste your money on expensive drinks or presents.  Just
  buy food the girl either likes or is neutral about, wear a nice accessory or
  armor, and answer her questions well.  This will be a lot cheaper than trying
  to get the measely +1 heart bonus for spending 300,000 yen.

NOTE:  If you can't enter the club, you don't have enough money.  If you can't
  get the girl you want, chances are you've got to wait for an e-mail from her
  before she comes to the club again.  That usually takes a couple of minutes
  of waiting.


- CLUB AGEHA (in Kamuro) -

5d-I.  ARAKI SAYAKA
-------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):  0
12-Year Yamazaki (20,000):  0
Tantakatan Shiso Shouchuu (3,000):  0
Beer (1,000):  -0.5 
Cassis and Orange (1,000): -0.5
Orange Juice (1,000): -0.75
Kyougetsu Green Water (Free):  0

FOOD
----
(Nothing):
Fruit Assortment (5,000):  +0.5
Chicken Basket (3,000):  +0.5
Vegetable Sticks (2,000):  0
Grilled Kwangtung Skate Fillet (1,000):  -0.5
Chocolates (1,000):  -0.5
Pickled Vetables (1,000): -1

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

Q:  I came back here, although I was in Roppongi, because the place was in
  trouble.  I guess he wants me to really come back to my old self...?  I don't
  think I can do it so well--I mean, can I live up to these expectations?
A:  He's really counting on you, huh?
1.  ***--
2.  **-------    +0.25
3.  **---------

Q:  I'm a totally different person than back when I was here in Kamuro.  I used
  to say I didn't drink (booze)!  Heh.  I just got back here, and I feel like I
  don't know my left from my right....  Anyway, so, because it's not so fun to
  be with me, I don't really get many dates.  But, one day, I changed!  I had
  my purse snatched!  I got so angry and beat the guy, but he ran off with just
  the wallet--the newsstand guy caught him later.  I was so disgusted!  Really!
  It felt good to hit him back, heh.
A:  Way to go!
 (Yaruna!)
1.  *----?
2.  ---!          +0.75
3.  **---

Q:  I've really been overworking lately.  I've got my own business, too, so each
  night is like 2 weeks to me.  What kind of business? Oh, just one that deals
  in cute things--you know, things women like.  So, I've been trying to get
  ideas for products and to see what companies I should work with....  But,
  lately, I've calmed down a bit.  I've still got a lot to do, though!
A:  I think that's great!
  (Iya, taishita mon da)
1.  --,*-----     +0.25
2.  --*---?
3.  **---

Q:  (Kiryuu:  Wow, you...must get a lot of guys)  People always say that at
  first.  Then, they say "You're a friend!  I don't think of you like that!"
  I guess guys like a more ladylike girl.
A:  I didn't notice!
  (Ore ha ki ni shinai kedo na)
1.  ----
2.  ----*-----?
3.  *-*-------    +0.75

Q:  I don't think my voice fits me.  I get told that all the time!  I feel bad
  that I ruin my guest's image with my voice.  I mean, I don't notice it at
  all....  But I mean, I've been told to shut up!  Man...I was #1 in Roppongi.
A:  I was a little surprised at first.
  (Saishou wa shoujiki odoroita)
  THEN
  It's a nice voice.
  (Sono koe ha ii na)
1.  --*--*-
2.  **-***--     --> see below
3.  -----------?
THEN
1.  ----
2.  --*----        +0.25
3.  ----*-------?

Q:  Why're you so quiet all of a sudden?  (Kiryuu:  I was just thinking, 'wow,
  she looks great!')  What part of me do you like the best?
A:  Move the reticle to her eyes, hold the "confirm" button.  +1

Q:  I went to the party for a mistress in Champion.  There were so many
  people!  She's gay, you know, so there were lots of gay people there.  There
  were also artists and actors--even wealthy businessmen!  She must be really
  famous.  (Kiryuu:  The mistress of Otenshi, right?)  What?  You know her?
  You know, I always talk to her.  She's 20 times the woman I am!  Heh, I'm a
  little jealous.
A:  You're womanly, too.
1.  -----*-*------
2.  -*-*----        +0.25
3.  ----"--"-*---

Q:  When I talk with my friends, they think I'm angry, but...if I don't talk,
  they think I'm bored.  I'm not angry!  I'm not bored!  I'm just tired.  Man,
  it's frustrating not being understood!
A:  That's just how you are.
  (Maa, sou iu kyara da kara)
1.  ----**-
2.  **-----
3.  -------------   +0.5

Q:  My friend gave me a nickname.  "The Unzipped Queen!"  I forgot to close up
  my zipper in the back!  Hee hee hee.  (Kiryuu:  Why didn't you zip it up?)
  I guess I'm just not used to zipping up.  Friends are always telling me I
  forgot!  So, they call me "Zipper" these days.
A:  Practice!
  (Renshuu shiro)
1.  ------*------?
2.  **--           +0.75
3.  (**-*-)

Q:  You know, I've got dogs.  Two of 'em.  They're so cute!  I keep two because
  it'd be sad with just one--they get so lonely.  The fluffy one's a Yorkie
  named Stan.  The Sheltie's named Carry.
A:  You really like dogs!
  (Inu ga suki na n da na)
1.  *-*----
2.  *-*-----       +0.25
3.  ----**-----?

Q:  I'm gonna get married this year!  At my business, all these pictures for
  places to get married and stuff keep coming in...and whenever I see them, I
  wanna get married, too!  I don't have anyone to get married to but....  It
  takes a year to plan getting married, right, so....
A:  You should find a person to get married to, first.
  (Sono mae ni aite hakkiri shiro)
1.  ----*--
2.  3***-*---*------
3.  --*-**------        +0.25


DATE
----

FINAL STORY
-----------


5d-II.  SAKURAI RINA
--------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):  0
12-Year Yamazaki (20,000):  0
Tantakatan Shiso Shouchuu (3,000):  0
Beer (1,000):  0
Cassis and Orange (1,000):  0
Orange Juice (1,000):  +1
Kyougetsu Green Water (Free):  0

FOOD
----
(Nothing):  0
Fruit Assortment (5,000):  +0.5
Chicken Basket (3,000):  +0.5
Vegetable Sticks (2,000):  0
Grilled Kwangtung Skate Fillet (1,000):  0
Chocolates (1,000):  -0.5
Pickled Vetables (1,000):  -1

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

Q:  You know, I'm actually an office worker.  This is just my part-time job.
  So...I can't drink.  I'll get a headache all day and stuff.  But then, I get
  yelled at for not drinking.  Can I ask you, then--will you be offended if I
  don't drink?
A:  You're doing pretty good without drinking....
  (Nomenakutemo yoku yatteikeru na)
  OR
  So long as I can drink, it's no problem.
  (Ore ga tanoshiku nomeba mondai nai)
1.  *-------------    +0.5
2.  *-*-----?
3.  *-*--*---**--     +0.25

Q:  I really can't stand sitting next to old dudes!  Oh--but, you're OK, of
  course!  Heh heh.  
A:  You really say what you mean, don't you?
  (Zuibun, hakkiri iu n da yo na)
1.  ----*-*-----?
2.  ---****-?
3.  **,----*----      +0.25

Q:  When I went past the elementary school today, I saw some kids on the high
  bar.  It made me remember when I used to be on that thing.  I remember that
  back then, there was this kid who couldn't do forward upward circles...so, I
  said, "C'mon, you can do it!"  But the kid just couldn't, so, she started cry-
  ing....  So, people were encouraging her, but not me.  "You're so cold-
  hearted!" the kids said, but...well, I mean, effort's important, but results
  are more important!  What do you think?
A:  What's important is not giving up.
  (Akiramezu ni tsuzukeru koto ga juuyou da na)
1.  **-*-------
2.  **----------
3.  *---*-----**--   +0.5

Q:  Do you like exciting, strong women...?  If I like someone, it's not like I
  can't face them, but, I don't wanna be too pushy, neither.  (Kiryuu:  So, what
  do you do...?)  I send 'em e-mails every day.  I send 'em all sorts of little
  pieces of information about myself, and then, the next time we meet, it goes
  real smoothly.
A:  I see.
  (Naruhodo na)
1.  -----            +0.25
2.  ---------?
3.  *--**-------

Q:  Man--!  I wanna go to karaoke!  I haven't been lately.  I usually go 3 times
  a week--at least!  I love karaoke.  Don't you think karaoke brings people a
  little bit closer?  Anyway, when I wanna win a guy over, I take 'em to kara-
  oke!
A:  You wanna go to karaoke with me?
  (Ore to karaoke iku ka?)
1.  *----*------
2.  *------*--
3.  *-----*--?       +1.0

Q:  Hm--?  Is there something on my face?  Were you staring at me??  What part
  of me do you like the most?
A:  Put the camera on her breasts and press and hold "confirm."  +2

Q:  You're over 180cm tall, huh?  (Kiryuu:  Yep.)  Heh, I love tall men!  'Cause
  I'm such a shrimp!  Also, guys who look kinda half- or quarter-something else
  when you look in their eyes.  (Kiryuu:  And their personalities...?)  Huh?
  Oh, I dunno about that.  A tall, cool guy...?  In other words, I like a guy
  who could get whoever he wanted.  So, if he's a little mean, it's no problem.
A:  Sounds logical.
  (Gouriteki da na)
1.  ***--            +0.25
2.  **-****--?
3.  *-**----...... 

Q:  I'm really good at typing.  I can just rattle away without looking at the
  keyboard!  But, I've got such long nails, you know...?  So, they've scraped
  the letters off the keys, and I can't tell what keys they are anymore.  When
  my coworkers go to use my computer, they're in trouble.  "Where's the 'L'??"
  Heh.  I also carry a notebook around with me, so, whenever I have time, I just
  type away.
A:  What do you use a computer for?
  (Pasokon de nani yatteruno?)
  OR
  Wow, I wouldn't have known!
  (Igai da na)
1.  -----*----?      +0.75
2.  **--             +0.25
3.  ------------

Q:  Oh...I ate too much.  Mama's omelette-rice was so good that I ate a lot,
  even tho it made me sick.
A:  It was really that good?
  (Sonnani oishii no ka?)
1.  ----**---?       +0.25
2.  -*-*-----?
3.  *--------?

Q:  It's so competitive at my work, but, my project was approved!  So, my boss
  gave me a special bonus!  I'm so lucky!  (Kiryuu:  What do you do, anyway?)
  Oh?  I didn't tell you?  I'm in fashion production.  I forgot the day of my
  presentation once, and I made it in 2 hours...and they approved it, heh!  Man,
  was I ever envied by my colleagues, who stayed up all night working on theirs.
A:  That's great!
  (Tai shita mon da na)
1.  *------          +0.25
2.  ---**-----?
3.  ****--------?

Q:  Man, this is gonna suck.  I have to entertain important people at my work
  tomorrow.  (Kiryuu:  Are you bad at that or something?)  No; I just don't know
  what to do!  Am I gonna have to make pleasantries or something?
A:  Yeah, I know what you mean, but....
1.  *-----?
2.  **-**----
3.  **-------...     +0.75

DATE
----

FINAL STORY
-----------


5d-III.  NISHIYAMA RIHO
-----------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


5d-IV.  NEMU
------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


- CLUB KOAKUMA (in Kamuro) -

5d-V.  MOMOKA ERI
-----------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


5d-VI.  MUTOU SHIZUKA
---------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


5d-VII.  AYUKAWA RINA
---------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


- CLUB FLAWLESS (in Ryukyu) -

5d-VIII.  TSUCHIYA MIKA
-----------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


5d-IX.  KANESHIRO NAO
---------------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):

FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


5d-X.  UNTEN SAYA
-----------------

ACCESSORIES
-----------

GIFTS
-----

DRINKS
------
Champagne Gold (300,000):
Champagne Black (150,000):
Champagne Rose (10,000):
Champagne White (40,000):
12-Year Yamazaki (20,000):
Tantakatan Shiso Shouchuu (3,000):
Beer (1,000):
Cassis and Orange (1,000):
Orange Juice (1,000):
Kyougetsu Green Water (Free):


FOOD
----
(Nothing):
Fruit Assortment (5,000):
Chicken Basket (3,000):
Vegetable Sticks (2,000):
Grilled Kwangtung Skate Fillet (1,000):
Chocolates (1,000):
Pickled Vetables (1,000):

QUESTIONS
---------
For those who don't speak Japanese, count the number of "-" or "*"'s I write
and choose that response.  "*" means a Chinese character (kanji) and "-" means a
kana (the simpler character from the Japanese syllabaries).

DATE
----

FINAL STORY
-----------


-----------------------------------------
5e.  Grooming the No. 1 Cabaret Club Girl
-----------------------------------------

In Chapter 3, you can start a side mission near Aqua Sky in First Town in
Ryukyu Village involving a cabaret club called "South Island."
  The manager is in trouble.  While his top girl, Natsume, has been making his
club a lot of money, she's been using her success to get away with whatever she
wants.  She's been selfish and caused fights with the other girls, basically
making the atmosphere pretty bad there.  That's been bad for the whole club,
naturally, since you can't really just rely on one good worker.
  You can find him standing in front of his club.  Talk to him and answer the
top choice to hear what he needs from you.  As he explains, Natsume shows up
and asks the manager if he's got some stupid scheme brewing, then says she's off
to Hawaii for a while.  He tells her she can't just leave him like that with no
notice, but she just says she'll be back and takes off.
  He has come up with a plan, actually--to hire you.  He wants you to scout the
area, look for suitable girls, hire them, and get them to the point where they
can make more money than Natsume.  If she's dethroned, he feels she'll fall
from her high horse and come back to reality a little.
  The game is simple, but it does take a little time.  It also takes a lot of
fussing around with your hired girl's appearance.  The basic premise is to find
a girl, talk to her, go to the club, set her appearance up to match the guests'
wishes, and balance her stress and motivation meters so that she wants to work
hard.  You do this three times per visit, then get the amount of money she's
made at the end of the day reported to you.  As the game progresses with each
girl, you'll get her closer and closer to the No. 1 status, until she finally
overtakes Natsume.
  Then, she'll promptly leave.
  The first girl you do that for will actually end the mission, plus it'll give
you a "complete" mark as if you've passed it.  However, if you want to get all
possible rewards and do 100% of the story for this thing, you'll want to talk
to the manager again, then go and recruit the other four girls around town,
repeating it until you get all five of them to No. 1.
  Don't worry; you get rewarded each time you do.
(finished section coming soon)


---------------------------
5f.  Skill Games & Gambling
---------------------------

NOTE:  There are common commands in almost all games.
  SQUARE - Bring up the rules
  CIRCLE - (Action button, confirm in menus)
  TRIANGLE - Use Item for applicable gambling games
  SELECT - Bring up the QUIT? (No / Yes) menu

- CLUB SEGA -

ANSWER x ANSWER
---------------
This is a quiz game.  Unlike those little trivia machines in bars, you play
against a computer opponent...so, they can beat you by getting a higher score.
There are two ways to win each round: you either get a higher score than the
opponent by the end of the game (which is 10 questions), or you get to 40 points
first (which will end the round).
  There are three possible rounds.  The first player to win two rounds wins the
match!
  There are four different games, each one chosen at random for each round.
  Speed-Button Quiz: as the text of the question appears on the screen, both
you and your opponent can press the Circle button to chime in and try to
answer.  This will stop the answer from being typed on the screen, so, you'll
only have a partial clue.  If you answer correctly, you get 10 points.  If you
answer incorrectly, tho', you lose 10 points.  If a player answers incorrectly,
the other player can automatically try to answer the question...but they'll
get the whole thing typed out for them, even if the first player stopped it
before it was typed out.  If neither player answers in time, the question just
gets skipped over.  Note that it's not strictly multiple choice; there are
four choices on the screen, but they're four different syllables.  You have to
choose the right ones to spell the answer.
  Hint Combination Quiz: there's a category up top, such as gourmet food, and
you get a set of hints revealed, one after another, in the middle of the screen.
Just like in the Speed-Button Quiz, you have to press the button as they get
revealed and try to guess what they're hinting at.  You spell it just like in
the Speed-Button Quiz; choose the right syllables from a set of choices to
write the answer out.
  Chicken Race Quiz: A question is asked.  Both players hit the Circle button to
highlight a set of possible answers from the bottom up, until it reaches the
right answer.  The closer one wins--but if you go over it?  You lose.
  Multiple-Answer Finish Quiz: a question such as "which ones of these are types
of cars?" will appear, and a list of possible answers will be provided.  Players
take turns here and try to select as many of the correct answers as possible.
  I should note that if you can't read Japanese, you probably won't have a very
good chance of winning Answer x Answer.  I'm sorry for that, but...all you can
hope for is a lot of luck.
  Motsu at GameFAQs wrote down some interesting strategies (that still require
luck, tho', of course).  He says that for Speed-Button, you should let the
challenger answer.  If she answers wrong, she'll lose 10 points, and then you
get to try for free, without fear of losing 10 points.  It's not the biggest
chance in the world, but...it's something, at least!
  For the Chicken Race, Motsu recommends just nudging the bar up once.  That'll
make it so you'll always be eligible for a win, where the computer can go over
and lose (heh).
  In Hint Combination, Motsu let the computer answer again.  He says that she'll
sometimes fail twice, which will lose her 20 points and give you 10 automatic-
ally (!).
  Neither he nor I have found a way around the Multiple-Answer Finish Quiz,
tho'....  You just gotta know Japanese, and know a lot of stuff about pop
culture, sports, history, cooking...stuff like that.

BOXCELIOS
---------
This odd title is basically a side-scroller shooter...in theory.
  Your craft is invulnerable.  You shoot huge, stylistic lazers.  You fire at a
weird enemy that keeps moving around in undulating patterns.
  The point...?  Why, to destroy as many enemies as possible in the time limit!
  The enemies are made up of blocks.  Destroying the glowing blocks will defeat
the enemy craft, so...don't waste your time destroying everything else.  For two
seconds after the enemy craft appears, the timer stays frozen.  So...try to find
the core as quickly as possible in that time to destroy more and more enemies!

U.F.O. CATCHER
--------------
This is fairly straightforward.  Play the game, and then press the "confirm"
button to move the crane.  Try and position it above one of the dolls.  If it
goes down and picks up the doll, you win!  ...but, it's harder than it sounds,
just like in real life.
  First holding down the button will move the crane to the right.  Then, after
you let go, hold the button to move the crane toward the back of the machine.
You can't make it move back to the left or the front once you've set it, so, be
careful.
  Can't find the items you want to complete your list?  Well, either go in and
out of the arcade or go talk to the worker near the counter.  The top choice
will be to have the girl change the contents of the machine.
  Each location has a few different layouts.  They generally cycle through
them, but there are some that randomly appear whenever.  You should know that
some items can only be found at one location and not at the other.  For
instance, the Chura doll (a pink-haired girl with a shield and a hibiscus
flower on her head) is only available on Nakamichi, as are the "Delicious Bar"
snacks, while the Dark Peep is only available at the Theater Square location.

- KARAOKE-KAN -

KARAOKE
-------
This is simple enough--it's a rhythm game.  There are several songs to choose
from, but the concept is the same--hit the button when it's prompted!  Be care-
ful, as the various lines sometimes have different meters, meaning some are
faster and some slower...which is annoying.
  You can use this to win over the girls.  When you first enter the shop,
they'll ask if you want to sing by yourself or if you should call someone up and
invite 'em over.  If you're on good enough terms with one of the cabaret club
girls, they'll appear on the list in the second option, to call a girl.
  If you're by yourself, you can sing the "Kamuro Setsugekka" enka ballad from
Ryuu ga Gotoku 2, or you can still have Kiryuu cheer as if a girl were there.
The computer will simulate singing.  It's a little creepy and weird, to be
honest, but if you're going for the Completion List or the Trophy, you may as
well just do this so you don't have to bring Haruka or complete all the cabaret
club girls missions!
  You get two songs before you run out of time at the box.  After those two
songs, a call comes from the front desk and Kiryuu can either stay (top choice)
for another round, or leave (bottom choice).
  Inside the box, you can hear the rules with the bottom choice, see the ranking
with the middle choice, or just go ahead and start singing with the top choice.
If you have a girl with you, she'll pick a song, and then you'll support her.
You can choose to either support her in an easy-going manner or to really give
it your all in an emotional performance.  The next song in that case will be
yours ("Kamuro Setsugekka," of course).
  NOTE:  The notes that long "elongated" are either notes you have to hold the
  button down for and release with good timing, or they need you to furiously
  pound the button while the cursor passes over them.  The blue ones need to be
  held, the red ones need quick tapping.  So far, it looks like you only hold
  notes when cheering, while you quickly tap notes when singing.

- BANTAM (Kamuro), AQUA SKY (Ryukyu) -

DARTS
-----
At Bantam and Aqua Sky, talk to the guy standing next to the dart board to have
him start the game for you (why do you have to talk to the guy, btw?--you can
play those machines by yourself).
  He'll set you up with a card if you don't have one already.  That card sup-
posedly tracks your accomplishments and all, but I don't think it actually
matters so much--it's just there to have something to collect.  When you talk
to him after assigning a name to a card, you can change the design with the last
option (and 500 yen).
  You have the option to play against three different opponents, who go from
easiest to hardest from top to bottom.  Bantam has its three opponents, ranging
from easiest to hardest, and Aqua Sky has its own three opponents, again
ranging from easiest to hardest.  So, basically, if you're trying to complete
all opponents, you'll have to complete each difficulty level twice.
  There are three kinds of game you can play:  01 Games, Cricket, and Count Up.
  01 Games are basically games where you build up points by hitting the various
areas of the board, in an effort to reach an assigned number before the oppon-
ent.  That number is the 301, 501, 701, or 901 you assign at the beginning of
the game.  If you go over in one round, that round won't count.  As in all other
games, you throw three darts per round.  The points you make in one round are
deducted from the assigned number of points, and when you reach zero, you win!
For those who know darts, there are no rules about the last dart needing to hit
the bullseye, or anything like that.
  Cricket is the only game I've personally played at darts in the bars around
here (in reality); nothing else seems popular at all.  It's a game where you
can only hit targets #15-20 or the Bullseye.  There are many different kinds of
cricket, but the version in Ryuu ga Gotoku 3 has it so your goal is to "open"
a target area by hitting it with three darts (or by hitting the "double" or
"triple" areas to count as more than one hit--I'll explain that later), then to
throw darts at that area to get points (called "pushing").  If an opponent
scores three hits in that area, though, it becomes "closed" and any darts thrown
to it are "overkill" and don't count anymore.  If a player in the lead scores
three hits in all six playable target areas, the game ends.
  Count Up is the simplest of the games.  You throw darts at the board and the
points are tallied up.  The one at the end of all available rounds with the
highest score is the winner.
  Each round consists of a player throwing three darts, then the opponent
throwing his three.  Scoring is simple.  In essence, you get the number of
points printed on the outside of the segment of the circle.  If you throw a
dart into the piece of the pie with "18" written at its end, it'll generally be
18 points.  However, there are three smaller circles on the dart board:  an
outer ring (the "double" area), an inner ring, about halfway in (the "triple"
area), and the small ring at the center (the Bullseye).  Obviously, your score
is doubled in the "double" area and tripled in the "triple" area.  The double
area also counts as two hits in Cricket, while the triple counts as all three
you need to open or close an area.
  The Bullseye itself actually has two areas, too.  The outer ring counts as
25 points, while the inner counts as 50 points (and two hits for Cricket).  That
means that the highest score is actually given to the triple 20, in the ring
about halfway into the circle, straight up from the Bullseye.  Hit it with three
darts and you'll get 180, the highest you can normally get in one round of the
game.
  100 or more points in one round is known as a "ton."  When you get a ton under
150, they call it a "low ton."  When you get over 150, it's a "high ton."  If
you hit all three in the Bullseye area, it's a "hat trick."
  I should note that Cricket and 01 are not necessarily going to be complete
matches, because there is a limited number of rounds.  I should also note that
Kiryuu always has the first turn, which makes games against the hardest guys
actually possible, since they generally play perfect games.  (That means you
have to get a perfect game yourself!)
  Throwing the dart is simple, but it takes some getting used to.  There's
definitely a "knack" to it.  You move Kiryuu's hand with the left analog stick
(it's not just you--his hand is always kinda hovering around like a butterfly).
You throw it with the right analog stick.  If you pull back all the way, the
dart will generally make a long arc and fall much lower than where it looked
like it was pointing when you drew back.  If you flick the stick, it'll be
pretty inaccurate.
  So, you'll have to find a balance.  You'll have to press the stick back only
partway and then let go of the right stick in such a way that the dart will end
up at pretty much the same relative spot each time, so you can find a way to
aim it.  When I first started playing, I pushed the stick about halfway down
(45 degree angle), aimed the "fat" part of the grip where I wanted, and then let
go.
  But, Aerith of GameFAQs posted his method, which I found a little better.
First, aim the dart so that the circle between the "feathers" is pretty much
pointed where you want it.  Then, press back *very* slightly on the stick and
hold for a brief amount of time.  It seems between 1 and 2 seconds.  Then, let
go.  After practicing for a bit, you should be able to figure out the angle and
timing to release it so it flies accurately to the right place.
  Any way you figure out to get the dart to land where you think it's going to
land using visual references combined with how much you press back on the
stick and how much time you let go for Kiryuu to steady himself while pressing
back is good, though.  Just so long as you can get the dart to land at about
the same spot every time.
  Note that you can play this against some of the cabaret club girls.  If you
win against them, you'll get to throw a dart at a spinning wheel, marked with
rewards.  One of these will be a kiss from the girl (which is just for fun, of
course).

- AQUA SKY (Ryukyu) -

BILLIARDS
---------
Anyone unfamiliar with pool?  You get a table with green felt on it, six pock-
ets (one at each of the four corners, one at either of the longer sides), a
stick called a "cue," and either 10 or 16 balls.  One of those is pure white,
called the "cue ball."  The basic idea is to hit the cue ball with the point of
the cue to make it hit another ball and have (usually) the ball it struck fall
into a pocket.
  There are three different billiards games you can play in Ryuu ga Gotoku 3:
9-ball, rotation, and 8-ball billiards.  All of these games control the same.
You move the camera with the right analog stick if you want to look around.  You
move the cue around to hit the cue ball in different directions, set your shot
with Circle, then make the shot with the right stick.  Bring the stick back to
pull the cue back and release to thrust it forward.  That will obviously change
your shot's power.
  Each game begins the same.  The balls are set up on one end of the table at
a marker into a shape similar to bowling pins.  For 9-ball, since all 15 target
balls aren't used, it kinda looks like a diamond rather than a triangle.  Then,
when there are two players, the two shoot cue balls straight from one end of
the table to the other.  This object is to hit the ball off the back wall and
have it come back so it's as close to the front wall as possible.  This is
called "banking."
  The person whose ball ends up closest to the front wall gets to shoot at the
formation of target balls.  This is called the "break shot," because the aim is
to break the formation of balls.  A good player can hit with a powerful shot
and sink some of the balls before the actual game begins, making it easier for
later.  You should know, though, that sinking the cue ball is ALWAYS a foul in
every game.  You definitely don't want fouls.
  In all three games, players can only hit the cue ball into a valid target
ball.  In 9-ball and rotation, it's the next ball in the sequence of balls that
are not already sunk (first the 1, then the 2, but if the 3 is sunk, then the
4, etc).  It's a little different in 8-ball, where each player has his own
group of targets they can hit, rather than just one, but I'm getting a bit ahead
of myself.  In any event, so long as you hit a valid target ball, sunk at least
one target ball (which could be the same one you hit, or others--say, if you hit
that ball into another target ball and knocked that one into a pocket), and you
didn't sink the cue ball, you get to go again.  Players keep going until either
they don't sink a target ball, they don't hit the playable ball with the cue
ball, or they sink the cue ball.  The last two are fouls, which are lame because
then the opponent gets to put the cue ball down wherever they want and start
from there, rather than just play it from where it ends up.
  To help you out, when you go to aim, you can see a dotted line.  The game
also projects where the cue ball will end up by making a transparent "ghost" of
it.  The view is from the side of the table, so it's not always the best.  To
help, they've also included a top-down perspective that shows the whole table.
Hit Triangle to toggle between views.  I recommend setting up and using the top-
down view to help, especially if the target ball is far away or you need to see
where the cue ball and target ball will go in relation to other balls or the
pocket.
  Figuring out what will happen when you strike the target ball is actually easy
in theory.  Imagine you are hitting the "ghost" ball that appears against the
target ball with a cue stick into the target ball.  In other words, if you could
look down from above, draw points in the center of each ball, and then draw a
straight line through those points with a ruler, you would see the angle the
target ball will go off at.  A tip is to try and aim more towards the far corner
of the pocket when at an angle, so that the ball doesn't hit the felt cushion on
the wall closest to it on the way there and bounce away from the pocket.
  Another is to not hit the cue ball too hard.  You do need to hit the target
with a very strong hit if your ball is just going to kinda bump into it and
make it go away from its original path sideways (perpendicular), because there
won't be much power transfered.  But, normally, you shouldn't hit too hard
because the cue ball will ricochet off and go wandering all over the place,
which will often result in a foul.
  In 9-ball, your objective is to sink the 9 ball.  Whichever play sinks the 9
first wins.  However, you can only hit target balls in normal sequential order.
In other words, you have to start with 1 and work your way to 9.  Of course, you
can hit your playable target ball into the 9 and sink it that way early, and
you'll win.  Just so long as the first ball that gets hit by your cue ball is
the next playable ball, it's cool (unless you sink the cue ball!).  Actually,
you can even do this off the break.  This is called a "break ace," and it's one
of the Trophies.  Go to either end side of the table right up against the
cushion (the right side works for me better) and aim the ball so it strikes
between the 1 (that's the one in the front) and the ball right behind it.  Pull
back all the way and let go, and be lucky--otherwise, you'll do something
silly like get a foul.  Even if you're not very good at pool, you can beat hard
opponents like Nakasato this way before the game even starts!
  8-ball billiards is similar to 9-ball in that you want to sink the 8, but you
have to sink it last.  You HAVE to sink it last.  If you sink it before, you've
made a foul.  In this version, the ball is reset to the middle of the table, but
in real pool halls, it's not uncommon to lose the game automatically this way.
After the break, the next ball dropped into a pocket determines which set of
targets the person goes after.  One player is given the high balls, 9-15, and
the other is given the low, 1-7.  Any of those can be target balls in 8-ball;
they don't have to go in order like they do in 9-ball and rotation.  When all of
a player's target balls are sunk, he's only got the 8-ball left.  He has to call
a pocket to sink it in and hit it in with the cue ball.  Even if he hits the
ball, though, and fails to sink it into the proper pocket, it's a foul and the
other player can put the cue ball wherever they want on their next shot.  If he
downs the 8-ball legally into the pocket he's called, he wins!
  Rotation is a little different from the other two. While you still follow a
sequential order, like in 9-ball, you get points for sinking balls into pockets.
The ball's number is its point value; drop the 9 and you get 9 points.  Whoever
gets to 61 points first wins.  If neither have gotten there, the 15 target balls
are set up for another break shot.  You'll probably want to knock your target
ball into a nice, high-value ball like the 15 and knock that one into a pocket
to get big points.
  In addition to just the next target ball with a shot from the cue ball, there
are three "trick shots" the game recognizes.  If you hit a target ball with the
cue ball and that ball rolls into another ball, hitting it and knocking it into
a pocket, that's called a "combination shot."  If your cue ball strikes the
target ball and then bounces off to another ball and sinks that ball, it's
called a "cannon shot."  If you hit the target ball, it goes and hits another
ball, and then the target ball you shot bounces off the other ball and sinks in
a pocket, that's called a "kiss shot."
  In other words, if your cue ball hits ball a, which in turn hits ball b, and
ball b sinks, it's a combination shot.  If it hits ball a, then goes off and
hits ball b, which sinks, it's a cannon shot.  If it hits ball a, and ball a
goes off and hits ball b, and ball a sinks, that's a kiss shot.
  There's something I should mention about this.  All the stuff I wrote about
figuring out where the ball is going to go is great, but only in theory.  I
didn't tape this, but I laid graph paper over my screen and plotted the exat
angles with a fine pencil and ruler that the ball should go in from the over-
head view.  It would sometimes wildly go away.  For instance, I aimed at the
far corner of a corner pocket, and it somehow came all the way over to the
near wall and bounced off (and away from the pocket).  There was one instance
where I saw the ball projected between the 1st ball and the one right behind
it during the break and it completely missed all 15 balls, resulting in a foul
(how?!).  I have three explanations:
  1.  The display is inaccurate.  From the overhead view, the balls do appear
    very small.  It's possible that I either plotted the centers of each ball
    slightly off, or that they use one "space" for several angles.  For example,
    if the displayed ball actually could vary by 5 degrees from its appearance,
    it could really make a big difference.
  2.  Some other factors can vary your ball's direction.  I think this is the
    most likely candidate for what happened.  It's possible that hitting the cue
    ball hard makes it lose precision.  The time it really missed, I hit it with
    full strength at the break.  I've found since then that hitting it with a
    light touch has actually improved my game.
  3.  The game cheats.  It is possible, to be 100% honest!  I'd like to believe
    otherwise, tho'.

- NAN'YOU COUNTRY CLUB (South Seas Country Club) -

GOLF
----
After a certain point early on in the story, you can come and go freely at the
golf course.  You can hop the monorail on North Ryukyu Street to get there for
free (second choice), but you can also use the taxis in Ryukyu Village and
choose (usually) the last option to pay and go there, if you've just got to get
that golf fix, or something.
  This is way cooler than it was in Ryuu ga Gotoku 2.  You're not just at a
driving range--you've got a whole golf course at your disposal.  Now, you can
play golf without first drinking a little at a bar and then finally using that
Golden Tee machine with your friends.
  There are three different things you can do at the country club:  you can
enter a tournament ("Competition Mode"), where you play 9 holes, you can play a
mini-game where you practice your drive to get it as close to the hole as
possible (called the "Near Pin Contest"), or you can practice at a hole.
  Every time you play, the game will ask if you want a tutorial.  You can watch
it, if you want, or just skip it every time.
  If you don't know about golf, here's the basic idea:  there's a hole really
far away, and you want to hit a ball with your club over and sink it into the
hole in as few hits as possible.
  Sounds simple, right?  Or, completely impossible?
  Well...in reality, it is quite difficult, of course.  But in video game land,
you don't have to really worry about posture and such so much.  All you have to
do is aim Kiryuu with the L1 or R1 buttons, get the shot lined up to land where
you want, and hit it with the proper amount of power.  There's a gauge on the
left of the screen.  Press and hold the Circle button and a line will travel
along it.  Where you release the Circle button will determine the power of your
swing.  Your objective is to hit the the Circle button again right on top of
the ball--the starting point when you pressed the Circle button.  If you're off
a little, it'll alter your shot somewhat, so, get it as close to the tee as
possible.
  There are a few other factors to keep an eye on.  First of all, you should
notice the wind.  It's in the upper right-hand corner of the screen, represented
by a triangle and a number.  The wind blows from the thick base of the triangle
to the point, kinda like an arrow.  If it's got lines through it, don't worry;
that's just how it looks as the wind gets stronger.  You can rely on the number
to get a feel for how it's going to affect the shot.  Obviously, a higher number
means a stronger wind.  A 1.1 or a 2.3 isn't going to affect your shot too much,
but a 4.3 will.  You'll have to get a feel for how much it'll change your shot
by practicing.
  Another thing to consider is where you hit the ball.  In the lower left-hand
corner of the screen, you'll see a picture of the ball, with a little circle
where you're going to hit it.  You can move that around with the D-Pad, if you
want.  That'll change the spin on the ball, which affects the way it bounces as
it hits the ground.  Move the cursor on the ball down nearer the bottom of the
ball to get more backspin.  This is useful because the ball will drop more
easily when it lands, landing closer to where it first strikes the ground, or it
will cause the ball to bounce backwards instead of forwards.
  Usually, a ball will bounce forward after it lands.  Keep this in mind when
making your shot; you should probably leave some room ahead of the ball for it
to bounce forward after it lands.  Of course, that's also affected by the wind,
you know.
  To help guide you, there is a little mini-map of the course displayed, too.
The blue dot is the projected landing spot of the ball (from your shot; not
including any bouncing around afterwards).  Wind will blow it away from that
spot slightly, and then it will bounce.
  You may notice that aiming it directly at the hole won't really get you a
hole in one.  That's because factors will almost certainly make the ball land
away from the hole, and then it'll flop around.
  So, a goot tip is not to aim it directly at the hole, but to try and get it
onto the little circle around the hole (called the "green") in as few hits as
possible.  You'll have to avoid water entirely, as it'll cost you a penalty
swing, and you'll want to avoid sand because it's hard to get it out of a sand
trap.  Those are called "hazards."
  To get the ball where you want it, you'll want to change your club, probably.
Each club has a maximum distance, which is shown in the bottom right-hand corner
of the screen.  Press up and down on the left analog stick to switch through
your list of clubs.  You'll always be able to see the distance to the hole;
it's displayed on the screen, so you can kinda figure out how much power to give
it based on that number.  For instance, say the hole is 320 meters away and
you've got a 330 mete driver selected.  Well...that means the hole itself will
be 320/330 of your power (around 97%).  To get it kinda close, you'll probably
want to hit it over 90%.  To help you figure out how much power you're giving,
there are little marks in the meter (that are actually kinda hard to see) for
25%, 50%, and 75%.
  Another great thing to note about clubs and their power is that you can switch
to a half-power shot by pressing Triangle.  Pressing it again will bring you
back to 100% power.  The change will be noted in the maximum distance.  This is
particularly important when you've got the lowest club, the putter.
  Once you've gotten onto the green, Kiryuu will automatically select the
"putter."  "Putting" is when you just knock the ball along the ground, rather
than making it arch through the air, so it just rolls to the target.  This is
obviously only for getting the ball into the hole when you're really close.
  I will usually use half-power here, because the putter hits 30 meters, and
you'll probably find yourself less than 15 meters away.  There's less room for
error with less distance to consider.
  When you're putting (unless you're like me and use the putter instead of the
sand wedge when you're on the little strip of fairway around the green), you'll
see lines on the ground.  These are there to help you figure out the topography
of the green.  As the terrain goes from downhill to uphill, the lines become
more reddish in color.  As they go down, they become more green.  You have to
get the feel for it, but you should basically be trying to put slightly uphill
from the hole so that the ball ends up rolling downhill into it.
  Also, when putting, you only have to assign power.  You don't need to hit the
Circle button again to try and hit the ball properly.
  Here's a tip for swinging away at the ball:  if you keep the Circle button
held down to the maximum, Kiryuu raises the club, but then slowly brings it
back down to try again.  If you've already passed the amount of power you want,
just keep holding down the button until he gives up on that swing and you can
try again with no penalty.
  For each hole, there is "par."  This is a set target number of hits it takes
per hole to sink the ball.  Your score for each hole will be "par plus (or
minus)" a certain number.  If you make par exactly, you'll get a "0."  If you
get one less than par, it'll be "-1."  In competitions, you keep track of your
scores for each hole and add them up at the end.  The person with the lowest
number wins (usually, it's a -3 or -5, or something like that).  If you're
trying to complete the mini-games list, you'll need to get 5 below par (-5), so
keep practicing!  It's definitely possible.
  Here's what you get for competition mode (tournaments):
    1st place: 100,000 yen
    2nd place: 50,000 yen
    3rd place: 20,000 yen
  It costs 5,000 yen to enter.
  For the Near Pin Contest, you'll be set up at the 2nd hole.  You only get to
drive here; you don't follow balls and try to sink 'em.  Just try to get them
on the green.  You get ten shots, and it gives you points varying from 0 to 150
based on how close you get it.  Sink it in one shot and you'll get 300 points
(that's all?).
  Here's what you get for this game:
    1,000+ points: Shisa Belt
    750-999 points: Black Shaft
    550-749 points: Wooden Driver
    400-549 points: Staminan Royale
    300-399 points: Tauliner ++
  Note that this is the only place to get the Wooden Driver, which is needed for
a certain weapon at Works Kamiyama.  The Black Shaft isn't bad, either; it's
kinda pricey at Ebisuya, and the Shisa Belt is great because if you wear all
three Shisa items, guard breakers won't break your guard, even if you're not in
Heat Mode.  The only other place to get the Shisa Belt is through a side
mission.

- BEACH IN FRONT OF THE MORNINGLORY -

FISHING
-------
Everyone on Earth is familiar with the concept, unless they were raised in a
capsule somewhere, sealed off from the rest of humanity.  You get some bait,
throw out your line, and try to catch something.
  In front of the Morninglory, a fishing pole is already set up for your use.
There's a "Fishing King" magazine glowing next to it like a locker key in the
sand--you can grab it if you'd like (it really doesn't matter).  If you have a
food item on you that can be used as bait (if not, there's an Earthworm that
respawns over and over every time you use it in the Morninglory's front yard,
actually, glowing like a locker key), approach the pole and examine it with
Circle to fish.  The top choice will be to fish.
  There's a blue bar on the bottom of the screen representing the ocean in
front of you.  The yellow fish that appear on there show where Kiryuu can sense
fish are (pretty cool skill, by the way).  You can then choose to fish with the
top choice, which will assign a bait, see a tutorial with the middle option,
or choose the bottom one to quit after all (go ahead and do so if it doesn't
look like the fish you're after is available; trying again will reset the fish).
  When you assign a bait, the highlighted area is the area the bait will be
most effective.  If the fish you're after isn't on that area, there's a very
good chance that you won't get him with that bait.  You'll lose the bait if no
one goes for it, by the way.
  Once you're all set, Kiryuu will cast his line.  A red bar floats from the
left (shallower area) to the right (farther out).  When it's over the fish you
want, press the Circle button and Kiryuu will cast to that point.  If you over-
shoot a little, don't worry; you can reel in with the R1 button a bit until it's
around the area you wanted.
  Then, you gotta wait.  Pay attention, though!  As soon as the fish strikes,
you'll be prompted to hit Circle.  If you don't, he'll just steal your bait
(the little tramp!).  For harder fish, you'll know the prompt is about to appear
when you hear the "splash" sound and see the bob get pulled down.  That happens
a split-second before the prompt.
  Once you hit Circle, you'll start struggling with the fish.  The idea is to
use the left analog stick to pull in the same direction the fish is going, then
use the R1 button to reel him in.  If you pull the opposite direction, your
tension meter will go up to the red, an alarm will sound, and then the line
will break.  If the meter gets too low, however, the fish will abscond with the
bait.  Even if you pull in the same direction as the fish, when you reel him
in, the meter will gradually go up, so be mindful of it.
  Once you get him to 0 meters, Kiryuu will pull him in.  Usually, you'll get a
fish, but I should warn you that there are also pieces of coral and umbrellas
hanging out in the water.  They appear on the completion list and they can be
sold at Ebisuya Pawn Shop, but they can't be sold back to the Uonawa Fish
Market guy.
  That's where you buy your bait, by the way.  You can use all sorts of food
like bento and hamburgers, but you can just go and buy bait from the Municipal
Market's first floor, in the back of the store, at Uonawa.  You can experiment
to see what goes where, but you should know that the Earthworm goes very close
to the shore, the Bait Mackerel goes a little farther, the Bait Squid goes
out far but won't hit the very shallow areas (the Vinegar Squid will, tho'),
and the Shrimp goes the farthest but won't hit the shallow areas at all.
  Here's a list of the various fish you can catch at what distances.  Note that
the data is approximate, and that the "time of day" thing just means when
the fish is PREVELANT.  You can catch every fish at every time of day.
    Maguro Tuna - Any time of day, 100-150m
    Blue Parrotfish - Any time of day, 50-120m
    Grouper (Okinawan name: Miibai) - Day, 50-100m
    Fusilier (Okinawan name: Gurukin) - Any time of day, 30-100m
    Porcupine Pufferfish (Okinawan name: Abasaa) - Dusk, 0-50m
    Green Turbin (Yakougai; a snail) - Night, 0-30m
    Coral - Dusk, 0-50m
    Umbrella - Day, 0-50m

- YOSHIDA BATTING CENTER -

BATTING CAGES
-------------
Just like in the previous modern-day Ryuu ga Gotoku games, you can practice
your swing over at the batting cages.
  Unlike the previous games, you can now aim your shot with the left analog
stick.  In the Easy Course, you can just keep hitting the green "Homerun"
target (which you can do by just leaving the stick neutral).  For the other
games, however, you'll need to hit specific targets, which will then become
lighted.  Once they're lighted, you can't hit them anymore.  Light all of them
and a bullseye target will appear.  Hit it for bonus points!  If you miss, or
if you hit one of the other targets (since they'll all become available again
after the bullseye appears), the bullseye will retreat and you'll miss your
chance.
  You get a reticle for the Normal and Hard Courses to help you.  You don't get
one for Easy, but you don't need it as you can just ignore aiming.  On Normal,
you'll have three targets, one atop the other.  On Hard, you get 9 targets.
You can hit the line between these targets to hit them both at once!  Finish a
row, column, or diagonal line of numbers on the grid to get bonus points.
  In Easy and Normal, you get 100 points per target.  In Normal, Hard, and EX
Hard, the bullseye target that appears for one pitch after you've lit up all the
targets on the board is worth 300 points.  In Hard and EX Hard, each target is
only worth 20 points, but finishing a row, column, or diagonal is worth 100.
That means that lighting all 9 targets will be worth 980 total.  If you play a
perfect game on Hard or EX Hard and hit the bullseye at the 10th hit, that
means the maximum for those courses is 2260.  The maximum for Normal is 3,000.
The maximum for Easy is only 2,000.
  Get a high enough score (1,500?) in Hard, and EX Hard will unlock!  This is
similar to Hard, but the targets are smaller (no hitting two at once here), and
you have NO RETICLE.  All hope is not lost!  If you haven't noticed from the
other courses, moving the left analog stick rotates the camera itself, so the
reticle actually stays on the same spot of the screen.  The solution?  Put a
small piece of clear tape on your screen so that you see it over the "5" when
you sit to hit the ball.  That's your reticle.  (TIP:  Learn the timing for
each pitch and just aim at the numbers--ignore the bullseye on this round.  It
may be a little too hard to hit, and you'll probably end up doing better if you
focus on the numbers)
  Gjang from GameFAQs mentioned an amazing thing I didn't notice.  Seriously,
if you are having trouble keeping your eye on the ball, this will greatly help!
  Instead of watching the ball, if you're having trouble, you can just watch
Kiryuu.  He shifts around a bit until the ball is within range, then he stops,
ready to hit the ball.  So, right when you see him stop shifting around, hit the
Circle button then and you'll find that you'll hit the ball where you want it
to go almost 100% of the time!
  If your ball flies off to Neverland, you've hit it too early.  If you swing
too late, you'll just slice at air and miss entirely.
  For those who haven't figured it out, with your back to the entrance/exit,
the door on your far left is the Easy, then, to its right, the Normal, then
Hard, then EX Hard.  As I noted before, EX Hard won't be available until you do
well enough at Hard.  Other events, such as the goofball for a Revelation and
when Hatae Masayuki is standing around in one of the stalls waiting for you to
recruit him for the tag matches at the Coliseum, will also close some Courses.
  You get prizes for high scores.  Here they are:
    EASY COURSE
      1,100: Oden Set
      1,200-1,500: Tauliner
      1,600 or 1,700: Staminan X
      1,800+: Tourmaline Bracelet
    NORMAL COURSE
      1,100: Salmon Onigiri
      1,200-1,500: Tauliner +
      1,600 or 1,700: Toughness ZZ
      1,800+: South Paw Bracelet
    HARD COURSE
      1,100-1,180: Club Sandwich
      1,200-1,580: Staminan XX
      1,600-1,780: Plastic Shin Guards
      1,800+: Maple Wood Carving
    EX HARD COURSE
      1,100-1,180: Makunouchi Bentou
      1,200-1,580: Toughness ZZ
      1,600-1,780: Blue Japanese Ash Wood Carving
      1,800+: "Glory of the Blue Bat" (a recipe for weapons creation)

- MACH BOWL -

BOWLING
-------
Just like Golf, this game will annoyingly ask you if you want a tutorial every
time you play.
  You can choose to play against an opponent, play by yourself, or to play a
special game where you try to hit down all pins in one trick shot, where you've
got only certain pins in front of you (called a "split").
  The goal of bowling is simple.  Unless you're playing the "split" game, ten
pins are lined up like so:
     7 8 9 10
      4 5 6
       2 3
        1
  Roll a ball to them from your end of the lane and knock all of 'em down!
  You play through 5 or 10 "frames" of bowling.  Frames are so named because
of the frame that comes down and sets up the pins; each time, a new set of ten
pins are set up.  All frames but the last one get either one or two attempts to
knock down all pins.  In theory, they have two, but you can knock all down in
the first and you won't get a second go at it ('cuz it wouldn't make sense to
just hurl a ball down at nothing).
  The last frame is different because the scoring system is kinda wonky in
bowling.  In bowling, you can either knock down all ten pins in one roll, called
a "strike," or you can knock most of them down, then pick up the remaining
pins.  This is called a "spare."
  If you get a spare, your next roll (just the first roll of the frame; not
both rolls) will count double.  If you get a strike, the next TWO rolls will be
doubled.  If you compound this bonus, it doesn't go from x2 to x4, tho'--it just
goes to "x3."  So, it's possible to do this:  10 points for a strike in the
first frame, 20 for the next strike, 30 for the next strike, etc on down to the
last frame.  Getting three strikes in a row is called a "Turkey," BTW.
  Since the bonus of the last frame applies to the next shot, the final frame
can have more than two throws.  If you get a strike, you get two more attempts.
If you don't strike on your first attempt, but you get the spare, you'll get
one more attempt.  So, the final frame will often be three attempts instead of
two--and they can all be strikes, actually!  So, that frame is worth a lot.
  Here's an example:  a guy rolls a strike.  Yeah.  10 points.  The next shot,
he knocks down 7 pins.  That's 14 more points.  The next?  He fails to pick up
the spare, only knocking down two more pins.  That's still 4 more points because
of the strike, so he has 28 points at the end of those two.
  Confused?  Well...yeah.  It's a little weird, but, that's how scoring goes.
Anyway, your best luck is to try and get strikes!  If you can't get a strike,
try and get all the remaining pins to get a spare!  Especially on the last
frame, you can't really afford to leave pins standing because you could miss a
whole frame or two.
  So, how do you play, you ask?  Well, first, position yourself in the lane.
Hit Circle to confirm your position.  Next, a meter will appear that looks like
a metronome, oscillating from the left to the right and back again.  Hit the
Circle button to stop it.  This will be the direction you throw the ball.  After
setting that, you'll get another meter, which goes up and down.  Hit the Circle
button to stop it around the amount of power you want.  The last thing to do is
to tap left or right, if you want to, to give the ball some spin and make its
path bend.  You'll see it having an effect on the ball icon; the little white
lines to the left and right of the ball will be filled in with red.  You only
have until Kiryuu releases the ball to set the spin.
  The basic strategy of getting a strike is (as it always is in bowling) to get
the ball traveling inward towards the center of the triangle, landing between
the lead pin and one of the ones right behind it (between the 1 and either the
2 or 3).  There are plenty of ways to do this, and plenty of strategies are
floating around the net.  I usually stand at the center, make the ball go off
to the right about halfway on the meter, throw it at 45-50% power, and bend it
back over with 3 or 4 presses to the left.  That works about 90% of the time.
The rest of the time, it leaves one pin standing.
  Here are some other strategies:
  Aerith at GameFAQs uses this method.  Go all the way to the left on the lane.
Tap the Circle buttons two times very fast.  Set power at about 90%.
  Supposedly, according the "At Wiki" Japanese ... wiki, you can also get
strikes if you go all the way to the left and then tap the Circle button very
quickly three times.
  That same site suggested that you can go all the way to the left and then make
the ball angle all the way to the right, then set the power to 100% and make it
curve back to the left as far as that goes.
  All of these methods do work!
  For the splits game,  Here's what you get for the number of splits you knock
down:
    1 split - Toughness ZZ
    2 splits - Tauliner +
    3 splits - Staminan XX
    4 splits - Fine Umbrella
    5 splits - Wristband
    6 splits - ???
    7 splits - Master Daikon Grater
    8 splits - High-Grade Charcoal
    9 splits - Tauliner Maximum
   10 splits - Tourmaline Bracelet
  Here is a list of the different splits, with strategies for knocking 'em all
down.  Just throw it straight except #5, and the all need you to throw at about
90-95% power.
    1.  Baby split (2-10): Four left from starting position.
    2.  Five and Dime (5-10): Two left from starting position.
    3.  2-8: two left from starting position.
    4.  Cocked Hat (3-7-10): Four right from starting position.
    5.  3-8-9-10: Two right from starting position, one tap right to curve.
    6.  2-7-9: One left from starting position.
    7.  2-4-6-9-10: Four left from starting position.
    8.  2-4-5-10: Three left from starting position.
    9.  1-2-6-7-8-10: One left from starting position.
   10.  All 10 pins are there: One right from starting position.

- LOVE IN HEART -

MASSAGE
-------
This mini-game is mostly here just for the humor factor.  Having said that, it's
sometimes a little annoying trying to get the highest rank.
  Oh, did you notice that it sounds weird to get rated on how well you receive
a massage?  Yeah...that is pretty odd.  I think it's safe to assume that
Kiryuu's getting a little more than just a shoulder rub-down here....
  You're first presented with a choice of massages.  There are two courses; one
that's kinda easier, and one that's harder.  The easier one is just a full-
body massage, and the harder one is an oil massage with ear cleaning (it's a
romantic thing for a woman to clean her man's ears in East Asia).
  Once Tsubaki Ayaka shows up to give you a massage, you'll see her in various,
ostensibly sexy poses (and hear stereotypical erotica music).  There's a meter
on the right-hand side of the screen.  That's your excitement meter.  There's a
bar on the meter that slides up and down.  Tap Circle to make it go up and tap
X to make it go down.
  The top two sections of the meter will give you points for keeping the bar in
them.  You get points awarded twice as quickly in the topmost section, so your
aim is to keep it up there, basically.  When you see the bar gleam, it's about
to get a "boost"--it's going to make it so that your button taps "push" the bar
much more strongly for a while.  So, be mindful of that, otherwise it'll just
fly all over the place.
  If the bar ever reaches the very top of the meter, you'll see a picture of a
frowning baby (I'm not even making that up).  I don't want to get too explicit,
but that means that something happened because Kiryuu was too excited.  No
matter what score you had accrued by then, you'll get the lowest rank.
  However, if you manage to endure every cinema in the course, the meter will
vanish and you'll get a new one that's like a silhouette of Kiryuu.  Rotate the
two sticks--the left one counterclockwise and the right one clockwise--to fill
the meter in.  This is presumably Kiryuu getting his strength from the treat-
ment.  Then, um, light gushes down from the heavens and chubby little seraphim
float up in celebration.
  It's best to keep the bar in the red zone at the top and just kinda tap X to
make it go down a bit.  When the bar gleams, you probably don't want to hit the
buttons so much...just give it a rest for a split second and see what happens.
If you do hit a button, make sure it's X or you'll make it rocket up to the top.
If it does start rocketing one direction, tap the other direction furiously.
  You can get a discount after you've undertaken at least one course by doing
the side mission "Is She Talking About Me...?"

- RYUUSHOU (Ryukyu) -

SHOGI
-----
I'm ashamed to admit that I'm no good at shogi.  But, I'm not that ashamed.
  Why?  Because it's similar to chess--except even more complicated.  Admitting
you're not great at chess is understandable, since it's a game of strategy and
seeing far into the future, being familiar with peoples' tendencies--things like
that.  It's not really that shameful if you're not some brilliant strategist,
is it?
  As I said, this is like chess, only more complicated.  Getting a piece into
enemy territory lets you "promote" it.  Claim a piece and use it later against
the enemy.  There are many rules and explaining them all would take a great
deal of effort.  In fact, I'm sure someone could write an entire, 300- or 400-
page book on playing shogi, because many people already have.
  Instead, I'm going to mention a way to cheat.  Back when Ryuu ga Gotoku 2 had
been localized as Yakuza 2, a poster at GameFAQs named epslion mentioned some-
thing I hadn't thought of.  I felt kind of stupid for not thinking of it,
actually.  In fact, even the Japanese wiki sites mention this strategy, too.
  You can play a computer against the computer.  The basic idea is to use your
laptop or PC and PS3 at the same time.  When the Ryuu ga Gotoku 3 engine makes
a move, you make the same move on the computer, and then do what it does to
respond.
  On the message boards, epslion mentioned a free shogi system "Shogidokoro."
The link he gave is now broken, but here's the system's website:
    http://www.geocities.jp/shogidokoro/
  (That's easy, huh?)
  The sixth link down under the picture is the download page.  Download it with
the hyperlink next to the "1.9.2."  Now...you'll also need an engine to run the
game (Shogidokoro is only a GUI).  Although Spear is recommended, I can't find
it--not even on its official site.  Here is a link to the page that has links to
the various engine's sites:
    http://www.geocities.jp/shogidokoro/enginelink.html
  Laramie works fine.  I did have the game beat me once when I was using
Laramie, but I just kept trying again and I won every single other time.
  Here's how to set it up: well, first of all, create a shogi folder and extract
everything there.  You might want to put Laramie or whatever other engine you
have in the "Engine" folder.  Then, run shogidokoro.exe, go to "Game," select
"Engine Manager," click on "Add," and then click on Laramie (or whatever).
  Now that that's all set up, start the game in Ryuu ga Gotoku 3.  Hit the
Circle button twice to see who goes first.  If you go first, make a move, then
select "Edit Position" in Shogidokoro, then "Start Position Editing" and move
the piece you moved to the place you moved it--but do that on the computer's
side at the top of the screen.  If the game goes first, hey; that's cool--just
ignore that step.
  Go to "Game."  Put "Start New Game."  Set "Human" under "Sente," and "Engine
(whatever engine you have; Laramie V3, for instance)" under "Gote." If you had
to go first, put "Current Position" as the Starting Position.  You have to also
change the Available Time and Byoyomi times to something other than "0" because
Shogidokoro needs you to set them.  Just make 'em the max.
  Started?  Cool.  Now hit "View" and select "Rotate Board."  Presto!  It
should be like the game.  Move the same exact piece the same exact way it was
moved by Ryuu ga Gotoku 3.  Wait for your engine to make its move in Shogi-
dokoro.  Taking a long time?  Hit the "M" button to fore a move--but you might
want to wait it out so it computes what it's doing well.
  On my Vista system, Shogidokoro crashed until I fiddled with the settings to
turn the sounds off.  Just a fair warning.  Anyway, if it does crash or some-
thing, you can always just go to Position Editing and move everything so it
looks like the screen, then start a new game in Shogidokoro.  It's a little
annoying to do that, though.
  Well, that's it in a nutshell.  Can't get Shogidokoro to run?  The Game
Kouryaku Wiki recommends this game:
    http://www.vector.co.jp/soft/win95/game/se193871.html
  I haven't tried it myself.  I'm sure there are tons of other games out there
to pit the Ryuu ga Gotoku 3 engine against.
  Sorry to only offer a kinda cheap way around this game, but as I said before,
I'm no good with shogi.

- LUK LAAN JONG (Kamuro), MAHJONG CAMP (Ryukyu) -

MAHJONG
-------
Mahjong is actually a very addictive game.  Anyone who read my past FAQs knows
I didn't really play it so much in those days, but I have to admit that I've
quickly reached the point where I find myself daydreaming about strategies and
wanting to just play this mini-game over and over.
  Here's the basic premise:  you have 14 tiles.  Your object is to make "melds"
(called "mianzi" in Mandarin, which is approximated by "mentsu" in Japanese).
These melds are either threes-of-a-kind (called "kezi" in Mandarin, approximated
by "koutsu" in Japanese), sequentials in the same suit for suits with numbers
on them (called "shunzi" in Mandarin, approximated by "shuntsu" in Japanese),
or fours-of-a-kind (called "gangzi" in Mandarin, approximated by "kantsu" in
Japanese).  Anyway, you build four of those and then have a pair of the same
tile for the last 2, called a "qietao" in Mandarin or "jantou" in Japanese
approximation.
  Have I confused you with jargon?  That's very common.  Here's a better way of
describing it for those who get a little bewildered at the prospect of learning
a whole mess of Chinese and Japanese terms just to play this game:  try and
make 4 sets of either the same tile or of sequential ones of the same suit and
a pair.
  There are basically five "suits" of tyles in Japanese mahjong.  The first are
the tiles with two Chinese characters on them: a number in black and then the
character for "myriads" or "10,000" in red beneath it.  These go from 1 to 9.
The next are bamboo sticks.  These look like green and red tally marks.  The
weird one that looks like an "M" over a "W" is 8.  Next come the cut pieces of
bamboo.  These are just black and red circle, so people often call them other
things like "wheels."  There are 9 of those, too.
  The last two are not sequential.  These are the "face" tiles.  There is a set
of wind tiles, each with a direction on them, and a set called the "three
rankings."  These were so named because of the Imperial Examination system in
old China, which pretty much determined if you were fit for civil service or
not.  There's a blank, white tile, a green tile with the word "dispatch; emit,"
and with the red word "middle; center; target."  These are called "dragon tiles"
in English.
  It's not necessary to remember things like the Chinese character for 10,000,
or the different dragon tiles (since their color distinguishes them).  But, it
is necessary to know the characters for 1 through 9, I'm afraid.  You'll also
need to know the four directions.  Finally, in order to play this well, you'll
need to know some of the Japanese katakana syllabary--but only a few characters.
You need to recognize the difference between "pon," "chi-," "kan," "ron," and
"tsume" in katakana.  It's not terribly difficult to remember those 8 charac-
ters, or the 9 for the numbers and four directions--that's only 21 characters.
But, I do have to warn you that this modern era of HD might make it hard to
distinguish them from time to time.
  Each round, each player sets one tile down from their hand and is dealt
another in its place.  In addition, players can grab the last tile discarded by
another player to use to build their own hand.  The first one who gets a play-
able hand (called a "mahjong" in English terminology, but called "agari" in
Japanese) is the winner.  If nobody completes a hand, then the tiles are tallied
up to determine the winner.
  Each player starts with 25,000 points.  There are two ways to win; to either
naturally get the winning tile from the "mountain" of tiles (called "tsumo" in
Japan, after an approximation of the Mandarin pronounciation, "zimo"), or to
take it from another player's discard, called "ron" in Japanese, which is
apparently supposed to be the Mandarin word "rong," though I don't see any
reference to that being what the Chinese call it. There seem to be three
different Chinese names for it, depending on the place, all meaning something
like "a thrown spear" or a "fired shot."
  Anyway, a player who wins by natural dealing (tsumo) gets their winnings from
everyone at the table.  One who gets a ron, however, draws their prize from the
player whose discarded piece they took.  The amount given and taken depends on
various bonuses (I'll touch on those in a bit).  After the game has cycled
through all four players being the one to start, the points are totalled and
the one in the lead gets a bonus, the one under him gets to keep his points,
and the other two are penalized.
  This is where the two mahjong halls are different. In Mahjong Camp, you buy
points, so if you end up with more than 25,000 in the end, you get more points,
like at any other gambling place.  You can use those to buy items.  In Luk Laan
Jong, however, players are ranked by their points and you get rewards for
reaching certain ranks.  Here are lists of those items you can acquire:

    MAHJONG CAMP (Ryukyu)
    Platinum Plate          150,000 points
    Gold Plate              100,000
    Silver Plate             10,000
    Copper Plate              1,000
    Iron Plate                  100
    Sacred Wood Carving      20,000

    LUK LAAN JONG (Kamuro)
    Rank 1: Rising Dragon Winner's Cup
    Rank 3: Fine Swiss Watch
    Rank 5: Gold Plate
    Rank 10: Caviar-Skin Bag
    Rank 15: Lucky Bracelet
    Rank 20: Silver Plate
    Rank 25: Italian Men's Cologne

  Note that it costs nothing to play in Luk Laan Jong, but that you only get
the prizes once.  Also, at Mahjong Camp, you can choose to play against poor
players (the table closest to the door), middle players, or hard players (the
table farthest from the door).
  As for the bonuses, there are certain ways to get them.  For instance, you are
assigned a wind direction (it's displayed next to your name) that cycles around
the table for each hand.  If you use a three- or four-of-a-kind with that tile,
you get bonuses.  You get bonuses for special hands that are all described in
the actual game itself from when you hit Triangle to bring up the rules.
  You also get bonuses for two features unique to Japanese rules of mahjong:
dora and riichi.
  Dora might come from the word "dragon" that English speakers assigned to the
three-rankings tiles.  You'll notice there's a bunch of tiles in the center of
the screen.  One tile is turned over at the left.  This indicates a bonus tile
that will add one bonus multiplier to a winning hand.  The thing is, the next
tile in question is sequentially the one right after that tile (so that there
can still be four of them in play).  That's fine for numbered suits, but for
the winds?  They go clockwise, from east to south to west to north.  For the
three rankings?  It goes white to "emit" to "middle," or white to green to red,
technically, but it's easier to remember them as green to red to white because
that's alphabetical.
  The other great way to get bonuses in Japanese mahjong is "riichi."  In order
to explain that, I'll need to go back to the idea that you can take tiles from
other players and use those to make melds.
  When another player has a tile you can use, the game will automatically prompt
you, asking if you want to do it.  You can refuse with X button or accept with
the Circle.  If you make a kezi (koutsu, 3-of-a-kind) out of them, it's called
"peng" in Mandarin, approximated by "pon" in Japanese.  It's called "pung" in
English.  When you can make a shunzi (shuntsu, sequential) out of them, it's
called a "chi" ("chii" in Japanese approximation, "chow" in English).  A gangzi
is still a gangzi and called "kan" in Japanese ("kong" in English).  You take
the tile from the player, call it, and place the meld down, face up, for all
to see what you did.
  That process is called "fulou" in Mandarin, "fuuro" by Japanese approximation.
It basically means you're exposing part of your hand.  That's why it's also
sometimes called "exposing" in Japanese (they also call it "calling" because
you have to call out the meld, or "eating" because you take the piece from the
other player's pile).  The thing is, when your meld is exposed, there's not
too much you can do to it after that, so it's benefitial to refrain.
  A player who hasn't made an exposed hands is said to be "menqianqing" in
Mandarin.  That's "menzenchin" in Japanese approximation, but more commonly just
"menzen," and it means they're in front of the door, not yet revealing them-
selves.  For that reason, it's best just to call it by English terminology and
say they're playing a "covered" hand.
  It's important to know that because certain hands cannot be built if a player
has exposed melds.  For instance, no player with chi (exposed sequentials) that
have 1's or 9's may make a hand.  They'll just have to hope nobody makes a
hand and they have a lot of points in the end when people tally up the tiles.
  The other thing about menzen is that you must be menzen to call a "riichi."
If a player has a covered hand and only needs one more tile to win, in Japanese
mahjong, they can call "riichi," which is a promise to discard any tiles but
the one that completes that hand they have at that time.  No more fussing
around, trying to change to a better hand.  This is actually great because if
you can call riichi and win, you'll get more points in the end.  So, players
must forfeit 1,000 points to call it.  If you have all but one tile, and you're
playing a covered hand, you can call riichi by hitting the Square button and
calling up the "action menu."  The game will ask you which tile you want to
discard for that round and everything will go into auto-pilot from there.  In
the upper, right-hand corner of the screen, the necessary tiles will be dis-
played--as well as how many there are in the other players' hands or in the
"deck."  You can use that to see which tile to discard, because some might have
more tiles floating around out there, which would give you a better chance of
winning.
  If you're going for the completion list requirement of 50,000 points in one
game of mahjong, you'll probably need to rely on riichi.  The requirement is for
points *before* the bonus/penalty at the end of the game for being in 1st, 2nd,
3rd, or 4th place.  It also doesn't take into account the points you gave away
for riichi.  I finished with 49,500 and still completed mahjong because I had
spent 2,000 points on riichi calls, so it calculated my winnings in the complet-
ion list as 51,500.
  If you're going for the "Exposed Dragon" Trophy, you're going to do the
opposite of what I said.  You need to get a "hadaka tanki."  A "tanki" is when
all you have left is one single tile to complete your final pair to make a
hand.  "Hadaka" means "nude," so a good translation would be "nude pair wait."
The reason they call it "nude?"  Because your whole hand is exposed!  Basic-
ally, you have to have made four exposed melds.  These cannot contain 1's or
9's, of course, since you can't make a hand like that with exposed melds.  Any-
way, you discard a tile and hope that the next one you get will be the same tile
or that someone will discard that same tile.  Supposedly, according to the
Japanese Wikipedia, it's fairly common to find a house rule at mahjong parlors
barring hadaka tanki because they're "disgraceful."
  So here's how it all looks in-game.  The other dudes go.  It's your turn.
You choose a tile and hit Circle to discard it.  When the other dudes go again,
they sometimes will put down a tile you can use and you'll be prompted to make
peng or chi or gang out of them.  If they put down the one that lets you make a
hand, it'll prompt you to "ron."  If you naturally get the one that lets you
make a hand, it'll prompt you with "tsumo."  Meanwhile, if you can call "riichi"
on your hand, hit Square and the option will be available.  If you're in doubt,
just hit Square because it just won't do anything if you can't call "riichi."
  Then, someone wins or you run out of tiles.  It's that simple...though it's
also confusing until you get the hang of it.  On the Ryuu ga Gotoku 2 / Yakuza 2
board at GameFAQs, and also at the board for Ryuu ga Gotoku Kenzan, barticle
has a wonderful guide up for mahjong in those games.  It's pretty similar to the
one in Kenzan this time.

- DRAGON PALACE (Kamuro), SECRET GAMBLING HALL (Ryukyu) -

CHINCHIRORIN (Dice Game)
------------
The basic premise of this game is simple.  You and three others throw three
dice into a bowl.  Your aim is to get certain rolls, such as a sequence of
numbers, set of three of a kind, or a roll of two of a kind (where the value is
determined by the third die's number).
  The game is played with a "dealer," or "banker" (the Japanese name is "oya,"
which means "parent").  This is determined by whoever has the highest roll, but
since you don't see what the other guys roll, it's just basically randomly
selected by the computer, and appears as a red mark (with the "oya" kanji)
next to their name.  The others get a blue "ko" ("child") mark.
  First, the banker throws his roll.  He gets three attempts to come up with
something good.  The basic idea is for him to roll something, and then it'll
cycle clockwise around the table, giving everyone three attempts to match his
roll.  If they do, they win.  If they fail, the lose money.  If they tie him,
well...nothing lost, nothing gained.
  A roll of two of the same plus one extra die is the lowest type of roll, where
the third die determines its value.  The value goes from 2 to 6, where 6 is the
best.  If you roll two similar dice and a "one," you automatically lose.
  The next type of roll is a three of a kind, or an "arashi," as they call it in
Japanese dice.  A roll of three 2's is the lowest, three 6's is near the top,
and a roll of three 1's is called "pinzoro" and pays a lot.
  A roll of three in a row is actually considered the best type of roll.  A
four, five, and six ("shigoro") is the highest roll you can get in the game.  I
should warn you, though, that getting a one, two, and a three is called "hifumi"
(from the words for "one," "two," and "three") and automatically causes you to
lose, even if you had more attempts coming to you.
  If a dealer rolls a hifumi or fails to come up with a roll, he breaks the
bank and everyone else gets paid.  However, if he comes up with an arashi or a
shigoro, he gets paid up and everyone else loses, even though they didn't get a
turn.
  After one person is the banker, the next person clockwise gets to be dealer,
and it continues like that until it's come full circle.  At that point, you'll
be asked whether or not you want to keep going.  The only other thing that can
end the game is if one of the players loses all their money and goes bust,
withdrawing from the game.
  You can hit Triangle to use your items, if you have some.  The "Arashi Youkan"
will make you roll a few "arashi" in a row (6's).  The "Hifumi Gum" will make
an opponent roll "hifumi" (use it before the banker rolls so you can get paid
up).  The same goes for the "Stone from the Pee Mountains;" that causes the
roller to "dribble" or "pee"--to have one die spill out of the bowl and lose
their turn.
  Here's the caveat:  in Chinchirorin and Chouhan, for some reason, you can
only use *one* item PER PLAY.  Not per round, not even per game--per sitting.
It won't let you use another one until you quit from the Chinchirorin game and
start again.  Which is stupid, because Blackjack, Roulette, and Poker let you
use items as much as you want....

CHOUHAN (Dice Game)
-------
This is a very simple game, really.  A banker throws a pair of dice into a cup,
then places the cup face-down on the floor.  People bet whether the sum of the
dice rolled will be even ("chou") or odd ("han").  Guess right and you get paid
up, guess wrong and you lose your money.  If more people bet on one side, the
return will naturally become lower for them, but higher for the dude who bets
against them.
  There is one complication to mention:  you get a third option, to call one of
the dice, if you come to play Chouhan and guess correctly on the first roll.
This bet pays off much more than the other bets, but your chances will be much
less, of course.  You'll have a 1 in 2 chance in normal Chouhan, but a 1 in 6
chance of calling one of the dice.
  Press Triangle to use one of the items for this game.  The Even-Steven Prayer
Beads will make the next 5 rolls even, while the Biased Brand Cigarettes will
make the players favor one side over the other (upping the amount you can win
if you bet against them).
  Again, like in Chinchirorin, however, you can only use *one* item PER PLAY.
Not per round, not even per game--per sitting.  You have to quit from Chouhan
and start again to use another item, for some weird reason (since you can use
as many as you want in Blackjack, Roulette, and Poker).

KOIKOI (Card Game)
------
There are two games in Ryuu ga Gotoku 3 that use Japanese playing cards called
"hanafuda" ("flower cards").  This game is the more difficult to understand,
since it's more complicated and requires you to recognize the different cards.
  See, hanafuda aren't like a poker deck in that there are no numbers or suits
written on them.  Rather, you can tell which card it is from the picture.  That
makes it a little bit harder to remember if a card is a valuable card or not.
  There are twelve "suits" in hanafuda, each with its own piece of flora, which
in turn signifies a different month.  Here is a list of the months and the
flowers (and other plants) associated with them:
   1 - January: Pines.  These look like dark, leaf-shaped, finger-like sil-
       houettes.
   2 - February: Plum.
   3 - March: Sakura (cherry blossom).
   4 - April: Wisteria.
   5 - May: Iris.
   6 - June: Peony.
   7 - July: Bush Clover (hagi).
   8 - August: Susuki (a grass).  For this one, there's a black, round hill
       under a sky.
   9 - September: Crysanthemum
  10 - October: Maple
  11 - November: Willow.
  12 - December: Paulownia (Kiri--the same as in "Kiryuu;" "Kiri + u" -> old
       style of converting sounds, "ri" + "u" = "ryuu")
  Although the cards used in the game actually look slightly different, you can
find pictures of the suits here at Wikipedia:
    http://en.wikipedia.org/wiki/Hanafuda
  Most suits have two weak cards, a ribbon card, a low special card, and a
high special card.  Wikipedia assigns them point values, but that actually
doesn't come into play in this game's version of Koikoi too much. 
  The basic idea of koikoi is to make hands (as usual in card games).  Each hand
is worth a certain number of points.  For instance, 10 weak cards is called a
"kasu" and is worth 1 point, while the special hand of the three weak special
cards, the pig, the deer, and the butterfly, is worth 5 points.  Once a player
makes a hand, he can either take those points, or he can say "keep 'em coming!"
("koikoi!").  Then, he can build even more hands on top of that.  If he decides
to call a koikoi, then the next time he builds a hand and gets the option, he
gets double total points for that round (!).  It's possible to get the pig, the
deer, the butterfly, and a kasu, and an additional card for the additional point
to the kasu, call koikoi, then get three specials at the same time and end up
with 26 points in that round.
  Here's the one important thing to remember about koikoi:  If you call "koikoi"
and the opponent makes a hand, you AUTOMATICALLY LOSE THE ROUND.  That means
no points given--even if you had some sweet, 7-point hand, and they got to
"kasu" and had only one point, you'll still lose.
  Anyway, it's a three-round game, usually (you can set it in the options).  The
one with the most points at the end wins, then he subtracts the loser's points
from his total and the difference is multiplied by the betting factor.  That's
also set in the options at the beginning of the game.  It's possible to get a
huge amount of points if you koikoi'ed and just buried the guy at the end.
  As you win more and more, you'll be able to play higher opponents.  Here's
what you should do:  from the start screen, the third option is to change the
rules.  The top option will be to set what level of opponent you want.  At first
only the low-level and medium-level opponent will be available, but as you win
more points, you can select the last two options.  You'll want to do this
because you can bet more points against harder guys.  That's the third option;
it sets what amount of gambling points you net per each koikoi game point won.
  There is another important option below that one that turns off the "flower-
viewing sake" or "moon-viewing sake."  Those are very easy hands to make that
are worth a considerable amount of points (5).
  Anyway, here are the various hands you can get:
    The Five Lights:  Get all five high special cards (the crane, the sakura
      banner, the moon, the phoenix, and the Ono no Michikaze (the dude with
      an umbrella) - 15 points
    Four Lights:  Get the four high special cards besides the Ono no Michikaze
      (the dude with an umbrella) - 10 points
    Raining Four Lights:  Get four high special cards, including the Ono no
      Michikaze (dude with an umbrella) - 8 points
    Three Lights:  Get three high special cards - 6 points
    Blue Tan:  Get three blue ribbon cards - 6 points
    Red Tan:  Get three red ribbon cards with writing on them - 6 points
    The Pig, the Deer, the Butterfly - Get the three low special cards the Pig,
      the Deer, and the Butterfly - 5 points
    Flower-Viewing Sake:  Get the sake cup and the sakura banner - 5 points
    Moon-Viewing Sake:  Get the sake cup and the moon - 5 points
    Tan - Get 5 ribbon cards - 1 point, +1 for each additional ribbon card
    Tane - Get 5 of the low special cards - 1 point, +1 for each additional low
      special card
    Kasu - Get 10 weak cards - 1 point, +1 for each additional weak card
  So, here's how the game goes:  after setting up your options, which I
recommend you do, choose one of the two face-down cards.  The player with the
lower suit number / earlier month gets to be the dealer for the first and final
rounds.  Being the dealer is great because you get to go first.  Both players
are dealt hands and cards are laid face-up in the middle of the floor.
  The players take turns.  You can match a card with one of the matching month/
suit/flower.  Both matched cards are placed in a pile on the right, face up.
Then, a card is drawn from the deck, turned face up, and immediately played by
the player. If it matches the same suit as another card, you can take it right
then and add both to your face-up hand.  If not, you just automatically put the
card down in the face-up play area.  If there are no cards in the play area that
match with any in your hidden hand, you must turn one face-up and put it in the
play area.
  When you get a hand, a screen will show up with your current score for that
round.  Choose the top option to call "koikoi" and the bottom to end the round
and claim your points.
  I recommend you snatch up the sake cup as quickly as possible, as well as the
high specials--especially the moon and the sakura banner.  For that, you'll want
to have a sakura card, a crysanthemum, and a susuki card ready.  You should be
trying to get high specials just on principle.  You should probably be trying to
get ribbons and low special cards over the weak ones, too; you're not going to
exactly break anyone's bank with that 1 point you get after you've gotten 10 of
those cards.
  Again, KEEP YOUR EYE OUT FOR THE SAKE CUP.  It's a little hard to recognize
at first because the "cup" in question is an old-style drinking dish; it looks
more like a flat, red plate turned sideways, or a boat or something, rather than
a cup.
  There's one last rule to koikoi I should mention:  instant wins.  This only
applies to the very beginning of a round.  If you are dealt four cards of the
same suit, you automatically win.  This is called "Teshi," and it's worth 6
points.  If you are dealt four pairs of cards of the same suit (e.g. 2 cards
from January, 2 from July, 2 from August, and 2 from November), you instantly
win.  This is called "Kuttsuki," and it's also worth 6 points.

- SECRET GAMBLING HALL (Ryukyu) -

OICHOKABU (Card Game)
---------
This is the much simpler "hanafuda (flower cards)" game.
  Anyone who knows how to play baccarat can learn this game, no problem.  It's
basically a bet to see who can get the closest to "9," where total points only
include the "ones" digit.  In other words, a hand of 2 + 2 + 6 will bring a
"10," normally, but it's only worth "0" in this game.
  The game, like chinchirorin, has an "oya" (dealer) and "ko" (players).  The
dealer sets one card, face-up, for himself, and then four other cards, face-up.
The players take turns choosing cards and placing bets on them.  The dealer then
adds a face-down card for each line (except for the one extra set, which will be
face-up).  Only the player who selected each card will know what that value is.
He'll ask each player to take another card or not, placing it face up if they
say "yes."  Then, he takes another card himself, face up, and decides whether or
not he wants to take a third card.
  The players play against the dealer.  They flip their cards over.  If they end
up with a higher number than the dealer (bear in mind that you can go over the
number, which puts you back down, since only #'s 0-9 are used), they win and
double their bet.  Otherwise, they gotta give their money to the dealer--even if
they tie with him.  In the case of a tie, the dealer always wins.
  This version uses a hanafuda deck.  There is a "kabu" deck, which is used for
this game, but it is possible to use a hanafuda deck so long as you've taken out
the last two months/suits.  Doing so, it's like the "koikoi" game mentioned
above, but only up to #10 (October / Maple).  The different cards in each suit
don't really make much difference in this version of oichokabu; only the suit
matters.  So, you don't have to worry about recognizing them *so* much.  The
game prints the suit's number, but it does so in kanji.  If you don't know the
kanji for one to ten, it shouldn't matter too much as it also gives you a work-
ing point total in arabic numerals.
  There are three special deals you should watch out for.  First, just like in
chinchirorin, you can make "arashi"--3-of-a-kinds.  If you get 3 of a kind, your
winnings are tripled (!).  A dealer who does that stands to rake in triple the
bets of all three other players...which can be considerable!
  The other two hands are just a little weirder.  A player who bets on either a
1 or a 4 has a chance of being dealt either a 4 or 1 respectively.  In other
words, a player can make a hand of 1 and 4 or 4 and 1.  This must be done on the
first two cards; if a one is dealt as the second card and then a 4 as the last
one, it doesn't count.  Anyway, even though that only adds to "5," it's an
automatic win over everything except 3-of-a-kind, and it pays double.  It's
called "shippin." ("shi" is "four," "pin" is a older gambling slang for "one").
  The dealer has his own version of this.  It's the same thing as the player,
but he has to get a 1 and a 9.  That's called "kuppin."
  So, if you see a 1 or a 4 nobody's taken...bet on it!  You might as well,
right?
  The word "yakuza" comes from this game.  An "8" can be read "ya," a "9" as
"ku," and a "3" as "sa" (which can be turned into "za").  Someone with an 8
looks like they might have a pretty strong hand, but they have to take a second
draw.  A "9" would bring it to "7," which isn't so bad, but a "3" would then
push it to "0" (blech).  So, a "yakuza" could be seen as someone who had a kinda
good thing going but ruined it, or that fate stepped in and ruined it for him.
  Speaking of words like that, there are some special names for each total in
this game.  It might be worth knowing them, so I'll list them here.
    0: Buta
    1: Pin
    2: Nizou
    3: Santa
    4: Yotsuya
    5: Goke
    6: Roppou
    7: Naki
    8: Oicho (from Portuguese "oito" ["eight"])
    9: Kabu
  See where the name came from now?

- FUKKANTEI CASINO (in Sai no Kawara/Purgatory in Kamuro) -

POKER
-----
Ryuu ga Gotoku has a version of Texas Hold 'Em Poker.  This is a game where you
everyone gets two cards (that they don't show people) and five cards are
revealed in the middle of the table.  Players ostensibly "add" them to their
hand to make the same kinds of hands you can make in regular poker, and they
win or lose depending on the value of their "hand."
  Before and after each card is revealed, everyone gets a chance to bet.  To
play, you must first "ante" up a certain amount, and you can "call" it by mat-
ching the number, "raise" by betting more, or "fold" (quit from the game).
  The money bet all gets thrown into a "pot."  The winner takes all, the losers
gnash their teeth and stamp their feet.  The person who folds leaves the money
they've bet in the pot, losing it forever--but maybe covering their butts so
they don't lose more by betting more and more.
  The betting can actually go on a while, because as one player raises, all
others have to "see" that amount and match it.  They can decide to raise at
that point, too, so it can just keep round-robin-ing indefinitely.
  Your "hand" in poker is five cards  Even if there are seven cards on the
table, the most you can do is make one good hand out of them.  Your goal is to
get five cards of the same suit, five in a sequential row of value (which is
even better if they're of the same suit!), or to make sets of the same card.
A pair is beat by two pair, which is beat by three of a kind, which is beaten
by a "full house" (three of a kind plus a pair), and they're all beat by four
of a kind.
  Here is the hierarchy of poker hands, from top to bottom:
  - A "straight flush," which is a sequential set of five cards, all of the
    same suit.  The highest hand in the game is a "Royal Flush," which is the
    top five cards--Ace, King, Queen, Jack, and 10, of the same suit.
  - A four-of-a-kind.  All four suits of one card (four aces, for example).
  - A "full house," which is three of a kind plus a pair.
  - A "flush," which is five of the same suit.
  - A "straight," which is five sequential cards, such as a 2, a 3, a 4, a 5,
    and a 6.
  - Three of a kind (three of the same card; three aces, for example).
  - Two pair, two pairs of the same card (e.g. 2 aces, 2 2's).
  - A pair of the same card.
  Everything else is called "junk."
  The cards themselves have values, of course, which helps give one hand more
value than another of the same kind.  Ace is highest, then King, then 10, 9, 8,
7, 6, 5, 4, 3, and a 2.  You can have an ace actually count lower than that,
but only as part of a suit like this:  Ace, 2, 3, 4, 5.  In this way, like in
other Western card games, the ace card actually counts both as the highest and
lowest card.
  Hit Triangle to use the Royal Joker item, if you have one on your person.  It
will basically try to make the cards in the center of the table match up with
the two you were dealt to make a strong hand.  Usually, it just does this by
dumping out others of the same card, which is nice because a pair of the same
card usually gets people betting more.
  Remember, since it's all about winning the entire pot, it's kinda your goal to
get people to bet a lot, rather than just fold.  Some will get squeamish and
quit early if you raise a lot or if they "think" they're going to lose.  Other
guys will be blowhards and want to raise like mad.  In poker, you can actually
win with nothing of value at all in your hand by making it look like you've got
something really valuable through your betting habtis, making the opponents all
fold and being the only guy still in the running, thus taking the pot.  This is
called "bluffing."
  NOTE:  For those "in the know" about poker, there is no "dealer" in this
version, so you don't gotta worry about any rules that may apply there in the
various incarnations of this game.
  
- DRAGON PALACE CASINO, FUKKANTEI CASINO -

BLACKJACK
---------
In the previous games, we got Baccarat, which is cool and all since it's in
James Bond films, but I think more people are familiar with Blackjack.
  This is also known as "21."  Why?  Because your aim is to get as close to
"21" as possible with your cards' total value, without going over ("busting").
  You get the face value for your card, where "picture" cards are worth 10.  An
ace is worth 11, but it can also be worth 1 if that 11 would put you over 21.
  There's a dealer in this game, who is always employed by the house.  If he
busts, everyone wins, and everyone plays against him.  So, sometimes, players
want to kinda get together and force the dealer to keep taking more cards so he
can beat everyone else, and then "bust," which will pay everyone.
  When it's your turn, you get to ask for a "hit" (another card).  You can do
that as much as you like until you reach 21 ("Blackjack") or until you bust.
It's sound advice to stop if you're at 17 or higher, but you'll probably want to
have as high a hand as possible.
  If a player is dealt Blackjack from the get-go, which is possible by getting
an ace plus a "face" card (Jack, Queen, or King), he wins and the game auto-
matically ends.
  Hit Triangle to use the Bust Amulet, if you have it, to make the Dealer go
Bust that round.  You can also use the Blackjack Charm--which is much better,
as it will give you Blackjack 5 times in a row!

ROULETTE
--------
This is another simple game.  A wheel is constantly turning.  The banker throws
a small ball into the wheel, where it spins round and round along its edge,
taking bets until he releases the ball from its groove and allows it to settle
on one of the wheel's target areas.  There are 36 targets--18 red and 18 black.
Players bet on which specific number it will land, on whether it will be a black
or red number, on whether it'll be an even or odd number, on whether it'll be
from 1-18 or 19-36, or on whether it'll be 1-12, 13-24, or 25-36.  Place your
chips in the appropriate spot on the diagram and then either wait for time to
run out or hit "X" and then answer "yes" to force it.
  Of course, you get paid out higher odds for calling which third it'll be in
or what specific number it'll be than you would for calling it red or black or
even or odd.  If you call the number, you'll get paid out 36 times your bet (!).
  Hit Triangle to use one of the items for this game, if you have them.  Use a
Red Gem to make it land on a red number, a Black Gem to have it land on black,
and a "Nothingness Gem" (the green one) to have it land on either "0" or "00."
  If you use the Nothingness Gem, you'll have a 1 in 2 chance of getting a
huge jackpot, so, I'd recommend saving the game first, then using that gem if
you want to get a nice, big wad of money.


-------------------
5g.  Haruka's Trust
-------------------

From the very first chapter, there will be points in the story where you can
take Haruka around town with you.  You can do this at any time in Premium
Adventure, too!
  Go around town, getting near entrances to shops and gambling areas.  When
Haruka wants something, she'll suddenly start that stupid-looking, exaggerated
walk all the kids have, stand at a certain place, and call to you with a speech
balloon (and that "Ojisan!" call).  Go in the shop in question.  If she wants
you to buy her something, it will be the only thing available on the menu.  If
she wants you to do something for her, such as win a lot at gambling or a skill
game, go to it!
  If you quit or fail at the gambling/skill games, she'll annoyingly stand
there, sad.  You can't try again right then--even if you do, she'll just keep
saying, "Too bad, Ojisan!" or "You were so close!"  You'll need to exit the
place and come back in for her to be ready for you to try again.
  When you do get her what she wants, her meter will appear and go up a bit.
Completing the bar will move you up a grade.  At that point, she'll give you a
reward!  None of them are too great, nor are they tracked by the Trophies or
completion lists, or anything like that, but this is your only chance to get
these items.  Completists (and Haruka fans) will want to do all of them, I
think.

Haruka's Trust Items:
  F -> E  Haruka's Candy
  E -> D  Haruka's Chocolate
  D -> C  Haruka's Amulet
  C -> B  Red Gem
  B -> A  Haruka's First Aid Kit
  A -> S  Haruka's Bentou
  S -> SS  Haruka will try to call the "Even-Odd" dice game (Chouhan)
  SS -> SSS Haruka's Necklace
  SSS -> EX Special-Made Morninglory Muffler (only in Premium Adventure Mode)

The Amulet, Muffler, and Necklace are low-powered defensive items, the Red Gem
is for roulette, the Chouhan one is self-explanatory, and the other ones are all
Healing Items.

RYUKYU
------
RANK F:
  M Store at First Town: Special Yakisoba
  M Store on Ryukyu: Salad Oil
  Aqua Sky: Get a Combination Shot in 9-Ball Billiards
  Betting Area: Win 1,000 points at Chinchirorin
  Quickly: Pearl Milk Tea (Boba)
  Smile Burger: Green Caviar Shake
  Blue Seal Parlor: Purple Yam
RANK E:
  M Store on Ryukyu: Assorted Sushi
  Morninglory beach: Catch a Fusilier
  Umachii: Goya Champloo
  Betting Area: Win 800 points in Koikoi
  Maeda Pharmacy: Tauliner +
  Warabaa: Okinawa Soba
RANK D:
  M Store First Town: Milk
  Betting Area: Win 1,500 points at Chinchirorin
  Okinawaya: Shiikwaasaa Candy
  Maeda Pharmacy: Toughness ZZ
  Nan'you Country Club: Get +2 or less in a golf tournament
  Ryuushou: Win against Haruka in shogi
RANK C
  Morninglory beach: Catch a Blue Parrotfish
  Betting Area: Win 1,000 in Koikoi
  Okinawaya: Chinsukou Cookie Set
  Quickly: Chocolate Cocoa
  Smile Burger: Goya Burger Set
  Blue Seal Parlor: Goya
  Ryuushou: Win against Haruka in shogi
RANK B
  Umachii: Peanut Tofu
  Betting Area: Win 800 in Oichokabu
  Nan'you Country Club: Get 400 points or more at the Near Pin Contest
  Sam's Maui: Tenderloin Steak Sam's Cut
  Warabaa: Soki Soba
RANK A
  Stone Market: Heart Bracelet
RANK S
  Sam's Maui: Fresh Scallops and Tiger Prawns
RANK SS
  Aqua Sky: Clear 9-Ball with no Fouls
  Ryuushou: Win against Haruka in shogi
  Betting Area: Win 1,000 in Oichokabu
RANK SSS (only in Premium Adventure Mode, after v1.08 update)
  Nan'you Country Club: Get 1,500 points or more at the Near Pin Contest

KAMURO
------
RANK F
  Alps Tea House: Strawberry Parfait
  Club Sega: UFO Catcher - Li'l Kitty (Calico)
  Gelateria Kamuro: Strawberry Single
  Don Quijote: CC Lemon
  Poppo Tenkaichi: Tauliner
  Matsuya Tenkaichi: Pork Rice (medium)
RANK E
  Alps Tea House: Cake Set
  Gelateria Kamuro: Double
  Sushiya Gin: Egg
  Don Quijote: Sesame Barley Tea
  Poppo Tenkaichi: Kelp Onigiri
  Mach Bowl: Win against Haruka
RANK D
  Club Sega: Get to level 25 or higher in Boxcelios
  Smile Burger: Smile French Fries
  Poppo Nakamichi: Salmon Onigiri
  Poppo Nakamichi: Club Sandwich
  Karai: Kalbi
  Bantam: Get 200 ore more in Count-Up Darts
  M Store: Tuna Onigiri
  Poppo Shouwa: Meat Bun
  Poppo Shouwa: Makunouchi Bentou
  Batting Senter: Get 1,000 or more at Easy
  Karaoke-Kan: Get a Master or higher cheering for Haruka
  Pronto (Bar Time): Tomato Mozzarella Salad
  Pronto (Bar Time): Roman Pizza Margherita
  Fukkantei: Win 1,000 chips in Blackjack
  Fukkantei: Win 3,000 chips in Poker
  Fukkantei: Win 1,000 chips in Roulette
RANK C
  Smile Burger: Smile Cheeseburger Set
  Kyushu Ichibanboshi: Kyushu Pork Bone Ramen
  Matsuya Tenkaichi: Half-Egg Hamburger Meal
  West Park: Save the man (battle)
  Children's Park: Beat the punks (battle)
  Third Park: Beat the punks (battle)
RANK B
  Kyushu Ichibanboshi: Egg Pork Bone Ramen
  Kotobukiya Pharmacy: Toughness Z
  Nakamichi: Save the schoolgirl (battle)
  Karaoke-Kan: Get Karaoke King cheering for Haruka
  M Store: Oden Set
RANK A
  Pink Street: Save the man (battle)
  Karai: Stone-Grilled Bibimbap
  Bantam: Get a "Low Ton" in Count-Up Darts (101-150 points in one turn)
  Club Sega: UFO Catcher - get a "Big Chick" doll
  Mach Bowl: Win against Haruka
  Batting Center: Get 1,500 points or higher in Normal
RANK S
  Fukkantei: Win 2,000 chips in Blackjack
  Fukkantei: Win 5,000 chips in Poker
  Fukkantei: Win 2,000 chips in Roulette
  Sushiya Gin: Sweet Shrimp
  Club Sega: Get to level 50 in Boxcelios
RANK SSS (only in Premium Adventure Mode, after v1.08 update)
  Mach Bowl: Get 270 or more in one game
  Bantam: Win against Iba Kouji (hard) in 701 darts game, in 5 or less rounds
  Yoshida Batting Center: Get 3,000 or more at the Hard Course
  Children's Park: Give 30,000,000 yen to the man on the bench (!)


---------------------
5h.  Coin Locker Keys
---------------------

From Chapter 4 on, you can collect keys, scattered here and there about the two
towns.  You'll see them as little flashing lights on the ground, in trees, and
on signs and such.
  These are keys to the coin lockers, marked with a "C" on both maps.  The one
in Ryukyu Village is located near the M Store on East Ryukyu Street, up the
flight of stairs.  The one in Kamuro is located to the west of the front of the
Millennium Tower, on the north side of Taihei Street, pretty much at the junc-
tion with Nakamichi.
  These were in preveious games, so if you played those, you're probably famil-
iar with them.  In Kenzan!, they changed things up a bit so that some of the
keys would be up on objects so they'd be a little more difficult to see (they
were always on the ground in the first two titles).  But, in this game, they've
changed it up even more--because of the first-person view mode (R3).
  Now that we have a free camera and can enter first-person mode to have a nose
around, they've put some of the keys up high or in the little spaces between
buildings that are too narrow for Kiryuu to squeeze into.  To get these keys,
you'll have to press R3, get into first-person view mode, and pass the reticle
over the flashing light.  You'll notice it zoom in slightly on the key, and then
there should be a prompt to "Look" (with the Circle button).
  If you saw it and pressed Circle and Kiryuu didn't grab the key, you need to
be closer.  Don't worry--you don't need to actually go climbing trees or any-
thing like that; you just need to step a little closer.  You'll know you got the
key when you hear a chime.
  When you visit the Coin Lockers, you may wanna have a lot of space in your
inventory.  If you open a whole bunch of lockers, you'll run out of space.
Don't worry; the excess items are sent to your magical items area you can access
from save points, but it's a little annoying to have to wait while the game asks
you if you want to send it there or not.
  The highlighted lockers can be opened.  This is true when actually at the
lockers and when viewing the Completion List.  As far as completion goes, it
only counts once you've opened the locker.
  You may be pleased to know that there are no keys you can miss this time,
again.  In the first game, there would be keys in areas you could only access
once in the story, such as in the Tougenkyou/Shangri-La area.  But, that's all
done with.  The only weird keys will be from missions, of course.

I'll mark the ones that need First-Person View Mode to get with a "*."  I'll
also state which Chapter the keys BECOME AVAILABLE--you don't HAVE to get them
in that Chapter, necessarily.  You can get them later if you want.

(TIP:  If you wanna gather these and you're getting annoyed at the pesky random
encounters, you can run around town when accompanied either by the kids or by
Rikiya while he's carrying bags without encounters.  For Kamuro, this is only in
Chapter 6, when he buys stuff at Don Quijote and asks to be shown to the Coin
Lockers.  For Okinawa, in Chapter 10, when running around with Ayako, and in
Chapter 11 when running around with Taichi, there are no encounters)

KAMURO DISTRICT
1.  Chapter 5 - In the middle of the path, right at the entrance to the side
  alley running east from the Club Sega at Nakamichi
  ITEM:  Gauntlet
2.  Chapter 5 - To the west of the Coin Lockers, up on a wall above the yellow
  "No Littering" signs.*
  ITEM:  Super Resin
3.  Chapter 5 - In the middle of the street on the ground on East Taihei, near
  the entrance to Karai (Han Rae)
  ITEM:  Ancient Black Sand Steel
4.  Chapter 4 - In the empty space across the street from the Third Park, up on
  the wall at the end, between two outside unit air conditioners*
  ITEM:  Snake Eyes Seal
5.  Chapter 5 - On a tree in the northwest corner of the plaza at the base of
  the Milennium Tower's south side*
  ITEM:  Rock from the Pee Mountains
6.  Chapter 4 - Behind New Serena, on top of the brick wall near the blue vend-
  ing machines*
  ITEM:  Staminan Spark
7.  Chapter 5 - Inside Club Sega in the Square in front of the Theaters, on the
  floor, in front of Answer x Answer
  ITEM:  Royal Joker
8.  Chapter 5 - On the floor inside M.E.B.
  ITEM:  Artificial Flower Bouquet
9.  Chapter 5 - Inside the Parking Lot at Shichifuku, on the pipes on the north
  wall by the No.7 parking space*
  ITEM:  Gold-Plated Variable Capacitor
10.  Chapter 5 - On the ground on the southern alley running off to the west
  from Pink Street (near the Ryuujinkaikan, the tattoo shop in Rikiya's side
  mission)
  ITEM:  Snake Eyes Seal
11.  Chapter 5 - On the floor in Asia's lobby area
  ITEM:  Steel Shirt
12.  Chapter 5 - On the ground in the southwestern corner of the Champion Dis-
  trict
  ITEM:  Old-Fashioned Suspension
13.  Chapter 5 - On the floor inside M Store
  ITEM:  Power Stun Gun
14.  Chapter 8 - On the ground in the southeast corner of Sai no Kawara's above-
  ground area
  ITEM:  Toughness Emperor
15.  Chapter 4 - On the ground in the middle of Tenkaichi, near New Serena
  ITEM:  Hariti Amulet
16.  Chapter 4 - Under a bench in the Third Park
  ITEM:  Brass Lump
17.  Chapter 5 - On a lamp above a sign above a shutter near a white car on the
  alley running off to the east from Senryou (near Karaoke-Kan)*
  ITEM:  Even-Steven Prayer Beads
18.  Chapter 4 - On the ground on Suppon Street (the alley running off to the
  West from Tenkaichi, north of the Poppo Mart)
  ITEM:  Staminan Spark
19.  Chapter 5 - On the ground in front of the white vending machines near
  Volcanic Volcano (the slot house just south of the Square in front of the
  Theaters)
  ITEM:  Super Resin
20.  Chapter 5 - On the ground in the gambling area in the Dragon Palace
  ITEM:  Rainbow Alloy
21.  Chapter 7 - In the underground part of the Sai no Kawara, on an awning
  on the west side, between the coliseum and Hanaya's/Majima's room*
  ITEM:  High-Grade Charcoal
22.  Chapter 5 - On the floor in Ebisuya Pawn Shop
  ITEM:  Special Alloy Wire
23.  Chapter 5 - Atop a speaker inside Bantam
  ITEM:  Blackjack Amulet
24.  Chapter 8 - On the driver's-side ladder of the construction vehicle in the
  north side of Sai no Kawara's above-ground area*
  ITEM:  The "I Hadn't Thought of That!" Weapons Handbook
25.  Chapter 6 - Atop a wall lamp in New Serena*
  ITEM:  Comfortable Sole
26.  Chapter 5 - On the floor inside Luk Laan Jong
  ITEM:  Superalloy Spring
27.  Chapter 5 - Near the rear entrance to Club Sega (from the alley running to
  the east from Nakamichi)
  ITEM:  Biased Brand Cigarettes
28.  Chapter 5 - On the ground in the alley near Bantam
  ITEM:  Newly Developed Material No. XX
29.  Chapter 8 - On a chair at the poker table in Fukkantei (the casino inside
  the Sai no Kawara area)
  ITEM:  Comfortable Sole
30.  Chapter 5 - On an air vent in the back inside Yoshida Batting Center*
  ITEM:  Army Knife
31.  Chapter 5 - On a potted plant inside Beam
  ITEM:  Instructional Staff
32.  Chapter 5 - On the wall above two white trash bags near the entrance to 
  Works Kamiyama*
  ITEM:  Mysterious Glowing Stone
33.  Chapter 5 - On the sidewalk on Kouenmae, near a blue tarp, at the inter-
  section with the alley next to Karai (Han Rae) Korean Barbecue
  ITEM:  Tauliner Maximum
34.  Chapter 5 - On an end table with a display stand on the second-floor area
  inside Stardust
  ITEM:  Comfortable Sole
35.  Chapter 8 - On a wall lamp on a pillar inside the underground coliseum's
  lobby in the Sai no Kawara area
  ITEM:  Staminan Royale
36.  Chapter 5 - On the floor inside Kyushu Ichibanboshi Ramen
  ITEM:  Comfortable Sole
37.  Chapter 5 - Inside Alps, near the entrance
  ITEM:  Toughness Infinity
38.  Chapter 5 - On the ground in the western side of the Square in front of the
  Theaters
  ITEM:  Red Gem
39.  Chapter 5 - In the empty space in the Champion District (where the IF7 is)
  on some scaffolding*
  ITEM:  Charisma Photograph
40.  Chapter 5 - Inside Mach Bowl, at the far wall, near the restrooms on a
  display with six pins inside
  ITEM:  Warped Pearl
41.  Chapter 5 - Inside the Poppo on Shouwa
  ITEM:  Broken M1985
42.  Chapter 5 - In the back alley area behind Poppo Mart at Nakamichi Street,
  on an air duct above some blue trash cans*
  ITEM:  Mysterious Glowing Stone
43.  Chapter 5 - In the shelves at Kotobukiya Pharmacy
  ITEM:  High-Grade Charcoal
44.  Chapter 5 - On the ground in the parking lot at the east end of Taihei
  ITEM:  Charisma Ring
45.  Chapter 5 - In the tree at the very back of Children's Park (the park at
  the west end of Taihei)*
  ITEM:  Hercules Gauntlet
46.  Chapter 5 - Atop a Chrismtas Tree behind the Millennium Tower*
  ITEM:  Blood Brooch
47.  Chapter 5 - In the northeastern corner of the Champion District, on an awn-
  ing for a bar called "Sunntokyo"*
  ITEM:  Glorious Tale of the Lotus House
48.  Chapter 8 - Behind the above-ground part of the staircase leading down to
  the underground of the Sai no Kawara, on the roof*
  ITEM:  Staminan Spark
49.  Chapter 5 - The northeastern part of the Square in front of the Theaters,
  in the street running north to Taihei, on a pillar just to the south (right)
  of NY Hot Dog*
  ITEM:  Flowing Brocade
50.  Chapter 5 - The Hotel District, on an lamppost to the right of the Voles-
  cia Hotel sign*
  ITEM:  White Lotus Comb


RYUKYU VILLAGE
1.  Chapter 4 - In the southwest corner of Kariyushi and market, next to an
  awning with light and dark green stripes (Yoshida Confections), up on the
  wall*
  ITEM:  Old-Fashioned Suspension
2.  Chapter 4 - Inside Aqua Sky, on the floor behind the pool tables
  ITEM:  Staminan Royale
3.  Chapter 4 - On the floor inside the weapons shop van
  ITEM:  Staminan Spark
4.  Chapter 4 - On the flourescent light above a table in the Yabukishi Res-
  taurant area on the second floor of the Municipal Market (the first restaurant
  you see at the top of the stairs)*
  ITEM:  High-Grade Charcoal
5.  Chapter 4 - On the east side of North Ryukyu Street, in a tree in front of
  the Ryukyu Trust Bank and APA Hotel to the north of the Ebisuya Pawn Shop*
  ITEM:  Bust Amulet
6.  Chapter 4 - On the middle pillar supporting the monorail above the Kubochi
  River (to the west from the station)*
  ITEM:  Old Magazine
7.  Chapter 4 - Atop the wooden fence on the south side of the road, west of
  the Mornignlory
  ITEM:  Bat
8.  Chapter 4 - Inside Ryukyu Nights
  ITEM:  Broken Watch
9.  Chapter 4 - In the alley running off from Ryukyu on the west, near Awamori-
  gura, in between two planters
  ITEM:  Black Gem
10.  Chapter 4 - On a chair inside Smile Burger
  ITEM:  Toughness Emperor
11.  Chapter 4 - To the side of the staircase going up to the Coin Lockers
  ITEM:  Super Resin
12.  Chapter 4 - Near the Taxi in First Town, in the middle of the street
  ITEM:  Royal Joker
13.  Chapter 4 - Inside Mahjong Camp
  ITEM:  Rubber Balloon
14.  Chapter 4 - Inside the gambling hall, between Chinchirorin and Oichokabu
  ITEM:  Ancient Black Sand Steel
15.  Chapter 4 - On some shelves inside Works Kamiyama
  ITEM:  Biased Brand Cigarettes
16.  Chapter 4 - On the floor inside Ryuushou
  ITEM:  Blood-Stained Sarashi
17.  Chapter 10 - Inside the Ryuudou House's office, on the floor
  ITEM:  Scrap of Magnetic Metal
18.  Chapter 4 - On a red bench in the east-west alley just north of Warabaa
  ITEM:  Modified Lighter
19.  Chapter 4 - The shortcut between Ryukyu Street and First Town (near Okina-
  way--the dirt part)
  ITEM:  Taliner +
20.  Chapter 4 - Inside Maeda Pharmacy on the floor
  ITEM:  Brass Lump
21.  Chapter 4 - 1st floor of the Municipal Market, between the signs for
  Uonawa (where you sell your fish) and Fresh Fish Kishizaki*
  ITEM:  Tigerskin Belt
22.  Chapter 4 - In the middle of the intersection of Ryukyu and North Ryukyu
  ITEM:  Super-Resistant Resin
23.  Chapter 4 - In the water near where the waves brake on the beach
  ITEM:  Blue-Green Gemstone
24.  Chapter 4 - Near a trash can in the shortcut between Ryukyu and First Town
  (near Okinawaya and Blue Seal Parlor, in the parking-lot-like area)
  ITEM:  Newly Developed Material No. XX
25.  Chapter 4 - Inside Aqua Sky, near the entrance
  ITEM:  Wristband
26.  Chapter 4 - Next to two blue trash cans at the corner of west First Town,
  in the little parking lot area (near Tamashiro's place)
  ITEM:  Blackjack Amulet
27.  Chapter 4 - The dead-end in the northeast of First Town
  ITEM:  Unknown Resin
28.  Chapter 4 - On the south wall of the path running West of the station,
  south side, between two buildings in a window (between the Ryukyu Town Tourist
  stand and the tobacconist)*
  ITEM:  Gauntlet
29.  Chapter 4 - On the ground in the middle of the sidwalk near the west taxi
  on Ryukyu Street
  ITEM:  Compact Motor
30.  Chapter 4 - In the middle aisle inside the M Store near the coin lockers
  ITEM:  Super Resin
31.  Chapter 4 - 1st floor of the Municipal Market, near "Mountain Bull But-
  chers," at the first intersection just off to the left when entering the
  market
  ITEM:  Broken Radio
32.  Chapter 4 - On an electricity pole on the southwest corner of the inter-
  section at Ryukyu and North Ryukyu, near the sign for "Ayako"*
  ITEM:  Superalloy Spring
33.  Chapter 4 - Mission: The Lost Keys*
  ITEM:  Power Stun Gun
34.  Chapter 4 - Atop a sign for the building that houses "South Island," that
  reads "Silk Road" (a white sign off to the left of the entrace)*
  ITEM:  Stone from the Pee Mountains
35.  Chapter 4 - Atop a window unit air conditioner near the entrance to a shop
  in northwest First Town near a black car, called "Momoko Tea House"
  ITEM:  123 Gum
36.  Chapter 4 - Inside the First Town M Store, near two coffee pots on the
  counter
  ITEM:  Scrap of Magnetic Metal
37.  Chapter 4 - Near the entrance to Kariyushi Arcade from First Street, in
  front of an awamori shop, on the ground on the west side of the arcade, near
  a black waste basket
  ITEM:  Mystery Liquid 
38.  Chapter 4 - On top of the Coin Lockers (after completing mission "The Lost
  Keys")*
  ITEM:  Super-Resistant Resin
39.  Chapter 4 - On the ground on the alley running to the west of the station
  ITEM:  Sarashi
40.  Chapter 4 - Inside a cardboard box inside the Morninglory, at the end of
  the hallway running off from the entrance past the dining room
  ITEM:  Staminan Spark
41.  Chapter 4 - On the floor at the corner to the west of Warabaa and the
  market, where the street turns north towards the Ryuudou House headquarters
  ITEM:  Comfortable Sole
42.  Chapter 4 - On a hand rail up above the street on the second floor, in the
  alley just north of the gambling spot, on the north side*
  ITEM:  Blood-Stained Cloth
43.  Chapter 4 - In an window unit air conditioner on the outside of a shop on
  the second floor of the building Works Kamiyama is located (near the stairs)*
  ITEM:  WAT Armor
44.  Chapter 4 - Mission: The Seven Wonders of Rukyu Town #1
  ITEM:  Mystery Cell Phone
45.  Chapter 4 - On the roof over the bus stop on east Ryukyu Street, north side
  of the street*
  ITEM:  D Action Revolver
46.  Chapter 4 - On the yellow roof of the store to the west of Karaoke-Kan*
  ITEM:  Staminan Spark
47.  Chapter 4 - On the northeast side of the intersection at Ryukyu and North
  Ryukyu, on one of the hexagonal signs for Yanbaru Coffee, near the sign for
  the APA Hotel*
  ITEM:  Kageboushi
48.  Chapter 4 - On a green construction pipe on the Kubochi River from the
  bridge near the monorail station, off the west side of the bridge*
  ITEM:  Death God of the Nirai Kanai
49.  Chapter 4 - On the bank of the Kubochi River, from the bridge near Aqua
  Sky, off its west, on the southern bank*
  ITEM:  Shisa Waistband
50.  Chapter 4 - On a staircase beside a yellow sign for the casino across the
  street from Ryukyu Nights*
  ITEM:  Expulsion S-12


---------
5i.  Maps
---------

* Legend:
 T = Taxi
 S = Save Point
 C = Coin Lockers

KAMURO DISTRICT

 Hotel     |____|
 District  |    |----                    2
           |    |   1|-----------------------T  Kou'enmae Street
           |3   |    |         |       |
          4|S   |    |         |    5| |
           |    |    |         |      -| 
    6      |    |  7 |   8    9|10     |
T--------------------------------------------  Shichifuku Street
   |       |          |    |      |
   |   11  |          |  12|      |  --------
   |-------|          |13  |14    |-|--|  |--|
   |+15++++|          |----|      | |  |--|  | Champion
   |------S|          |    |      | |  |16|17| District
   |       |          |    |      |  --------
 18|       |       19 |    |      |    |
 --|       |          |    |      |    |23
   |  20 21|   C     S|22  |      |    |
 --------------------------------------------  Taihei Street
           |24   |   |||25 |     |  |
   --------|     |   | --  |     |  |
           |     |   |     |     |  |
    -------|  |26|27 |28   |29 30|31|
         32|-----|---+-----+-----+--|
         --|  33 |   |     |34   |  |
         35|36   |--37-----|     |  |
           |     |---------+     |  |
           |   38|39||40 41|   42|43|
           |     |---------+      --+--------
           | 44  |45     46|S  47   |
         ------------------------------------  Shouwa Street
                 T              

   Tenka'ichi  Nakamichi  Pink  Senryou
       Street  Street    Street  Street

1.  Dragon Palace
2.  Sai no Kawara (aka "River Styx," "Purgatory," "Limbo")
3.  Yoshida Batting Center
4.  M Store
5.  Works Kamiyama (Weapons Upgrading)
6.  Jidou Park
7.  MEB--Adult Entertainment Information
8.  Club Koakuma--Cabaret Club
9.  Karai Korean Restaurant (aka "Han'rae" or "Hallae")
10.  Parking Lot at Shichifuku
11.  Club Sega at the Square in front of the Theaters
12.  Beam (Video Shop, Black Weapons Market)
13.  Bantam British Pub
14.  Weapons Store (in a van)
15.  Square in front of the Theaters
16.  Atenshi--a gay bar
17.  Shellack--a bar
18.  Mach Bowl
19.  Millennium Tower
20.  Emoto's Clinic
21.  Matsuya at Tenkaichi Street
22.  Matsuya at Taihei Street
23.  Empty Space at Champion (IF7 Machine)
24.  Gelateria Kamuro (gelato shop)
25.  Kotobukiya Pharmacist
26.  Pronto--a caffe
27.  Smile Burger
28.  Poppo Mart at Nakamichi
29.  Asia--a strip club
30.  Kyushu Ichibanboshi Ramen
31.  Love In Heart--a massage parlor
32.  Poppo Mart at Tenkaichi
33.  The Third Park
34.  Club Ageha
35.  New Serena
36.  Stardust--a hot club
37.  Club Kamuro Castle - Hitman jobs
38.  Alps--a tea shop
39.  Club Sega at Nakamichi
40.  Ebisuya Pawn Shop in Kamuro
41.  Luk Laan Jong (aka Rokuransou)--a mahjong parlor
42.  Ryuujinkaikan (tattoo shop, only for a side quest)
43.  Karaoke-Kan in Kamuro
44.  Sushi Gin
44.  Don Quijote--a bargain store
45.  Poppo Mart on Shouwa Street
46.  Le Marche--accessories shop



RYUKYU VILLAGE

     1          --------------
 /-------------|              +--------------
 |    2|3       --------------|
4|    5|       6    ------------\
  -----+-------\T  /=============\
  First|District\-/ /---------\ = \
       |7        | /           \ = \---------
      8|9        |/             \ ===========  Kubochi River
 ------+---------|S  North        -----------
 ======|==10=====\  Ryukyu              |
 ------+----------\  Street            /
       |      11 12|13                /
     14|15 16      |        T         |
 ------+-----------+------------------+------  Ryukyu Street
     17| T       18|      19       S++|
     20|         21|               +22|
       |     ------|23             |  |
       |  24|      |               C  |
       |25  |------|             (2F) |
       |(2F)|26 |  |                  |
      /------------|                  |
     |     27      |                  |
     |             |                  |
               Kariyushi Arcade

1.  Weapons Store (inside a van)
2.  M-Store in the First District
3.  Flawless Cabaret Club
4.  Tamashiro Group Headquarters
5.  Karaoke-Kan in the First District
6.  Mahjong Camp
7.  Ryukyu Nights (like Men's Entertainment Box in Kamuro)
8.  South Island Cabaret Club
9.  Aqua Sky
10.  Ryukyu Monorail Station
11.  Ryuushou (Shogi)
12.  Umachii Restaurant
13.  Ebisuya Pawn Shop in Ryukyu
14.  Okinawaya Shop
15.  Blue Seal Ice Cream Parlor
16.  Sam's Maui Steakhouse
17.  Awamorigura Liquor Store
18.  Stone Market Accessories Shop
19.  Smile Burger in Ryukyu
20.  Ryuudou House Headquarters
21.  Quickly Tea Stand
22.  M-Store on Ryukyu Street
23.  Maeda Pharmacy
24.  Secret Gambling Area
25.  Works Kamiyama (Weapons Upgrading) (on second floor)
26.  Warabaa Restaurant
27.  Municipal Market (1st floor includes Fresh Fish Market Uonawa)


----------
5j.  Shops
----------

KAMURO
------

- Items Shops -

POPPO MART AT TENKAICHI
Tauliner                               300
Tauliner+                              900
Pork-Bone Ramen                        198
Tan Tan Men                            218
Egg and Pork Spare Rib Ramen           228
Wakame Seaweed Ramen                   176
Oden Set                               420
Kelp Onigiri                           180
Tuna Onigiri                           190
Salmon Onigiri                         200
Makunouchi Bentou                      600
Club Sandwich                          250
Egg and Tuna Sandwich                  230
Special Yakisoba                       460
Meat Bun                               130
Bean Paste Bun                         130
Japanese Sake                        1,100
Dog Food                               270
Assorted Sushi                       3,500
Suntory Oolong Tea                     147
C.C. Lemon                             147
Boss Sugar-Free Black Coffee           120
Iemon Tea                              147
Suntory Tenzensui Southern Alps Water  110
Tokyo Week 1 Magazine                  370
FRIDAY Magazine                        350
Gentleman's Umbrella                 3,500
All-Purpose Tacks                      500
Pepper                                 530
Rubber Balloon                         100
Catnip Stick                           498
Salad Oil                              120
Lighter Oil                            430
Battery                                300

POPPO MART AT SHOUWA
Tauliner                               300
Tauliner+                              900
Soy Sauce Ramen                        198
Miso Ramen                             198
Wantan Soup                            158
Egg Soup                               158
Oden Set                               420
Kelp Onigiri                           180
Tuna Onigiri                           190
Salmon Onigiri                         200
Makunouchi Bentou                      600
Club Sandwich                          250
Special Yakisoba                       460
Meat Bun                               130
Bean Paste Bun                         130
Japanese Sake                        1,100
Dog Food                               270
Assorted Sushi                       3,500
Suntory Oolong Tea                     147
C.C. Lemon                             147
Boss Sugar-Free Black Coffee           120
Iemon Tea                              147
Suntory Tenzensui Southern Alps Water  110
Young Magazine                         320
Tokyo Week 1 Magazine                  370
FRIDAY Magazine                        350
Gentleman's Umbrella                 3,500
Salad Oil                              120
Tougarashi                             350
Lighter Oil                            430
Rubber Hose                          1,100

POPPO MART AT NAKAMICHI
Tauliner                               300
Tauliner+                              900
Special Squid Yakisoba                 198
Miso Ramen                             198
Pork-Bone Ramen                        198
Chicken Dashi Chinese Soup             158
Chicken Burdock Soup                   158
Green Onion Back Pork Rib Ramen        228
Oden Set                               420
Kelp Onigiri                           180
Tuna Onigiri                           190
Salmon Onigiri                         200
Makunouchi Bentou                      600
Club Sandwich                          250
Egg and Tuna Sandwich                  230
Special Yakisoba                       460
Meat Bun                               130
Bean Paste Bun                         130
Japanese Sake                        1,100
Dog Food                               270
Assorted Sushi                       3,500
Suntory Oolong Tea                     147
C.C. Lemon                             147
Boss Sugar-Free Black Coffee           120
Iemon Tea                              147
Suntory Tenzensui Southern Alps Water  110
Young Magazine                         320
Tokyo Week 1 Magazine                  370
FRIDAY Magazine                        350
Gentleman's Umbrella                 3,500
Flintstone                             320
Special Hanger                         850
Battery                                300
Tougarashi                             350

M STORE
Tauliner                               300
Tauliner+                              900
Special Squid Ramen                    198
Soy Sauce Ramen                        198
Pork-Bone Ramen                        198
Salt Ramen                             218
Tan Tan Men                            218
Deep-Pot Le Curry Udon                 228
Green Onion Back Pork Rib Ramen        228
Oden Set                               420
Kelp Onigiri                           180
Tuna Onigiri                           190
Salmon Onigiri                         200
Makunouchi Bentou                      600
Club Sandwich                          250
Special Yakisoba                       460
Meat Bun                               130
Yakisoba Bun                           140
Japanese Sake                        1,100
Dog Food                               270
Assorted Sushi                       3,500
Suntory Oolong Tea                     147
C.C. Lemon                             147
Boss Sugar-Free Black Coffee           120
Iemon Tea                              147
Suntory Tenzensui Southern Alps Water  110
Young Magazine                         320
Tokyo Week 1 Magazine                  370
FRIDAY Magazine                        350
Umbrella                             1,000
All-Purpose Tacks                      500
Wheat Flour                            200
Pepper                                 530
Rubber Balloon                         100
Lighter Oil                            430
Battery                                300

DON QUIJOTE
Axe Body Spray                         598
Boss Rainbow Mountain Coffee            89
Boss Luxurious Fine Sugar Coffee        89
Boss Sugarless Black Coffee             89
Suntory Oolong Tea                      97
Suntory Black Oolong Tea               158
Suntory Tennensui Southern Alps Water   89
Iemon Tea                               97
Hot Iemon                               97
C.C. Lemon                              97
Sesame Barley Tea                      156
Pepsi Next                              97
The Premium Malts                      208
Kinmugi Beer                           118
Chuuhai Alcoholic Beverage             105
Soy Sauce Ramen                        178
Miso Ramen                             178
Salt Ramen                             178
Special Squid Yakisoba                 178
Wantan Soup Noodles                    148
Egg Soup Noodles                       148
Tan Tan Men Soup                       148
Jjigae Soup                            148
Vegetables and Seaweed Soup            148
Chicken and Dashi Chinese Soup         148
Sour Vinegar Soup                      148
Chicken and Burdock Miso Soup          148
Thick Roe Soup                         148
Tan Tan Men                            208
Deep-Pot Le Curry Udon                 198
Green Onion Back Pork Rib Ramen        198
Seaweed Ramen                          134
Cat Doll                               698
Thick Mesh Hose                      2,680
Super Glue                           2,380
Coolant                                280
Fireproof Bag                        1,298
Fitness Gear                         3,980
Tonic Shampoo                          398
Vinyl Bag                               98

KOTOBUKI PHARMACY
Staminan X                           1,000
Staminan XX                          3,000
Staminan Royale                     10,000
Tauliner                               300
Tauliner +                             900
Tauliner ++                          2,700
Toughness Z                            750
Toughness ZZ                         2,500
Toughness Emperor                    7,300
Contact Lens                           450
Band-Aids                              310

EBISUYA PAWN SHOP (in Kamuro)
Popularity Bracelet                            29,800
Lucky Bracelet                                 22,000
Amulet                                            300
Tigerskin Belt                                 78,000
Sacred Tree Gauntlets                         200,000
Chain Mail Shirt                               48,000
Warring States Period Chain Mail Shirt        125,000
Antique Ink Stone                             200,000
Small Teapot                                    1,680
Brass Lump                                        100
Warped Pearl                                    5,000
Master Daikon Grater                            5,200*
Black Shaft                                    84,600
Bat                                             5,600
Nameless Kodachi                              120,000
Kogarasumaru                                  420,000
Nameless Sword                                300,000
Flowing Brocade                               470,000
*--Made available from Chapter 7 on

LE MARCHE
Monogram Handbag                   120,000
French Men's Cologne                 5,800
French Women's Perfume               6,500
Italian Men's Cologne                5,800
Italian Women's Perfume              6,500
French Muffler                      15,000
French Wallet                       23,800
Italian Muffler                     28,500
Italian Wallet                      22,000
French Handbag                      98,000
Italian Shoulder Bag                87,000
Fine Swiss Watch                   285,000
Asian Digital Watch                  1,480
Domestic Diver's Watch              14,800
French Haute Couture             2,500,000
French Pret-a-Porter               800,000
Italian Women's Suit               350,000
Italian Lady's Watch               120,000
Fine Italian Necklace               70,000
Caviar-Skin Handbag                150,000
Italian Ring                       250,000
Italian Men's Neclace              450,000
English Women's Coat               800,000

BEAM
Iron Fist Legend                                3,800****
True Story of Miyamoto Musashi                  3,800***
Last Hung Hoi-Wong                              3,800***
Space Ninjaman 5 Meteorite Hell                 3,800**
Surprise Attack Yakuza                          3,800*
Hammer Place                                    3,800*
All-Japan Taiko Tour                            3,800
Maximum Muscle II                               3,800
Limbo: Ultimate Fire & Back Muscles             3,800
Mob Boss Teacher 2: The Journey Begins          3,800
The Complete Test of Courage                    3,800
Dragon - Explosive Touch                        3,800
The Kanchou Master the 2nd                      3,800
Quiz!  Button Tapper!                           3,800
Hangers for Beginners                           3,800
*--Available from Chapter 6 on
**--Available from Chapter 7 on
***--Available from Chapter 10 on
****--Available in Chapter 12

THE WEAPONS SHOP (in Kamuro)
(Note:  This is the van across the street from Beam.  To gain access to the
 weapons shop, you'll have to talk to the man standing outside the van, then go
 to Beam, talk to the shop owner, and say the password with the bottom choice.
 From then on, you should have access to the van)
Blackjack                            3,000
Army Knife                          16,000
Tear Gas Spray                       3,200
Evergreen Oak Kodachi                1,200
Stun Gun                            16,000
Power Stun Gun                      30,000
Instructional Staff                 10,000
Sarashi                                800
Fighting Sarashi                     4,800
Iron Chestplate                     18,000
Bulletproof Chestplate              28,000
Newly Developed Material No. XX     30,000
Super Resin                          3,200
Metal Alloy Spring                   3,100
Special Police Baton                 8,000
Jack Knife                          24,000
Brass Knuckles                       7,200**
Long Nunchaku                        8,900*
Double Wooden Blocks                 2,300*
Fine Steel Dachi                   400,000
Old-Fashioned Suspension               100
*--After training with Yonashiro
**--After clearing first level of IF7

WORKS KAMIYAMA (in Kamuro)
Works K Catalog 1                   10,000
Works K Catalog 2                   15,000
Works K Catalog 3                   20,000
Works K Catalog 4                   25,000
Brass Knuckles                       7,200**
Ogre Knuckles                       35,600**
Modified Lighter                     5,800
Mail-Order Tonfa                     6,300*
Iron Tonfa                          11,000*
Wooden Nunchaku                      5,300*
Double Sticks                       20,000*
The Kachoufuugetsu Legend            5,200
Blue Book                           30,000
Black Book                          30,000
*--After training with Yonashiro
**--After clearing first level of IF7

SUSPICIOUS MAN
(This is the construction worker who appears near the exit from the above-ground
 part of the Sai no Kawara area staring in Chapter 9)
Staminan X                           1,000
Tauliner                               300
Umbrella                             1,000
Ragged Muffler                         100
Blood-Stained Cloth                    100
Small Hydraulic Suspension           5,000
Unknown Liquid                         100
Old-Fashioned Bell                     100
Used Pillow                            100
Anger Bag                              500
Large Vinyl Doll                     2,500
Broken Radio                           500
Small Teapot                         1,680
Blue Flourescent Light               1,230
Old Magazine                           100
Unknown Resin                          100
Special Alloy Wire                   4,200
Scrap of Magnetic Metal                100
Dropper Syringe                        100
Artificial Flower Bouquet            1,450
Old-Fashioned Suspension               100
Tempered Glass Fragment                100
Metal Alloy Spring                   3,100
Super-Resistant Resin                2,300
Rainbow Alloy                          100
Super Resin                          3,200
Rubber Hose                          1,100
Yin Dragon Brooch                  150,000*
Yang Dragon Brooch                 250,000*
Red Dragon Brooch                  500,000*
Rising Dragon Brooch               520,000*
Retribution Dragon Brooch          550,000*
*--Available only in Premium New Game and Premium Adventure

- Restaurants-

MATSUYA (both locations)
Beef Rice (Medium)                     380
Beef Rice (Large)                      480
Pork Rice (Medium)                     350
Pork Rice (Large)                      450
Bibimbap (Medium)                      430
Bibimbap (Large)                       530
Original Curry Rice (Medium)           350
Original Curry Rice (Large)            450
Beef Curry                             610
Kimchi Kalbi Bowl (Medium)             490
Kimchi Kalbi Bowl (Large)              590
Yamakake Pickled Tuna Rice (Medium)    490
Yamakake Pickled Tuna Rice (Large)     780
Grilled Beef Meal                      630
Grilled Kalbi Meal                     680
Hamburger and Egg Halves Meal          580
Grilled Pork Meal                      550
Grilled Pork and Ginger Meal           580

PRONTO
(Pronto has two menus:  at day, it's "Caffe Time," and at night, it's "Bar
 Time."  In Chapter 12, when you order, you will be asked which menu to order
 from, but in other chapters, the time of day determines which menu is offered)

(Caffe Time)
Drink Menu:
Grape Juice                            300
Mango Drink                            330
Hot Coffee                             250
American Coffee                        250
Caffe Latte                            300
Cappuccino                             300
Cafe Mocha                             350
Royal Milk Tea                         300
Milk                                   250
Cocoa                                  290
Food Menu:
Eggplant, Bacon, & Tomato Spaghetti    690
Shrimp & Tomato Cream Spaghetti        690
Meat Sauce Spaghetti                   630
Hakata Spicy Roe Spaghetti             580
Rich Carbonara with Soft-Boiled Egg    730

(Bar Time)
Drink menu:
Ginpack                                480
Lime Refreshing Tequila Ricky          580
Tequila Blood Orange                   580
Campari and Soda                       530
Kahlua Milk                            580
12-Year Yamazaki                       630
12-Year Bowmore                        680
10-Year Laphroaig                      700
Suntory Whisky Old                     450
Early Times                            480
Food menu:
Hokkaido Edamame                       400
Fresh Octopus Carpaccio                480
Jamon Iberico                        1,000
Tomato and Mozzerella Salad            480
Roman Pizza Margherita                 600

SMILE BURGER (in Kamuro)
(First option is "Take Out," second is "For Here")
Smile Burger Set                       520
Smile Cheeseburger Set                 560
Teriyaki Smile Burger Set              580
King Smile Burger Set                  690
Tuna Burger Set                        580
Kakuni Burger Set                      600
Smile Shake                            220
Smile Potato                           240
Giga Smile Burger Set                  880*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

GELATERIA KAMURO
Vanilla Single                         280
Strawberry Single                      280
Chocolate Single                       280
Red Bean Single                        280
Caramel Single                         280
Double                                 350
Triple                                 430
Quadruple                              780*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

ALPS TEA HOUSE
Brand Coffee                           500
Blue Mountain                          800
Mocha                                  600
Earl Grey                              500
Milk Tea                               500
Tomato Juice                           450
Lemon Tea                              500
Strawberry Parfait                     680
Chocolate Parfait                      650
Green Tea Float                        550
Cake Set                               800
Toast Set                              800
Sandwich Set                           950
Pasta Set                            1,300
Original Beef Curry                  1,500

KYUSHU ICHIBANBOSHI RAMEN
Kyushu Pork Bone Ramen                 750
Kakuni Pork Bone Ramen                 980
Chaa Siu Pork Bone Ramen               950
Spice Roe Pork Bone Ramen              860
Egg Pork Bone Ramen                    820
Limited Edition Everything Ramen     1,250*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

KARAI KOREAN BARBECUE
Salted Beef Tongue                   1,400
Large Salted Beef Tongue             2,500
Kalbi                                1,200
Large Kalbi                          2,700
Tenderloin                           1,100
Large Tenderloin                     2,400
Beef Diaphragm                       1,000
Large Beef Diaphragm                 2,500
Sliced Liver                         1,300
Horumon'yaki                           800
Assorted Seafood                     1,700
Assorted Kimchi                        600
Stone-Grilled Bibimbap               1,500
Yukgejang Gukbap                     1,400
Limited Edition Zabuton              2,800*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

SUSHIYA GIN
Egg                                    200
Cucumber Roll                          200
Maguro Tuna                            300
Sweet Shrimp                           300
Flounder Fin Muscle                    300
Whelk                                  300
Live Octopus                           300
Amberjack                              500
Cold Yellowtail                        500
Flounder                               500
Striped Jack                           500
Alfonsino                              500
Roe                                  1,000
Ark Shell                            2,000
Fatty Tuna                           2,500
Abalone                              3,000
Sea Urchin                           3,000
Meal Coupon Sushi                    1,280*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

ATENSHI
12-Year Yamazaki                       700
12-Year Hakushuu                       600
Hibiki                                 700
12-Year Hokuto                         500
Kakubin                                400
Suntory Whisky Old                     400
Valentine Finest                       500
Early Times                            400
V.S.O.P.                               400
V.O.                                   350
The Premium Malts                      550
Kyougetsu Green Mineral Water          350

SHELLAC
25-Year Yamazaki                     5,000
12-Year Yamazaki                       700
12-Year Hakushuu                       600
The Macallan 1946                   40,000
12-Year The Macallan                   700
30-Year Laphroaig                    5,000
10-Year Laphroaig                      600
12-Year Bowmore                        500
12-Year Glenfiddich                    600
17-Year Hibiki                         700
12-Year Hakuto                         500
Kakubin                                400
Suntory Whisky Old                     400
17-Year Valentine                      800
Valentine Finest                       500
Jack Daniel's                          600
Early Time                             400
XO Deluxe                              600
Courvoisier XO                       3,000
Carlsberg                              600
Kyougetsu Green Mineral Water          350
Ryukyu Awamori Churashima              400
Ryukyu Awamori Tenryuugura             400

BANTAM
12-Year Yamazaki                       700
12-Year Hakushuu                       600
30-Year The Macallan                 5,250
12-Year The Macallan                   850
10-Year Laphroaig                      750
12-Year Bowmore                        700
30-Year Glenfiddich                  4,200
12-Year Glenfiddich                    700
30-Year Hibiki                       5,180
17-Year Hibiki                         820
30-Year Valentine                    4,650
17-Year Valentine                      920
Valentine Finest                       580
Jack Daniel's                          700
Early Times                            500
V.S.O.P.                               400
Courvoisier XO                       3,000
The Premium Malts                      600
Carlsberg                              650
Beefeater                              640
Lemon Hart Demerara                    740
Herradura Silver                       730
Skyy Vodka                             730

- Gambling Places -

BETTING PLACE (in Dragon Palace--Japanese-style gambling)
(Note:  1 point = 100 yen, prices in points)
Platinum Plate                       1,500
Gold Plate                           1,000
Silver Plate                           100
Copper Plate                            10
Iron Plate                               1
Tauliner Maximum                        36
Gambler's Sarashi                      125
Hariti Amulet                           12
Blue Dragon Brooch                   1,000
Sacred Wood Carving                    200
Gold-Plated Variable Capacitor          20
High-Grade Charcoal                     37
Oni Mask Stone                         100

DRAGON PALACE CASINO
(Note:  1 chip = 100 yen, prices in chips)
Platinum Plate                       1,500
Gold Plate                           1,000
Silver Plate                           100
Copper Plate                            10
Iron Plate                               1
Kamaitachi Seal Cutter                  19
Mysterious Glowing Stone                 1
Dragon God Dosu                      6,500

FUKKANTEI (in Sai no Kawara)
(Note:  1 chip = 100 yen, prices in chips)
Platinum Plate                       1,500
Gold Plate                           1,000
Silver Plate                           100
Copper Plate                            10
Iron Plate                               1
Fine Umbrella                           55
Anger Talisman                          56
Blood Brooch                            30
Blue Precious Gem                    1,000
Warped Pearl                            50


RYUKYU
------

- Items Shops -

M STORE
Tauliner                               300
Tauliner+                              900
Soy Sauce Ramen                        198
Pork-Bone Ramen                        198
Vegetables and Seaweed Soup            148
Oden Set                               420
Kelp Onigiri                           180
Tuna Onigiri                           190
Salmon Onigiri                         200
Makunouchi Bentou                      600
Pork Cutlet Bentou                     780
Club Sandwich                          250
Special Yakisoba                       460
Meat Bun                               130
Yakisoba Bun                           140
Japanese Sake                        1,100
14% Zampa                              200
30% Zampa                              665
Dog Food                               270
Assorted Sushi                       3,500
Suntory Oolong Tea                     147
C.C. Lemon                             147
Boss Sugar-Free Black Coffee           120
Iemon Tea                              147
Suntory Tenzensui Southern Alps Water  110
Milk                                   130
Umbrella                             1,000
Tonic Shampoo                          398
Wantan Soup                            158
Egg Soup                               158
Jjige Soup                             158
Thick Roe Soup                         158
Salt Ramen                             198
Seaweed Ramen                          178
Large Vinyl Doll                     2,500
All-Purpose Tacks                      500
Flintstone                             320
Wheat Flour                            200
Rubber Balloon                         100
Battery                                300
Deep-Pot Le Curry Udon                 228
Salad Oil                              120
Tougarashi                             350
Patented Hanger                        850
Lighter Oil                            430

OKINAWAYA
Chinsukou Cookies Set                  525
Chinsukou Plain                        525
Shiikwaasaa Citrus 100%              1,260
Shiikwaasaa Candies                    262
Turmeric Candies                       262
Goya Candies                           262
Honba Okinawan Soba                  1,890
Original Soki Soba                   2,100
Original Okinawa Soba                1,050
Original Moromi Soy Sauce            1,575
Okinawaya Delicious Water              100
Okinawaya Jasmine Tea                  100
Shiikwaasaa Cookies                    980
Shiikwaasaa Cheesecake               1,050

FRESH FISH MARKET UONAWA        Sell Price  Buy Price
Fusilier                               300        200
Porcupine Pufferfish                 1,000        600
Grouper                              1,500      1,200
Blue Parrotfish                      1,200        800
Green Turban                           700        400
Bait Mackerel                          500         --
Bait Squid                             400         --
Bait Shrimp                            700         --
Bait Vinegar Squid                     600         --
Maguro Tuna                        200,000    100,000

AWAMORIGURA
"Ramen Awamori" Aged 30% Sakiyama    4,500
"Awamorigura" 22% Kunigami           3,150
10-Year Aged "Awamori" 38%           5,000
"Okinawan Sea" 25%                   1,050
"Awamorigura" 22% Sakiyama           2,500
"Awamorigura Aged" 22%               3,500
Ryukyu Shugou Legend                   200
Zampa 25%                            1,365
Zampa 30%                            1,260
Zampa Aged                           2,089

MAEDA PHARMACY
Ryukyu Shugou Legend                   200
Staminan X                           1,000
Staminan XX                          3,000
Tauliner                               300
Tauliner ++                          2,700
Toughness Z                            750
Toughness ZZ                         2,500
Contact Lens                           450
Band-Aids                              310

EBISUYA PAWN SHOP (in Okinawa)
Popularity Bracelet                 29,800
Lucky Bracelet                      22,000
Amulet                                 300
Tigerskin Belt                      78,000
Warped Pearl                         5,000
Oni Mask Stone                      10,000
Small Teapot                         1,680
9-Iron                              35,000
Bat                                  5,600
Cheng Lung Dou                      45,000
Lotus Family Cheng Lung Dou        320,000
Dark Purple Bokutou                  3,500
Red Lion Dosu                      200,000
Spirit Spring Kodachi              280,000
Famous Sword Shintougo             375,000
Exquisite Steel Dachi              400,000
Kageboushi                         580,000

STONE MARKET
Rose Quartz Silver Ring              7,875
Heart Silver Ring                    8,190
Cross Silver Ring                    7,350
WZC Heart Ring                       3,150
Ruby Silver Ring                    10,500
Diamond Bracelet                     5,250
Power Stone Bracelet                10,042
Pink Opal Bracelet                  14,802
Inca Rose Bracelet                  20,874
Ruby Piercing                        4,200
Double Heart Piercing                7,980
Garnet Necklace                     10,500
Birdcage Wallet Strap                7,301
Clown Piercing                      21,000
Emblem Pendant                      36,750
DD Necklace                        128,993
Heart Drop Necklace                  2,415

WORKS KAMIYAMA
Works K Catalog                     10,000*
Blackjack                            3,000
Instructional Staff                 10,000
Collapsible Hammer                  62,000*
Brass Knuckles                       7,200**
Hercules Iron Fist                  42,000**
Mail-Order Tonfa                     6,300***
Steel Tonfa                         23,000***
Long Nunchaku                        8,900***
Double Wooden Board                  2,300***
The Kanchou Master the 2nd           3,800
Quiz!  Button Tapper!                3,800
Hangers For Beginners                3,800*
Red Book                            30,000
White Book                          30,000
*--Available from Chapter 4 on
**--Available after first level of IF7
***--Availalbe after training with Yonashiro

THE WEAPONS SHOP (in Okinawa)
(Note - this is the store in a van that Kamiyama Renta points out to you in
 Chapter 3)
Modified Lighter                     5,800
Army Knife                          16,000
Stun Gun                            15,000
Power Stun Gun                      30,000*
Evergreen Oak Bokutou                2,800
Wooden Nunchaku                      5,300**
Brass Knuckles                       7,200***
Instructional Staff                 10,000
Expulsion S-12                     460,000
9mm Automatic                      120,000
Chain Mail Shirt                    48,000
Fighting Shirt                      68,000
Steel Shirt                         84,000*
Iron Chestplate                     18,000
WAT Armor                           65,000
Rubber hose                          1,100
*--Available from Chapter 4 on
**--Available after training with Yonashiro
***--Available after beating first level of IF7

- Restaurants -

BLUE SEAL PARLOR
Vanilla                                260
Chocolate                              260
Mango Tango                            260
Goya                                   260
Green Tea                              260
Sugarcane                              260
Purple Yam                             260
Sweet Potato                           260
Banana Pineapple                       260
Pineapple Ice Cream                    270
Ube                                    270
Blue Wave                              270

QUICKLY
Pearl Milk Tea                         300
Jasmine Milk Tea                       300
Green Tea Milk                         300
Chocolate Cocoa                        300
Pearl Black Tea                        300
Peach Juice                            350
Passionfruit Juice                     350
Purple Yam Shake                       300
Two-Colored Shake Peach                300
Two-Colored Shake Mango                300
Peanut Soy Milk                        350
Lychee Pudding                         300

WARABAA
Okinawa Soba                           500
Pig's Feet Soba                        800
Soki Soba                              750
Kakuni Soba                            800

SMILE BURGER (in Ryukyu)
(First choice is "Take Out," second is "For Here")
Smile Burger Set                       520
Smile Cheeseburger Set                 560
Teriyaki Smile Burger Set              580
King Smile Burger Set                  690
Goya Burger Set                        620
Soki Burger Set                        650
Pig's Feet Burger Set                  650
Green Caviar Shake                     220
Purple Yam Shake                       220
Fried Pig's Ear                        260
Giga Smile Burger Set                  880*
*--To make this item available, enter store with issue of "Tokyo Week 1" Maga-
  zine on your person

UMACHII
Zampa 25%                              400
Zampa Color of the Sea 30%             600
Goya Champloo                          850
Pig's Ear                              600
Green Caviar                           500
Pig's Feet                             750
Peanut Tofu                            400
Rakkyou                                350
Kakuni                                 680
Fusilier Karaage                       830
Assorted Sashimi                     1,260

SAM'S MAUI
Shrimp Cocktail                        800
Escargots a' la Sam's                  850
Tenderloin Steak Sam's Cut           2,350
Tenderloin Steak Maui Cut            2,880
Spiny Lobster & Tenderloin Steak     3,980
Fresh Scallops & Tiger Prawns        2,200
Deluxe Course Dinner Course 1        3,850
Deluxe Course Dinner Course 2        5,500

- Gambling -

BETTING PLACE (in Okinawa)
(Note:  1 point = 100 yen; price in points)
Platinum Plate                       1,500
Gold Plate                           1,000
Silver Plate                           100
Copper Plate                            10
Iron Plate                               1
Tauliner Maximum                        36
Gambler's Sarashi                      125
Hariti Amulet                           12
Blue Dragon Brooch                   1,000
Sacred Wood Carving                    200
Gold-Plated Variable Capacitor          20
High-Grade Charcoal                     37

- Bar -

AQUA SKY
12-Year Yamazaki                       800
12-Year The Macallan                   780
30-Year Laphroaig                    5,200
10-Year Laphroaig                      680
12-Year Bowmore                        680
30-Year Glenfiddich                  4,080
12-Year Glenfiddich                    650
30-Year Hibiki                       5,120
17-Year Hibiki                         750
Suntory Whisky Old                     460
30-Year Valentine                    4,600
17-Year Valentine                      880
Valentine Finest                       580
Jack Daniel's                          690
Early Times                            480
V.S.O.P.                               430
V.O.                                   360
The Premium Malts                      570
Beefeater                              640
Lemon Hart Demerara                    740
Herradura Silver                       750
Skyy Vodka                             750
Zampa Color of the Sea 30%             630


----------
5k.  Items
----------

5k-I.  Weapons
--------------

EQUIPPABLE WEAPONS
------------------

9-IRON
  Attack: 60  Endurance: 8
  (Golf Club)
  Ebisuya (Kamuro): 35,000 yen
  Random Battles
9MM AUTOMATIC
  Attack: 600  Ammo: 10
  (Gun)
  Weapons Shop (Ryukyu): 120,000 yen
ARMY KNIFE
  Attack: 60  Endurance: 20
  (Knife)
  Weapons Shop (both): 16,000 yen
  Tokyo Coin Locker #30
  Random Battles
ASSASSIN SPEAR
  Attack: 50  Endurance: 40
  (Polearm)
  Weapons Creation
BAT
  Attack: 50  Endurance: 3
  (Bat)
  Ebisuya (both): 5,600
  Random Battles
BLACKJACK
  Attack: 50  Endurance: 10
  (One-Handed)
  Works Kamiyama (Ryukyu): 3,000 yen
  Weapons Store (Kamuro): 3,000 yen
BLUE DRAGON BAT
  Attack: 160  Endurance: 20
  (Bat)
  Weapons Creation
BONK! HAMMER
  Attack: 20  Endurance: 30
  (Hammer)
  Weapons Creation
BRASS KNUCKLES
  Attack: 60  Endurance: 35
  (Knuckles)
  Weapons Shop (both, after clearing 1st level of IF7): 7,200 yen
  Works Kamiyama (both, after clearing 1st level of IF7): 7,200 yen
BROKEN M1985
  Attack: 900  Ammo: 3
  (Gun)
  Weapons Shop (Kamuro): 320,000 yen
  Tokyo Coin Locker #41
BULLET-CUTTER KANEMITSU
  Attack: 100  Endurance: 50
  (Sword)
  Coliseum: 500,000 BP
CARBON NUNCHAKU
  Attack: 40  Endurance: 60
  (Nunchaku)
  Weapons Creation
CARBON TONFA
  Attack: 80  Endurance: 60
  (Tonfa)
  Weapons Creation
CHENG LUNG DOU
  Attack: 90  Endurance: 20
  (Knife)
  Ebisuya (Ryuyu): 45,000 yen
COLLAPSIBLE HAMMER
  Attack: 140  Endurance: 15
  (Hammer)
  Works Kamiyama (Ryukyu): 62,000 yen
  Mack Training: Formation B
COMPACT OCTAGONAL STAFF
  Attack:20  Endurance: 50
  (Polearm)
  Weapons Creation
D-ACTION REVOLVER
  Attack: 700  Ammo: 15
  (Gun)
  Weapons Shop (Kamuro): 230,000 yen
  Okinawan Coin Locker #45
DARK BLACK BOKUTOU
  Attack: 70  Endurance: 25
  (Sword)
  Ebisuya (Ryukyu): 3,500 yen
  Random Battles
DOUBLE CHENG LUNG DOU
  Attack: 100  Endurance: 30
  (Kali)
  Weapons Creation
DOUBLE COILS
  Attack: 70  Endurance: 30
  (Kali)
  Weapons Creation
DOUBLE JAPANESE SWORDS
  Attack: 90  Endurance: 40
  (Kali)
  Weapons Creation
DOUBLE SHAFTS
  Attack: 60  Endurance: 40
  (Kali)
  Weapons Creation
DOUBLE STICKS
  Attack: 60
  Endurance: 25
  (Kali)
  Works Kamiyama (Kamuro, after Yonashiro training): 20,000 yen
DOUBLE STUN
  Attack: 70  Endurance: 30
  (Kali)
  Weapons Creation
DOUBLE WOODEN BOARD
  Attack: 50  Endurance: 20
  (Kali)
  Works Kamiyama (Ryukyu, after Yonashiro training): 2,300 yen
  Weapons Shop (Kamuro, after Yonashiro training): 2,300 yen
DRAGON GOD DOSU
  Attack: 120  Endurance: 60
  (Knife)
  Dragon Palace Casino: 6,500 chips
DRAGON NUNCHAKU
  Attack: 60  Endurance: 100
  (Nunchaku)
  Clear Story Mode on EX Hard
DRAGON-CREST SWORD
  Attack: 140  Endurance: 60
  (Sword)
  Complete all Equipment Creation
EVERGREEN OAK BOKUTOU
  Attack: 40  Endurance: 20
  (Sword)
  Weapons Shop (Ryukyu): 2,800 yen
  Random Battles
EVERGREEN OAK KODACHI
  Attack: 40  Endurance: 20
  (Knife)
  Weapons Shop (Kamuro): 1,200 yen
  Random Battles
EXPULSION S-12
  Attack: 1,000 Ammo: 4
  (Gun)
  Weapons Shop (Ryukyu): 460,000 yen
  Okinawan Coin Locker #50
FAKE DYNAMITE
  Attack: 2  Ammo:
  (Spray)
  Weapons Creation
FINE STEEL DACHI
  Attack: 104  Endurance: 25
  (Sword)
  Weapons Shop (Kamuro): 400,000 yen
FINE UMBRELLA
  Attack: 20  Endurance: 15
  (Umbrella)
  Fukkantei: 55 chips
  Random Battles
FLASHING DRAGON DRIVER
  Attack: 140  Endurance: 20
  (Golf Club)
  Suspicious Man: 200,000 yen
FLOWING BROCADE
  Attack: 108  Endurance: 35
  (Sword)
  Ebisuya (Kamuro): 470,000 yen
  Tokyo Coin Locker #49
GENTLEMAN'S UMBRELLA
  Attack: 20  Endurance: 10
  (Umbrella)
  Poppo (all): 3,500 yen
GOLDEN GUN
  Attack: 800  Ammo: Infinite
  (Gun)
  Clear all 123 Side Missions
GROUP HEAD'S BAT
  Attack: 200  Endurance: 10
  (Bat)
  Weapons Creation
GROUP HEAD'S DRIVER
  Attack: 140  Endurance: 10
  (Golf Club)
  Weapons Creation
HERCULES KNUCKLES
  Attack: 70  Endurance: 60
  (Knuckles)
  Works Kamiyama (Ryukyu, after clearing 1st level of IF7): 42,000 yen
HYAKKOUMARU
  Attack: 76  Endurance: 40
  (Knife)
  Mack Training: Formation A 1st Place
INSTRUCTIONAL STAFF
  Attack: 10  Endurance: 50
  (Polearm)
  Automatically receive from Kamiyama in Chapter 3's story
  Works Kamiyama (Ryukyu): 10,000 yen
  Weapons Shop (both): 10,000 yen
  Tokyo Coin Locker #31
IRON INSTRUCTIONAL STAFF
  Attack: 30  Endurance: 60
  (Polearm)
  Weapons Creation
IRON TONFA
  Attack: 50  Endurance: 40
  (Tonfa)
  Works Kamiyama (Kamuro, after Yonashiro training): 11,000 yen
KACHOUFUUGETSU BLADE
  Attack: 116  Endurance: 30
  (Sword)
  Weapons Creation
KAGEBOUSHI
  Attack: 110  Endurance: 30
  (Sword)
  Ebisuya (Ryukyu): 580,000 yen
  Okinawan Coin Locker #47
KAISER SPIKE
  Attack:  Endurance:
  (Knuckles)
  Weapons Creation
KAMIYAMA POLICE BATON
  Attack: 80  Endurance: 20
  (One-Handed)
  Weapons Creation
KOGARASUMARU
  Attack: 80  Endurance: 40
  (Knife)
  Ebisuya (Kamuro): 420,000 yen
LONG NUNCHAKU
  Attack: 20  Endurance: 50
  (Nunchaku)
  Works Kamiyama (Ryukyu, after Yonashiro training): 8,900 yen
  Weapons Shop (Kamuro, after Yonashiro training): 8,900 yen
MAIL-ORDER MAGIC SWORD
  Attack: 80  Endurance: 10
  (Sword)
  Weapons Creation
  *Shocks opponent*
MAIL-ORDER TONFA
  Attack: 40  Endurance: 40
  (Tonfa)
  Works Kamiyama (both, after Yonashiro training): 6,300 yen
MIGHTY DRAGON HAMMER
  Attack: 200  Endurance: 15
  (Hammer)
  Weapons Creation
MODIFIED LIGHTER
  Attack: 2  Ammo: 10
  (Spray)
  Works Kamiyama (Kamuro): 5,800 yen
  Weapons Shop (Ryukyu): 5,800 yen
  Okinawan Coin Locker #18
MODIFIED STUN LIGHTER
  Attack: 40  Ammo: 10
  (Spray)
  Weapons Creation
  *Burns opponent*
MURAMASA
  Attack: 130  Endurance: 30
  (Sword)
  Complete all Hitman Missions
NAIL BAT
  Attack: 70  Endurance: 15
  (Bat)
  Side Mission: The Worrysome First Draft Pick
  Weapons Creation
NAIL DRUMSTICKS
  Attack: 60  Endurance: 25
  (Kali)
  Weapons Creation
NAMELESS KODACHI
  Attack: 68  Endurance: 30
  (Knife)
  Ebisuya (Kamuro): 120,000 yen
  Random Battles
NAMELESS SWORD
  Attack: 60  Endurance: 25
  (Sword)
  Ebisuya (Kamuro): 300,000 yen
NOISY KNIFE
  Attack: 40  Endurance: 30
  (Knife)
  Weapons Creation
OGRE KNUCKLES
  Attack: 60  Endurance: 50
  (Knuckles)
  Works Kamiyama (Kamuro, after clearing 1st level of IF7): 35,600 yen
ONI DRUMSTICKS
  Attack: 60  Endurance: 35
  (Kali)
  Weapons Creation
OPTICAL ILLUSION HAMMER
  Attack: 160  Endurance: 18
  (Hammer)
  Weapons Creation
PEPPER KNUCKLES
  Attack: 40  Endurance: 30
  (Knuckles)
  Weapons Creation
PHOTON BLADE RG
  Attack: 80  Endurance: 25
  (Sword)
  Weapons Creation
POP-UP BLACKJACK
  Attack: 60  Endurance: 10
  (One-Handed)
  Weapons Creation
  *All hits Bound opponent*
POWER STUN GUN
  Attack: 80  Endurance: 15
  (Stun Gun)
  Weapons Shop (both): 30,000 yen
  Okinawan Coin Locker #33
  *Shocks opponent*
PREMIUM DOUBLE SHAFTS
  Attack: 80  Endurance: 50
  (Kali)
  Weapons Creation
REALISTIC FAKE GUN
  Attack: 0  Ammo: 15
  (Gun)
  Weapons Creation
RED LION DOSU
  Attack: 70  Endurance: 30
  (Knife)
  Ebisuya (Ryukyu, Chapter 5 on): 200,000 yen
RETRIBUTION DRAGON TONFA
  Attack: 120  Endurance: 70
  (Tonfa)
  Weapons Creation
RETRO-ACTION TONFA
  Attack: 90  Endurance: 45
  (Tonfa)
  Weapons Creation
RISING DRAGON GAUNTLETS
  Attack: 80  Endurance: 70
  (Knuckles)
  Weapons Creation
SAKURA FUBUKI
  Attack: 112  Endurance: 25
  (Sword)
  Side Mission: The Dragon of the Silver Screen
SANDMAN NO. 55
  Attack: 200  Endurance: 15
  (Gun)
  Weapons Creation
  *Stuns opponents (dizzy)*
SLASHING BLADE STAFF
  Attack: 40  Endurance: 30
  (Polearm)
  Weapons Creation
SLIMEY SHOTGUN
  Attack: 20  Ammo: 3
  (Gun)
  Weapons Creation
  *Makes opponents slip on slime puddles*
SLIMEY SPRAY
  Attack:  2  Ammo: 20
  (Spray)
  Weapons Creation
  *Makes opponents slip on slime puddles*
SMOKEY SHOTGUN
  Attack: 20  Ammo: 5
  (Gun)
  Weapons Creation
  *Blinds opponent*
SPECIAL POLICE BATON
  Attack: 70  Endurance: 20
  (One-Handed)
  Weapons Shop (Kamuro, Chapter 6 on): 8,000 yen
  Random Battles
STEEL NUNCHAKU
  Attack: 50  Endurance: 70
  (Nunchaku)
  Weapons Creation
STEEL TONFA
  Attack: 70  Endurance: 50
  (Tonfa)
  Works Kamiyama (Ryukyu, after Yonashiro training): 23,000 yen
STUN GUN
  Attack: 60  Endurance: 10
  (Stun Gun)
  Weapons Shop (both): 16,000 yen
  Random Battles
  *Shocks opponent*
SUPER-THICK NUNCHAKU
  Attack: 24  Endurance: 50
  (Nunchaku)
  Weapons Creation
SURPRISE BEER BOTTLE
  Attack: 40  Endurance: 12
  (One-Handed)
  Weapons Creation
SWORD TONFA
  Attack: 110  Endurance: 50
  (Tonfa)
  Weapons Creation
TEAR GAS SPRAY
  Attack: 2  Ammo:
  (Spray)
  Weapons Shop (Kamuro): 3,200 yen
THORN STAFF
  Attack: 60  Endurance: 50
  (Polearm)
  Weapons Creation
THREATENING KNUCKLES
  Attack: 30  Endurance: 40
  (Knuckles)
  Weapons Creation
  *Makes gunshot sounds when hitting enemies*
THREE PURGATORIES STAFF
  Attack: 60  Endurance: 30
  (Polearm)
  Weapons Creation
  *Sets opponent on fire*
TWIN DRAGON DRUMSTICKS
  Attack: 100  Endurance: 60
  (Kali)
  Weapons Creation
TWIN HANGERS
  Attack: 30  Endurance: 40
  (Nunchaku)
  Weapons Creation
UMBRELLA
  Attack: 20  Endurance: 5
  (Umbrella)
  M Store (all): 1,000 yen
  Suspicious Man: 1,000 yen
WHITE DRAGON SPEAR
  Attack: 50  Endurance: 100
  (Polearm)
  Weapons Creation
WOODEN DRIVER
  Attack: 50  Endurance: 10
  (Golf Club)
  Golf: Near Pin Contest: 550-749 points
WOODEN NUNCHAKU
  Attack: 10  Endurance: 50
  (Nunchaku)
  Works Kamiyama (Kamuro, after Yonashiro training): 5,300 yen
  Weapons Shop (Ryukyu, after Yonashiro training): 5,300 yen


5k-II.  Armors
--------------

ANGER ARMOR
  Physical: 10  Bladed: 10  Bullets: 10
  Coliseum: 200,000 BP
  *Wear all 3 Anger items to make enemy hits not interrupt you when attacking*
BLOOD-STAINED SARASHI
  Physical: -30  Bladed: -30  Bullets: -30
  Okinawan Coin Locker #16
  *Triples Heat Energy gained from attacks*
BULLETPROOF CHESTPLATE
  Physical: 8  Bladed: 5  Bullets: 10
  Weapons Shop (Kamuro): 28,000 yen
CHAIN MAIL SHIRT
  Physical: 6  Bladed: 8  Bullets: 5
  Weapons Shop (Ryukyu): 48,000 yen
  Ebisuya (Kamuro): 48,000 yen
DRAGON PROTECTOR
  Physical: 14  Bladed: 5  Bullets: 25
  Coliseum: 200,000 BP
DRAGON SARASHI
  Physical: 12  Bladed: 12  Bullets: 12
  Complete Coliseum Opponents
DRAGON SHIRT
  Physical: 14  Bladed: 20  Bullets: 5
  Coliseum: 150,000 BP
DUSTPROOF SHIRT
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies blinded effect*
EMBROIDERED DRAGON SHIRT
  Physical: 12  Bladed: 0  Bullets: 0
  Complete Restaurant Items
  *+1 Heart bonus for all Cabaret Club Girls*
  *Makes random encounters more frequent*
FIGHTING SARASHI
  Physical: 5  Bladed: 5  Bullets: 5
  Weapons Shop (Kamuro): 4,800 yen
FIGHTING SHIRT
  Physical: 8  Bladed: 10  Bullets: 5
  Weapons Shop (Ryukyu): 68,000 yen
FIREPROOF SHIRT
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies fire effect*
GAMBLER'S SARASHI
  Physical: 10  Bladed: 10  Bullets: 10
  Betting Place (both): 125 points
IRON CHESTPLATE
  Physical: 6  Bladed: 5  Bullets: 8
  Weapons Shop (both): 18,000 yen
  Inner Fighter 7 Level 1 (After clearing level for the first time)
KAMIYAMA JACKET
  Physical: 10  Bladed: 10  Bullets: 0
  Armor Creation
  *If you wear all 3 Kamiyama items, weapons endurance use reduced by half*
MANLY SARASHI
  Physical: 7  Bladed: 7  Bullets: 7
  Weapons Shop (Kamuro, Chapter 7 on): 8,500 yen
NEWLY-DEVELOPED MATERIAL PROTECTOR
  Physical: 12  Bladed: 5  Bullets: 18
  Armor Creation
NONCONDUCTIVE SHIRT
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies shock effect*
SACRED TREE CHESTPLATE
  Physical: 5  Bladed: 5  Bullets: 10
  Complete Mini-Games
  *If you wear all 3 Sacred Tree items, automatically guard bullets*
SARASHI
  Physical: 3  Bladed: 3  Bullets: 3
  Weapons Shop (Kamuro): 800 yen	Okinawan Coin Locker #39
SEVEN LUCK GODS SARASHI
  Physical: 7  Bladed: 7  Bullets: 7
  Complete Cabaret Club Girls
  *Makes random battles sometimes give rewards such as 777 yen or 7,777 yen*
SHISA WAISTBAND
  Physical: 0  Bladed: 0  Bullets: 0
  Coliseum: 300,000 BP
  Okinawan Coin Locker #49
  *If you wear all 3 Shisa items, guard breakers can be normally guarded*
STEEL SHIRT
  Physical: 10  Bladed: 12  Bullets: 5
  Weapons Shop (Ryukyu, Chapter 4 on): 84,000 yen
  Tokyo Coin Locker #11
STEEL SHOULDERS
  Physical: 3  Bladed: 3  Bullets: 3
  Armor Creation
  *1.5 x damage for shoulder charge attack*
STIMULANT SHIRT
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies stun effect*
STRONG MUSCLE TRAINER
  Physical: 1  Bladed: 1  Bullets: 1
  Armor Creation
  *Strengthens Throw Break (rapidly tapping X)*
SUPER-LOW REBOUND JACKET
  Physical: 10  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies bound and wall stun effects*
WARRING STATES PERIOD CHAIN MAIL SHIRT
  Physical: 12  Bladed: 15  Bullets: 5
  Ebisuya (Kamuro, Chapter 7 on): 125,000 yen
WAT ARMOR
  Physical: 10  Bladed: 5  Bullets: 15
  Weapons Shop (Ryukyu): 65,000 yen
  Okinawan Coin Locker #43
YAKUZA MUSCLE TRAINER
  Physical: 6  Bladed: 6  Bullets: 6
  Armor Creation
  *1.2 x experience*
  *-10% damage*


5k-III.  Accessories
--------------------

ACHALA BELT
  Physical: 1  Bladed: 0  Bullets: 0
  Armor Creation
  *Throw heavy enemies without tapping of Circle*
AMULET
  Physical: 3  Bladed: 0  Bullets: 3
  Ebisuya (both): 300 yen
ANGER BRACELET
  Physical: 3  Bladed: 0  Bullets: 3
  Coliseum: 15,000 BP
  *Wear all 3 Anger items to make enemy hits not interrupt you when attacking*
ANGER TALISMAN
  Physical: 3  Bladed: 0  Bullets: 3
  Fukkantei: 56 chips
  *Wear all 3 Anger items to make enemy hits not interrupt you when attacking*
BACK-TO-A-WALL TALISMAN
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *When Health Gauge is low (flashing red), Heat Energy gradually builds*
BLACK BELT
  Physical: 1  Bladed: 0  Bullets: 0
  Coliseum: 1,500 BP
  *Strengthens damage of throws*
BRAWLING GOD AMULET
  Physical: 1  Bladed: 0  Bullets: 5
  Complete "Heat Actions" list
  *Makes moves that require Heat Mode not require Heat Mode*
BULLETPROOF GLASS AMULET
  Physical: 1  Bladed: 0  Bullets: 5
  Armor Creation
BULLHORN NECKLACE
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Adds echo to Kiryuu's vocals in fights*
BUTTERING-UP SHOES
  Physical: 1  Bladed: 0  Bullets: 0
  Armor Creation
  *Increases field of vision for guys on the map who start Random Battles*
CALMNESS HAND TOWEL
  Physical: 1  Bladed: 0  Bullets: 0
  Coliseum: 7,500 BP
  *Surpresses Heat Energy gain (Heat Gain = 0%)*
CHAMPION RING
  Physical: 0  Bladed: 0  Gullets: 0
  Coliseum: 50,000 BP
  *Makes enemies attack more often in battle*
CHARISMA PHOTOGRAPH
  Physical: 0  Bladed: 0  Bullets: 0
  Coliseum: 100,000 BP
  Tokyo Coin Locker #39
  *Raises chance of Random Encounters*
CHARISMA RING
  Physical: 0  Bladed: 0  Bullets: 0
  Tokyo Coin Locker #44
COMFORTABLE SOLE
  Physical: 0  Bladed: 0  Bullets: 0
  Tokyo Coin Lockers #25, 34, 36
  Okinawan Coin Locker #41
  Random Battles
CONTACT LENS
  Physical: 0  Bladed: 0  Bullets: 0
  Maeda Pharmacy: 450 yen
  Kotobukiya Pharmacy: 450 yen
  Random Battles
ENERGY-STEALING GLOVES
  Physical: 1  Bladed: 0  Bullets: 0
  Coliseum: 120,000 BP
  *Gradually gain Heat Energy when grappling a foe*
FRENCH MEN'S COLOGNE
  Physical: 0  Bladed: 0  Bullets: 0
  Le Marche: 5,800 yen
  Random Battles
  *Use for Cabaret Club Girls*
GAUNTLET
  Physical: 1  Bladed: 3  Bullets: 1
  Tokyo Coin Locker #1
  Okinawan Coin Locker #28
HAPPINESS COIN
  Physical: 0  Bladed: 0  Bullets: 0
  Mission "The Seven Wonders of Ryukyu Town #7"
  *Supposedly lucky....  Probably no effect*
HARITI AMULET
  Physical: 5  Bladed: 0  Bullets: 0
  Betting Place (both): 12 points
  Tokyo Coin Locker #15
  *Makes enemies attack less in battle*
HARUKA'S AMULET
  Physical: 3  Bladed: 3  Bullets: 3
  Raise Haruka's Trust to "C"
HARUKA'S NECKLACE
  Physical: 5  Bladed: 5  Bullets: 5
  Raise Haruka's Trust to "SSS"
HERCULES GAUNTLET
  Physical: 1  Bladed: 0  Bullets: 0
  Coliseum: 100,000 BP
  Tokyo Coin Locker #45
  *Makes regular grapple hold last longer--doesn't work on un-grab-able enemies*
HIGH-TECH ARM
  Physical: 5  Bladed: 0  Bullets: 0
  Armor Creation
  *Guards bladed weapons*
  *Ups damage when throwing weapons at foes*
HIGH-TECH SHIN GUARDS
  Physical: 5  Bladed: 5  Bullets: 5
  Armor Creation
  *Sweeps don't knock Kiryuu down*
  *Kick attacks do 1.5 x damage*
ITALIAN MEN'S COLOGNE
  Physical: 0  Bladed: 0  Bullets: 0
  Le Marche: 5,800 yen
  Random Battles
  *Use for Cabaret Club Girls*
ITALIAN MEN'S NECKLACE
  Physical: 0  Bladed: 0  Bullets: 0
  Le Marche: 450,000 yen
  Random Battles
  *Use for Cabaret Club Girls*
KAMIYAMA ARM
  Physical: 5  Bladed: 5  Bullets: 5
  Armor Creation
  *Wear all 3 Kamiyama items to reduce weapon endurance use by half*
KAMIYAMA SHIN GUARDS
  Physical: 5  Bladed: 5  Bullets: 5
  Armor Creation
  *Wear all 3 Kamiyama items to reduce weapon endurance use by half*
LUCKY BEADS
  Physical: 1  Bladed: 0  Bullets: 0
  Complete "Coin Lockers" list
  *Stops Random Encounters from appearing*
LUCKY BRACELET
  Physical: 0  Bladed: 0  Bullets: 0
  Ebisuya (both): 22,000 yen
  *Use for Cabaret Club Girls*
MACK'S TALISMAN
  Physical: 3  Bladed: 0  Bullets: 0
  Get 1st place in Mack's Final Formation
  *Reduces Heat Energy lost when hit*
PAYBACK RING
  Physical: -30 Bladed: -30 Bullets: -30
  Coliseum: 15,000 BP
  *Makes it so you do more damage as your Health gets lower*
PLASTIC SHIN GUARDS
  Physical: 1  Bladed: 1  Bullets: 1
  Batting Cages Hard: 1,600 - 1,799
  Coliseum: 500 BP
POPULARITY BRACELET
  Physical: 0  Bladed: 0  Bullets: 0
  Ebisuya (both): 29,000 yen
  *Use for Cabaret Club Girls (+1/2 heart for all girls)*
RAGGED MUFFLER
  Physical: 1  Bladed: 0  Bullets: 0
  Suspicious Man: 100 yen
  *Makes enemies attack less in battle*
RUMP PINCUSHION
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Automatically does the Cat Flip when knocked down, but costs Health*
RUNNER'S NECKLACE
  Physical: 1  Bladed: 0  Bullets: 0
  Armor Creation
  *Reduces loss of Chase Gauge in Chase Battles*
SACRED TREE GAUNTLETS
  Physical: 3  Bladed: 3  Bullets: 3
  Ebisuya (Kamuro): 200,000 yen
  *If you wear all 3 Sacred Tree items, automatically guard bullets*
SACRED TREE SHIN GUARDS
  Physical:  Bladed:  Bullets:
  Coliseum: 120,000 BP
  *If you wear all 3 Sacred Tree items, automatically guard bullets*
SHISA BELT
  Physical: 3  Bladed: 3  Bullets: 0
  Side Mission "The Brewer's Treasure"
  Golf (Near Pin Contest: 1,000+ points)
  *If you wear all 3 Shisa items, guard breakers can be normally guarded*
SHISA PENDANT
  Physical: 1  Bladed: 0  Bullets: 0
  Coliseum: 150,000 BP
  *If you wear all 3 Shisa items, guard breakers can be normally guarded*  
SILENCE SHOES
  Physical: 1  Bladed: 0  Bullets: 0
  Side Mission "Run from the Crossdresser!!!"
  Inner Fighter 7 Level 5 replay
  *Reduces field of vision for guys on the map who start Random Battles*
SOUTH PAW BRACELET
  Physical: 0  Bladed: 0  Bullets: 0
  Batting Cages Normal: 1,800 points or more
  Coliseum: 45,000 BP
  *Makes attacks with your left hand do 1.2 x normal damage*
SPECIAL PHONE BOOK
  Physical: 3  Bladed: 5  Bullets: 0
  Armor Creation
  *Strikes can't knock Kiryuu down--except strikes*
SPIKE SHOES
  Physical: 1  Bladed: 0  Bullets: 0
  Armor Creation
  *Stomp attacks do 1.5 x damage*
SPRING ARM
  Physical: 2  Bladed: 0  Bullets: 0
  Armor Creation
  *Ups damage when throwing weapons at foes*
STEEL SHIN GUARDS
  Physical: 3  Bladed: 3  Bullets: 3
  Coliseum: 10,000 BP
  *Sweeps don't knock Kiryuu Down*
  *Kiryuu can't run in battle*
STRIKER SHIN GUARDS
  Physical: 1  Bladed: 1  Bullets: 1
  Armor Creation
  *Kick attacks do 1.5 x damage*
SUBSTITUTION STONE
  Physical: 0  Bladed: 5  Bullets: 10
  Complete "Revelations" list
  *When defeated, automatically restores a little Health, then vanishes*
SUPER CONTACTS
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Nullifies "Blind" effect*
THIEF GLOVES
  Physical: 0  Bladed: 0  Bullets: 3
  Coliseum: 15,000 BP
  *When you grab a foe from behind, get random amount of money (once per foe)*
TIGERSKIN BELT
  Physical: 3  Bladed: 3  Bullets: 3
  Ebisuya (both): 78,000 yen
  Okinawan Coin Locker #21
TOURMALINE BRACELET 
  Physical: 0  Bladed: 0  Bullets: 0
  Batting Cages Easy: 1,800 points or more
  Bowling: 10 or more splits
  Coliseum: 100,000 BP
  *Gradually heals Kiryuu when standing still in battles*
UKIYO'S BELL
  Physical: 3  Bladed: 3  Bullets: 3
  (Have a clear game save from Ryuu ga Gotoku Kenzan! on your PS3)
VISION-STRENGTHENING CONTACTS
  Physical: 0  Bladed: 0  Bullets: 0
  Armor Creation
  *Makes enemies attack less in battle*


5k-IV.  Effect/Healing Items
----------------------------

HEALING ITEMS
-------------
TOUGHNESS Z
  Maeda Pharmacy: 750 yen
  Kotobukiya Pharmacy: 750 yen
  Random Battles
  *Restores Health (small)*
TOUGHNESS ZZ
  Maeda Pharmacy: 2,500 yen
  Kotobukiya Pharmacy: 2,500 yen
  Random Battles
  *Restores Health (medium)*
TOUGHNESS EMPEROR
  Maeda Pharmacy: 7,300 yen
  Kotobukiya Pharmacy: 7,300 yen
  *Restores Health (large)*
TOUGHNESS INFINITY
  Coliseum: 7,500 BP
  Random Battles
  *Restores Health (full)*
TAULINER
  Maeda Pharmacy: 300 yen
  Kotobukiya Pharmacy: 300 yen
  Poppo (all): 300 yen
  M Store (all): 300 yen
  Suspicious Man: 300 yen
  *Restores Heat (small)*
TAULINER +
  Maeda Pharmacy: 900 yen
  Kotobukiya Pharmacy: 900 yen
  Poppo (all): 900 yen
  M Store (all): 900 yen
  *Restores Heat (medium)*
TAULINER ++
  Maeda Pharmacy: 2,700 yen
  Kotobukiya Pharmacy: 2,700 yen
  Random Battles
  *Restores Heat (large)*
TAULINER MAXIMUM
  Coliseum: 3,000 BP
  *Restores Heat (full)*
STAMINAN X
  Maeda Pharmacy: 1,000 yen
  Kotobukiya Pharmacy: 1,000 yen
  Suspicious Man: 1,000 yen
  *Restores Health and Heat (small)*
STAMINAN XX
  Maeda Pharmacy: 3,000 yen
  Kotobukiya Pharmacy: 3,000 yen
  Random Battles
  *Restores Health and Heat (medium)*
STAMINAN ROYALE
  Maeda Pharmacy: 2,000 yen
  Kotobukiya Pharmacy: 2,000 yen
  *Restores Health and Heat (large)*
STAMINAN SPARK
  Coliseum: 15,000 BP
  *Restores Health and Heat (full)*
RYUKYU SHUGOU LEGEND
  Maeda Pharmacy: 200 yen
  Awamorigura: 200 yen
  *Gets rid of drunknenness--about 1/2 of full drunken state*

GAMBLING EFFECT ITEMS
---------------------
123 GUM
  Okinawan Coin Locker #35
  *Makes an opponent get "hifumi" (1-2-3) in Chinchirorin*
ARASHI YOUKAN
  Random Battles
  *Ups chance of next Chinchirorin roll being an "arashi" (3 of a kind)*
BIASED BRAND CIGARETTES
  Okinawan Coin Locker #15
  Tokyo Coin Locker #27
  *Makes participants in Chouhan favor one side greatly, upping the winnings
   for the other*
BLACK GEM
  Okinawan Coin Locker #9
  *Makes it so the next spin of roulette lands on a black space*
BLACKJACK AMULET
  Okinawan Coin Locker #26
  Tokyo Coin Locker #23
  *Makes it so you get 21 in Blackjack*
BUST AMULET
  Okinawan Coin Locker #5
  *Ups the chance of the dealer busting in Blackjack*
NOTHINGNESS GEM
  Sightseeing with Rikiya in Chapter 6
  *Makes it so the next spin of roulette lands on either "0" or "00"*
RED GEM
  Tokyo Coin Locker #38
  Raise Haruka's trust to "B"
  *Makes it so the next spin of roulette lands on a red space*
ROYAL JOKER
  Okinawan Coin Locker #12
  Tokyo Coin Locker #7
  *Makes it so you get two or three more of one of your cards in Poker*
SNAKE EYES CHARM
  Tokyo Coin Lockers #4, 10
  *Makes it so you get snake eyes more often in Chinchirorin*
STONE FROM THE PEE MOUNTAINS
  Okinawan Coin Locker #34
  *Makes an opponent "pee"--have a die fall out of the bowl--in Chinchirorin*

SELL ITEMS
----------
PLATINUM PLATE
  Sell for 150,000 yen
GOLD PLATE
  Sell for 100,000 yen
SILVER PLATE
  Sell for 10,000 yen
COPPER PLATE
  Sell for 1,000 yen
IRON PLATE
  Sell for 100 yen


-------------------------------
5l.  Weapons and Armor Creation
-------------------------------

In Chapter 3, you'll meet a guy named Kamiyama Renta.  He runs a shop where he
modifies items into weapons, armors, and accessories called Works Kamiyama.
  Actually, he and his brother run it.  Renta runs the Okinawan branch, while
Renji runs the branch up in Kamuro.  Renji was actually in Ryuu ga Gotoku 2,
both as an entrant at the arena and as a weapons vendor, selling things out of
his backpack near the Third Park.
  They both have stores now, and call their art "tuning."  They basically have
three functions at their shops:  replenishing a weapon's endurance or ammo,
selling weapons and items related to weapons, and creating new weapons or
armors or accessories.
  Those of you who played Kenzan! will remember the blacksmith.  At his shop,
you could temper your various weapons or make new ones out of them.  This is
similar, except that there are (almost) no infinite-use weapons in modern-day
Ryuu ga Gotoku games, so they've added the ability to get him to repair them.
They also added the ability to make armor and accessories with this guy.
  The basic premise is simple.  You acquire "recipes;" guides that inspire the
Kamiyamas to build you a new piece of equipment.  You can check these on the
start button menu with the precious items screen, or you can just talk to
Kamiyama if you're there and get a list of only recipes so you don't have to
weed through everything else.
  With recipe in hand, you can then build the piece of equipment in question by
bringing the base product (such as a sword or amulet) and materials to Kamiyama,
talking to him, selecting the appropriate new item from the list, and spending
the money (also using all ingredients up).  That's the basic idea--get the
recipe, get the base weapon or armor, get the materials (usually two of them),
and pay to build the item.
  Anyway, the menu at Kamiyama's goes like this, from top to bottom:

WEAPON TUNING.  This is the option that allows you to create new weapons from
  old ones, materials, and money.
ARMORY AND ACCESSORIES TUNING.  Obviously, this is the option for other equip-
  ment such as armor or accessories.
WEAPON REPAIR.  This will restore the uses for a weapon, for a price.  The
  price varies from weapon to weapon.
AMMUNITION RELOADING.  This is obviously only for gun-type weapons.  Again,
  he'll give you back the item's uses--for a cost.
CHECK RECIPE.  This is what I talked about above, where you can look at all
  recipes without the other "precious" items in your way.
BUY EQUIPMENT AND RECIPES.  There are some weapons for sale here, and some are
  only available after you've done certain training.  There are also DVD's,
  which will be used as recipes, catalogues, which are used for defensive item
  recipes, and books, which will give you some of Musashi's moves from Kenzan!
  for certain weapons.  If you already have a recipe, it might not show up on
  the menu.  Even if it does, Kiryuu will say he's already got it.
QUIT.

  When you enter the "tuning" menu for weapons, you'll see various categories
selected with left or right on the D-Pad.  These are the weapon categories, in
this order:  Two-Handed Stick Weapons, Poles, Swords and Knives, Hammers, Brass
Knuckles, Tonfas, Nunchaku, Kali Sticks, Firearms, and Miscellaneous.  The
"Armor and Accessories Tuning" option is similarly divided, with Armors on the
left and Accessories on the right.
  The way they're displayed is a little weird.  They're not shown as the final
weapon; they're listed as the base weapon.  That's why you'll see a "Nameless
Sword" under "Kali Sticks," for example, because you can turn that weapon into
"Double Japanese Swords," which is a Kali Stick weapon.
  When a weapon is highlighted, on the right, it shows what the base weapon is,
what its attack and endurance are, then an arrow pointing down that shows what
weapon you can make out of it, its attack, and its endurance.  It then lists the
three ingredients:  the base weapon, material 1, and material 2.  If you have
the required ingredient, it'll have a circle mark next to it.  If you don't,
it'll have an "X" mark.  Then, it'll tell you how much money it will cost to
make.
  There's another piece of data that may appear:  a number.  This is the number
of items you can make in that category with that base product.  Notice that if
you select a weapon and press Circle, then press to the right or left, you can
toggle between them.  It'll say something like "1/4," "2/4," "3/4," and "4/4"
for weapons with four different resulting weapons.
  If its name is white, you can make it.  If it's grey, you can't.  You're
probably missing a material or two.  To check, press the Square button.  That
will list the recipe, material 1, and material 2.  You're missing the one(s)
that are grey, and you have the one(s) that are white.
  The most confusing part of all of this is that they show you everything
sorted by the base product.  You can't see which items you have or haven't made
from this menu (it would have been nice if they had turned yellow or something
if you'd already made them, right?).  If you're trying to complete everything,
it's gonna be a little rough because you'll have to find another way to check
what's missing.
  So, I've listed them in the order they're listed in the "Completion List."
You should check the list in order to see if you have the equipment built, or
which ones you're missing.  Just to be clear, I'll also list them in order in
the "Completion Lists" section.  But, I'll give the details on how to make 'em
here.
  Some of these require a lot of strange things.  Materials will often be
things you can only get from random battles or by getting high scores in skill
games--things like that.  So, I'll list the materials in this section, too,
and tell you where you can get them.
  This section will have the recipes, the materials, the weapons, the armors,
and the accessories (in that order).
  Good luck to anyone who wants to complete this!  It's gonna be a bit of a
pain, I think.


RECIPES
-------

ALL-JAPAN TAIKO TOUR
  Works Kamiyama (Ryukyu, after Yonashiro training), Beam (3,800)
THE COMPLETE TEST OF COURAGE
  Beam (3,800)
DEATH GOD OF THE NIRAI KANAI
  Okinawan Coin Locker #49
DRAGON - EXPLOSIVE TOUCH
  Beam, Ebisuya (Ryukyu, Chapter 4 on) (3,800)
GLORIOUS TALE OF THE LOTUS HOUSE
  Tokyo Coin Locker # 47
GLORY OF THE BLUE BAT
  Yoshida Batting Center - EX Hard: 1800 or higher
HAMMER PLACE
  Beam (from Chapter 6 on) (3,800)
HANGERS FOR BEGINNERS
  Works Kamiyama (Ryukyu), Beam (3,800)
THE "I HADN'T THOUGHT OF THAT!" WEAPONS HANDBOOK
  Tokyo Coin Locker #24
IRON FIST LEGEND
  Beam (Chapter 12) (3,800)
THE KACHOUFUUGETSU LEGEND
  Works Kamiyama (Kamuro, Chapter 7 on) (3,800)
THE KANCHOU MASTER THE 2ND
  Works Kamiyama (Ryukyu), Beam (3,800)
LAST HUNG HOI-WONG
  Beam (Chapter 10) (3,800)
LIMBO:  ULTIMATE FIRE & BACK MUSCLES
  Beam (3,800)
MAJIMA'S ORDER FORM
  Get the best time in Mack's Formation C
MAXIMUM MUSCLE II
  Beam (3,800)
MOB BOSS TEACHER 2: THE JOURNEY BEGINS
  Beam (3,800)
QUIZ!  BUTTON TAPPER!
  Works Kamiyama (Ryukyu), Beam (3,800)
SPACE NINJAMAN 5 METEORITE HELL
  Beam (from Chapter 7 on) (3,800)
SURPRISE ATTACK YAKUZA
  Beam (from Chapter 6 on) (3,800)
TRUE STORY OF MIYAMOTO MUSASHI
  Beam (Chapter 10) (3,800)
WORKS K CATALOG 1 
  Works Kamiyama (10,000)
WORKS K CATALOG 2
  Works Kamiyama (Chapter 5 on) (15,000)
WORKS K CATALOG 3
  Works Kamiyama (Chapter 7 on) (20,000)
WORKS K CATALOG 4
  Works Kamiyama (Chapter 12) (25,000)


MATERIALS
---------

ALL-PURPOSE TACKS
  Poppo (Tenkaichi): 500 yen
  M Store (all): 500 yen
  Random Battles
ANCIENT BLACK SAND STEEL
  Coliseum: 15,000 BP
  Random Battles
ANGER BAG
  Suspicious Man: 500 yen
ANTIQUE INK STONE
  Ebisuya (Kamuro): 200,000 yen
ARTIFICIAL FLOWER BOUQUET
  Suspicious Man: 1,450 yen
  Tokyo Coin Locker #8
BAND-AIDS
  Kotobukiya Pharmacy: 698 yen
  Maeda Pharmacy: 698 yen
BATTERY
  Poppo (Tenkaichi, Nakamichi): 300 yen
  M Store (all): 300 yen
BLOOD BROOCH
  Fukkantei: 30 chips
  Tokyo Coin Locker #46
BLOOD-STAINED CLOTH
  Suspicious Man: 100 yen
  Okinawan Coin Locker #42
BLUE DRAGON BROOCH
  Betting Place (either): 1,000 points
BLUE FLOURESCENT LIGHT
  Suspicious Man: 1,230 yen
BLUE JAPANESE ASH WOOD CARVING
  Batting Center EX Hard: 1,600 - 1,799 points
BLUE PRECIOUS GEM
  Fukkantei: 1,000 chips
  Mission: "The Seven Wonders of Ryukyu Town #7"
BRASS LUMP
  Ebisuya (Kamuro): 100 yen
  Tokyo Coin Locker #16
  Okinawan Coin Locker #20
BROKEN RADIO
  Suspicious Man: 500 yen
  Random Battles
BROKEN WATCH
  In Box Washed Ashore Near Morninglory
CAT DOLL
  Don Quijote: 698 yen
COMPACT MOTOR
  Inner Fighter 7 Level 2 (After clearing level for the first time)
  Okinawan Coin Locker #29
COOLANT
  Don Quijote: 280 yen
CREEPY DOLL
  Random Battles
  In Box Washed Ashore Near Morninglory
DROPPER SYRINGE
  Suspicious Man: 100 yen
FIREPROOF BAG
  Don-Quijote: 1,298 yen
FITNESS GEAR
  Don Quijote: 3,980 yen
FLINTSTONE
  Poppo (Nakamichi): 320 yen
  M Store (all): 320 yen
GOLD-COLORED GEM
  Coliseum: 15,000 BP
GOLD-PLATED VARIABLE CAPACITOR
  Betting Place (Both): 20 points
  Tokyo Coin Locker #19
HIGH-GRADE CHARCOAL
  Betting Place (Both): 37 points
  Tokyo Coin Lockers #21, 43
  Okinawan Coin Locker #4
  Random Battles
KAMAITACHI SEAL CUTTER
  Dragon Palace Casino: 19 chips
  Random Battles
LARGE VINYL DOLL
  M Store (Ryukyu): 2,500 yen
  Suspicious Man: 2,500 yen
LIGHTER OIL
  Poppo (Tenkaichi, Shouwa): 430 yen
  M Store (all): 430 yen
MAPLE WOOD CARVING
  Batting Center Hard: 1,800+ points
MASTER DAIKON GRATER
  Ebisuya (Kamuro): 5,200 yen
METAL ALLOY SPRING
  Weapons Shop (Kamuro): 3,100 yen
  Suspicious Man: 3,100 yen
MYSTERIOUS GLOWING STONE
  Dragon Palace Casino: 1 chip
  Tokyo Coin Lockers #32, 42
NEWLY DEVELOPED MATERIAL NO. XX
  Weapons Shop (Kamuro): 30,000 yen
  Tokyo Coin Locker #28
  Okinawan Coin Locker #24
NEW-STYLE BATTERY TESTER
  Inner Fighter 7 Level 3 (After clearing level for the first time)
OLD MAGAZINE
  Suspicious Man: 100 yen
  Random Battles
OLD-FASHIONED BELL
  Suspicious Man: 100 yen
OLD-FASHIONED SUSPENSION
  Weapons Shop (Kamuro): 100 yen
  Suspicious Man: 100 yen
  Tokyo Coin Locker #12
  Okinawan Coin Locker #1
ONI MASK STONE	Ebisuya (Ryukyu): 10,000 yen
  Betting Place (Kamuro): 100 points
  In Box Washed Ashore Near Morninglory
PATENTED HANGER
  M Store (Ryukyu): 850 yen			
PEPPER
  Poppo (Tenkaichi): 530 yen
  M Store (Kamuro): 530 yen
PLATINUM NAIL
  Random Battles
RAINBOW ALLOY
  Suspicious Man: 100 yen
RED DRAGON BROOCH
  Coliseum: 80,000 BP
  Suspicious Man (Premium Adventure): 500,000 yen
RETRIBUTION DRAGON BROOCH
  Coliseum: 100,000 BP
  Suspicious Man (Premium Adventure): 550,000 yen
RISING DRAGON BROOCH
  Coliseum: 90,000 BP
  Suspicious Man (Premium Adventure): 520,000 yen
RUBBER BALLOON
  Poppo (Tenkaichi): 100 yen
  M Store (all): 100 yen
RUBBER HOSE
  Suspicious Man: 1,100 yen
  Poppo (Shouwa): 1,100 yen
  Weapons Store (Ryukyu): 1,100 yen
SACRED WOOD CARVING
  Betting Place (either): 200 points
  Mah Jong Camp: 20,000 points
SAFE PLASTIC BALL
  Random Battles
  In Box Washed Ashore Near Morninglory
SALAD OIL
  Poppo (Tenkaichi, Shouwa): 120 yen
  M Store (all): 120 yen
SCRAP OF MAGNETIC METAL
  Suspicious Man: 100 yen
  Okinawan Coin Lockers #17, 36
SMALL HYDRAULIC SUSPENSION
  Suspicious Man: 5,000 yen
SMALL TEA POT
  Ebisuya (both): 1,680 yen
  Suspicious Man: 1,680 yen
  Random Battles
SPECIAL ALLOY WIRE
  Suspicious Man: 4,200 yen
SUPER GLUE
  Don Quijote: 2,380 yen
SUPER RESIN
  Weapons Shop (Kamuro): 3,200 yen
  Suspicious Man: 3,200 yen
  Tokyo Coin Lockers #2, 19
  Okinawan Coin Lockers #11,30
SUPERALLOY SPRING
  Inner Fighter 7 Level 4 (After clearing level for the first time)
  Tokyo Coin Locker #26
  Okinawan Coin Locker #32
SUPER-RESISTANT RESIN
  Suspicious Man: 2,300 yen
  Okinawan Coin Lockers #22, 38
  Random Battles
TEMPERED GLASS FRAGMENT
  Suspicious Man: 100 yen
  Random Battles
THICK MESH HOSE
  Don Quijote: 2,680 yen
TONIC SHAMPOO
  Don Quijote: 398 yen
  M Store (Ryukyu): 398 yen
TOUGARASHI
  Poppo (Tenkaichi, Nakamichi): 350 yen
  M Store (Ryukyu): 350 yen
UNKNOWN LIQUID
  Suspicious Man: 100 yen
UNKNOWN RESIN
  Suspicious Man: 100 yen
USED PILLOW
  Suspicious Man: 100 yen
VINYL BAG
  Don Quijote: 98 yen
WARPED PEARL
  Fukkantei: 50 chips
  Ebisuya (both): 5,000 yen
  Tokyo Coin Locker #40
WEAPONMASTER BEADS
  Coliseum (after defeating Kamiyama Renji in Weaponmaster GP): 20,000 BP
WEIGHT-MODIFYING DEVICE?
  Inner Fighter 7 Level 6 (After clearing level for the first time)
WHEAT FLOUR
  M Store (all): 200 yen
WHITE LOTUS COMB
  Coliseum: 75,000 BP
  Tokyo Coin Locker #50
WRISTBAND
  Coliseum: 500 BP
YANG DRAGON BROOCH
  Coliseum: 45,000 BP
  Suspicious Man (Premium Adventure): 250,000 yen
YIN DRAGON BROOCH
  Coliseum: 25,000 BP
  Suspicious Man (Premium Adventure): 150,000 yen


WEAPONS
-------

GROUP HEAD'S DRIVER
  Recipe:  Majima's Order Form
  Base:  Wooden Driver
  Material 1:  Super Resin
  Material 2:  Warped Pearl
  Cost:  20,000
NAIL BAT
  Recipe:  Mob Boss Teacher 2: The Journey Begins
  Base:  Bat
  Material 1:  Blue Japanese Ash Wood Carving
  Material 2:  Platinum Nail
  Cost:  10,000
GROUP HEAD'S BAT
  Recipe:  Majima's Order Form
  Base:  Bat
  Material 1:  Maple Wood Carving
  Material 2:  Rainbow Alloy
  Cost:  20,000
BLUE DRAGON BAT
  Recipe:  Glory of the Blue Bat
  Base:  Bat
  Material 1:  Sacred Wood Carving
  Material 2:  Blue Dragon Brooch
  Cost:  50,000
COMPACT OCTAGONAL STAFF
  Recipe:  Glorious Tale of the Lotus House
  Base:  Instructional Staff
  Material 1:  Metal Alloy Spring
  Material 2:  Japanese Blue Ash Wood Carving
  Cost:  5,000
SLASHING BLADE STAFF
  Recipe:  Glorious Tale of the Lotus House
  Base:  Instructional Staff
  Material 1:  Metal Alloy Spring
  Material 2:  Gold-Plated Variable Capacitor
  Cost:  5,000
ASSASSIN SPEAR
  Recipe:  Space Ninjaman 5 Meteorite Hell
  Base:  Black Shaft
  Material 1:  Metal Alloy Spring
  Material 2:  Super-Resistant Resin
  Cost:  10,000
IRON INSTRUCTIONAL STAFF
  Recipe:  Glorious Tale of the Lotus House
  Base:  Instructional Staff
  Material 1:  Superalloy Spring
  Material 2:  Ancient Black Sand Steel
  Cost:  10,000
THORN SPEAR
  Recipe:  Space Ninjaman 5 Meteorite Hell
  Base:  Instructional Staff
  Material 1:  Superalloy Spring
  Material 2:  Platinum Nail
  Cost:  20,000
THREE PURGATORIES STAFF
  Recipe:  Last Hung Hoi-Wong
  Base:  Instructional Staff
  Material 1:  Superalloy Spring
  Material 2:  Ancient Black Sand Steel
  Cost:  20,000
WHITE DRAGON SPEAR
  Recipe:  Glorious Tale of the Lotus House
  Base:  Instructional Staff
  Material 1:  Small Hydraulic Suspension
  Material 2:  White Lotus Comb
  Cost:  50,000
NOISY KNIFE
  Recipe:  The Kancho Master the 2nd
  Base:  Army Knife
  Material 1:  Brass Lump
  Material 2:  Compact Motor
  Cost:  5,000
MAIL-ORDER MAGIC SWORD
  Recipe:  Quiz!  Button Tapper!
  Base:  Nameless Sword
  Material 1:  Battery
  Material 2:  --
  Cost:  5,000
PHOTON BLADE RG
  Recipe:  Space Ninjaman 5 Meteorite Hell
  Base:  Blackjack
  Material 1:  Battery
  Material 2:  Blue Flourescent Light
  Cost:  10,000
KACHOUFUUGETSU BLADE
  Recipe:  The Kachoufuugetsu Legend
  Base:  Fine Steel Dachi
  Material 1:  Ancient Black Sand Steel
  Material 2:  Blue Precious Gem
  Cost:  50,000
OPTICAL ILLUSION HAMMER
  Recipe:  Hammer Place
  Base:  Tear Gas Spray
  Material 1:  Ancient Black Sand Steel
  Material 2:  Dropper Syringe
  Cost:  5,000
BONK! HAMMER
  Recipe:  Quiz!  Button Tapper!
  Base:  Collapsible Hammer
  Material 1:  Large Vinyl Doll
  Material 2:  Super-Resistant Resin
  Cost:  20,000
MIGHTY DRAGON HAMMER
  Recipe:  Quiz!  Button Tapper!
  Base:  Collapsible Hammer
  Material 1:  Weight-Modifying Device?
  Material 2:  Blood-Stained Cloth
  Cost:  50,000
THREATENING KNUCKLES
  Recipe:  The Kanchou Master the 2nd
  Base:  Brass Knuckles
  Material 1:  Anger Bag
  Material 2:  Super Resin
  Cost:  5,000
PEPPER KNUCKLES
  Recipe:  Surprise Attack Yakuza
  Base:  Brass Knuckles
  Material 1:  Pepper
  Material 2:  Band-Aids
  Cost:  10,000
KAISER SPIKE
  Recipe:  Iron Fist Legend
  Base:  Brass Knuckles
  Material 1:  Brass Lump
  Material 2:  Platinum Nail
  Cost:  20,000
RISING DRAGON GAUNTLETS
  Recipe:  Iron Fist Legend
  Base:  Brass Knuckles
  Material 1:  High-Grade Charcoal
  Material 2:  Rising Dragon Brooch
  Cost:  50,000
CARBON TONFA
  Recipe:  Death God of the Nirai Kanai
  Base:  Mail-Order Tonfa
  Material 1:  Super Resin
  Material 2:  High-Grade Charcoal
  Cost:  10,000
SWORD TONFA
  Recipe:  Space Ninjaman 5 Meteorite Hell
  Base:  Iron Tonfa
  Material 1:  Super Resin
  Material 2:  Kamaitachi Seal Cutter
  Cost:  20,000
RETRO-ACTION TONFA
  Recipe:  Surprise Attack Yakuza
  Base:  Mail-Order Tonfa
  Material 1:  Tougarashi
  Material 2:  Dropper Syringe
  Cost:  20,000
RETRIBUTION DRAGON TONFA
  Recipe:  Death God of the Nirai Kanai
  Base:  Iron Tonfa
  Material 1:  Antique Ink Stone
  Material 2:  Retribution Dragon Brooch
  Cost:  50,000
SUPER-THICK NUNCHAKU
  Recipe:  Maximum Muscle
  Base:  Long Nunchaku
  Material 1:  Super Resin
  Material 2:  Super Resin
  Cost:  5,000
TWIN HANGERS
  Recipe:  Hangers For Beginners
  Base:  Long Nunchaku
  Material 1:  Patented Hanger
  Material 2:  Patented Hanger
  Cost:  5,000
CARBON NUNCHAKU
  Recipe:  Dragon - Explosive Touch
  Base:  Wooden Nunchaku
  Material 1:  High-Grade Charcoal
  Material 2:  High-Grade Charcoal
  Cost:  10,000
STEEL NUNCHAKU
  Recipe:  Maximum Muscle
  Base:  Long Nunchaku
  Material 1:  Rainbow Alloy
  Material 2:  Mysterious Glowing Stone
  Cost:  20,000
ONI DRUMSTICKS
  Recipe:  All-Japan Taiko Tour
  Base:  Double Wooden Planks
  Material 1:  Ancient Black Sand Steel
  Material 2:  Oni Mask Stone
  Cost:  10,000
NAIL DRUMSTICKS
  Recipe:  All-Japan Taiko Tour
  Base:  Double Wooden Planks
  Material 1:  Super Resin
  Material 2:  Platinum Nail
  Cost:  5,000
DOUBLE SHAFTS
  Recipe:  All-Japan Taiko Tour
  Base:  Double Sticks
  Material 1:  Brass Lump
  Material 2:  Rainbow Alloy
  Cost:  5,000
DOUBLE STUN
  Recipe:  Limbo:  Ultimate Fire & Back Muscles
  Base:  Double Sticks
  Material 1:  Battery
  Material 2:  Blue Japanese Ash Wood Carving
  Cost:  5,000
DOUBLE COILS
  Recipe:  Limbo:  Ultimate Fire & Back Muscles
  Base:  Double Sticks
  Material 1:  Lighter Oil
  Material 2:  Flintstone
  Cost:  10,000
PREMIUM DOUBLE SHAFTS
  Recipe:  Dragon - Explosive Touch
  Base:  Double Shafts
  Material 1:  Ancient Black Sand Steel
  Material 2:  Rainbow Alloy
  Cost:  20,000
DOUBLE JAPANESE SWORDS
  Recipe:  True Story of Miyamoto Musashi
  Base:  Nameless Sword
  Material 1:  Ancient Black Sand Steel
  Material 2:  Old-Fashioned Bell
  Cost:  20,000
DOUBLE CHENG LUNG DOU
  Recipe:  Last Hung Hoi-Wong
  Base:  Cheng Lung Dou
  Material 1:  Yang Dragon Brooch
  Material 2:  Yin Dragon Brooch
  Cost:  20,000
TWIN DRAGON DRUMSTICKS
  Recipe:  Dragon - Explosive Touch
  Base:  Oni Drumsticks
  Material 1:  Blood Brooch
  Material 2:  Red Dragon Brooch
  Cost:  50,000
SLIMEY SHOTGUN
  Recipe:  The "I Hadn't Thought of That!" Weapons Handbook
  Base:  Expulsion S-12
  Material 1:  Salad Oil
  Material 2:  Rubber Balloon
  Cost:  10,000
SMOKEY SHOTGUN
  Recipe:  The "I Hadn't Thought of That!" Weapons Handbook
  Base:  Broken M1985
  Material 1:  Wheat Flour
  Material 2:  Safe Plastic Ball
  Cost:  10,000
REALISTIC FAKE GUN
  Recipe:  The Complete Test of Courage
  Base:  9mm Automatic
  Material 1:  Rainbow Alloy
  Material 2:  Artificial Flowers Bouquet
  Cost:  20,000
SANDMAN NO. 55
  Recipe:  Surprise Attack Yakuza
  Base:  9mm Automatic
  Material 1:  Unknown Liquid
  Material 2:  All-Purpose Tacks
  Cost:  20,000
SURPRISE BEER BOTTLE
  Recipe:  The Kanchou Master the 2nd
  Base:  Blackjack
  Material 1:  Ancient Black Sand Steel
  Material 2:  Broken Radio
  Cost:  5,000
POP-UP BLACKJACK
  Recipe:  The Kanchou Master the 2nd
  Base:  Blackjack
  Material 1:  Super-Resistant Resin
  Material 2:  Super-Resistant Resin
  Cost:  5,000
KAMIYAMA POLICE BATON
  Recipe:  The Kanchou Master the 2nd
  Base:  Power Stun Gun
  Material 1:  Old-Fashioned Suspension
  Material 2:  Battery
  Cost:  5,000
FAKE DYNAMITE
  Recipe:  The Complete Test of Courage
  Base:  Tear Gas Spray
  Material 1:  Broken Watch
  Material 2:  Artificial Flower Bouquet
  Cost:  5,000
SLIMEY SPRAY
  Recipe:  The "I Hadn't Thought of That!" Weapons Handbook
  Base:  Tear Gas Spray
  Material 1:  Salad Oil
  Material 2:  Tauliner
  Cost:  5,000
MODIFIED STUN LIGHTER
  Recipe:  The "I Hadn't Thought of That!" Weapons Handbook
  Base:  Modified Lighter
  Material 1:  New-Style Battery Tester
  Material 2:  Lighter Oil
  Cost:  5,000


ARMORS
------

KAMIYAMA JACKET
  Recipe:  Works K Catalogue 4
  Base:  Warring States Period Chain Mail Shirt
  Material 1:  Fitness Gear
  Material 2:  Weaponmaster Beads
  Cost:  50,000
SUPER-LOW REBOUND JACKET
  Recipe:  Works K Catalogue 3
  Base:  WAT Armor
  Material 1:  Used Pillow
  Material 2:  Super Resin
  Cost:  40,000
YAKUZA MUSCLE TRAINER
  Recipe:  Works K Catalogue 3
  Base:  Chain Mail Shirt
  Material 1:  Fitness Gear
  Material 2:  Old-Fashioned Suspension
  Cost:  40,000
NEWLY-DEVELOPED MATERIAL PROTECTOR
  Recipe:  Works K Catalogue 2
  Base:  Bulletproof Chestplate
  Material 1:  Newly-Developed Material No. XX
  Material 2:  Tempered Glass Fragment
  Cost:  30,000
NONCONDUCTIVE SHIRT
  Recipe:  Works K Catalogue 2
  Base:  Manly Sarashi
  Material 1:  Rubber Hose
  Material 2:  Super Glue
  Cost:  30,000
STIMULANT SHIRT
  Recipe:  Works K Catalogue 2
  Base:  Fighting Shirt
  Material 1:  Tougarashi
  Material 2:  Tonic Shampoo
  Cost:  30,000
DUSTPROOF SHIRT
  Recipe:  Works K Catalogue 2
  Base:  WAT Armor
  Material 1:  Vinyl Bag
  Material 2:  Compact Motor
  Cost:  30,000
STRONG MUSCLE TRAINER
  Recipe:  Works K Catalogue 2
  Base:  Sarashi
  Material 1:  Rubber Hose
  Material 2:  Wristband
  Cost:  30,000
STEEL SHOULDERS
  Recipe:  Works K Catalogue 1
  Base:  Iron Chestplate
  Material 1:  Small Teapot
  Material 2:  Rubber Hose
  Cost:  20,000
FIREPROOF SHIRT
  Recipe:  Works K Catalogue 1
  Base:  Fighting Sarashi
  Material 1:  Fireproof Bag
  Material 2:  Coolant
  Cost:  20,000


ACCESSORIES
-----------

KAMIYAMA ARM
  Recipe:  Works K Catalogue 4
  Base:  Gauntlet
  Material 1:  Unknown Resin
  Material 2:  Weaponmaster Beads
  Cost:  25,000
KAMIYAMA SHIN GUARDS
  Recipe:  Works K Catalogue 4
  Base:  Iron Shin Guards
  Material 1:  Newly-Developed Material No. XX
  Material 2:  Weaponmaster Beads
  Cost:  25,000
SUPER CONTACTS
  Recipe:  Works K Catalogue 3
  Base:  Contact Lens
  Material 1:  Newly-Developed Material No. XX
  Material 2:  Vinyl Bag
  Cost:  40,000
VISION-STRENGTHENING CONTACTS
  Recipe:  Works K Catalogue 3
  Base:  Contact Lens
  Material 1:  Tougarashi
  Material 2:  Tonic Shampoo
  Cost:  20,000
HIGH-TECH ARM
  Recipe:  Works K Catalogue 3
  Base:  Spring Arm
  Material 1:  Thick Mesh Hose
  Material 2:  Newly-Developed Material No. XX
  Cost:  20,000
BACK-TO-A-WALL TALISMAN
  Recipe:  Works K Catalogue 3
  Base:  Amulet
  Material 1:  Tougarashi
  Material 2:  Special Alloy Wire
  Cost:  20,000
ACHALA BELT
  Recipe:  Works K Catalogue 3
  Base:  Tigerskin Belt
  Material 1:  Staminan Spark
  Material 2:  Staminan Spark
  Cost:  20,000
HIGH-TECH SHIN GUARDS
  Recipe:  Works K Catalogue 3
  Base:  Plastic Shin Guards
  Material 1:  Newly-Developed Material No. XX
  Material 2:  Unknown Resin
  Cost:  20,000
SPIKE SHOES
  Recipe:  Works K Catalogue 3
  Base:  Comfortable Sole
  Material 1:  Platinum Nail
  Material 2:  Special Alloy Wire
  Cost:  20,000
BUTTERING-UP SHOES
  Recipe:  Works K Catalogue 3
  Base:  Comfortable Sole
  Material 1:  Cat Doll
  Material 2:  Ruber Balloon
  Cost:  20,000
SPRING ARM
  Recipe:  Works K Catalogue 2
  Base:  Gauntlet
  Material 1:  Old-Fashioned Suspension
  Material 2:  Scrap of Magnetic Metal
  Cost:  15,000
STRIKER SHIN GUARDS
  Recipe:  Works K Catalogue 2
  Base:  Plastic Shin Guards
  Material 1:  Master Daikon Grater
  Material 2:  Super Resin
  Cost:  15,000
RUNNER'S NECKLACE
  Recipe:  Works K Catalogue 2
  Base:  Amulet
  Material 1:  Scrap of Magnetic Metal
  Material 2:  Toughness Emperor
  Cost:  15,000
BULLETPROOF GLASS AMULET
  Recipe:  Works K Catalogue 1
  Base:  Amulet
  Material 1:  Tempered Glass Fragment
  Material 2:  Scrap of Magnetic Metal
  Cost:  10,000
BULLHORN NECKBAND
  Recipe:  Works K Catalogue 1
  Base:  Tigerskin Belt
  Material 1:  Creepy Doll
  Material 2:  New-Style Battery Tester
  Cost:  10,000
SPECIAL PHONE BOOK
  Recipe:  Works K Catalogue 1
  Base:  Iron Chestplate
  Material 1:  Old Magazine
  Material 2:  Old Magazine
  Cost:  10,000
RUMP PINCUSHION
  Recipe:  Works K Catalogue 1
  Base:  Amulet
  Material 1:  Platinum Nail
  Material 2:  Super-Resistant Resin
  Cost:  10,000


-------------------------
5m.  Main Characters List
-------------------------

I'll list the character by their family name, when appropriate.  If characters
have a strange nickname, I'll list it under that--for instance, "Mammoth" Tatsu
would be listed under "M," not "T."  I'll also write their family name in all
caps.


A
-

AKIMOTO
Role:  Story character (side story)
Appears in:  ???
Voice Actor:  ???
Description:  This dorky-looking guy can be found on the beach at Okinawa with
  his girlfriend, a hostess girl named Mizuki.  In the past, he's threatened to
  kill himself over Mizuki--and then, later, threatened to kill her, too.
  Kiryuu and Haruka talked him out of it both times.
    Despite the dark nature of his side stories, they definitely have a comical
  element to them.  For instance, in the last game, Mizuki told Akimoto that he
  she was pregnant with his child--even though they hadn't even kissed yet!
    Akimoto responded by jumping up and down.  "Whoo-hoo!  I'm gonna be a
  daddy!"  The drip.
    This time, he and Mizuki can be found in Okinawa, on vacation.  The two 
  seem to be getting along well at first--in fact, Akimoto boasts that they're
  engaged now.
    But, of course, the same old nonsense starts up again.  Mizuki sells her
  seat to move to a less expensive section on their flight over, parting the
  two temporarily.  She refuses to stay in the same hotel room.  She even tries
  to get rid of Akimoto and go away by herself, saying that she accidentally
  left something at the beach area.
    Akimoto confronts her on this, and again, things might be a little danger-
  ous, so again, Kiryuu and Haruka come to make sure things don't get out of
  hand.  In the course of their argument, it comes to light that Mizuki won't
  wear the engagement ring because she doesn't like diamonds and that she just
  thought she was pregnant but really wasn't.
    In the end, Mizuki tells Akimoto that they can't get married because they're
  actually brother and sister, separated at birth.  Akimoto believes her, for
  some reason, and curses that they can't be together forever.
    But then, he realizes that as family, they will be together forever.  Um,
  hooray...?
    In other words, she's a jerk who's using him, and he's an idiot with an
  insane temper.

AMON Joh
Role:  Secret boss
Appears in:  Chapter 12
Voice Actor:  ???
Description:  Wearing a long, black coat and black sunglasses, this final boss
  for the side missions looks a bit like a reject from the cast of the Matrix.
    Amon has appeared in every Ryuu ga Gotoku game so far, including Kenzan
  (though his name was "Amon Johnoshin" in that game).  He appears as the final
  side mission available to give Kiryuu the toughest fight in the game, with
  his huge Health Gauge and various weapons (including bombs and guns!).
    Not a lot is said about Amon's background except that his family is known
  for always winning.  It's survival of the fittest to the Amon clan, who goes
  around killing people to prove their strength.
    In the first two games, Amon Joh suffered crushing defeats at Kiryuu's
  hands.  He stole a secret scroll from Komaki in the second game to bait Kiryuu
  into a fight, defeating Komaki so badly that he stopped appearing for the
  rest of the game.
    It seems he only wounded Komaki, because he's still alive (obviously).  But,
  he's still out to kill Kiryuu.  He creates a machine capable of looking
  through past fights and making you relive them in your mind so you can become
  stronger and employs "Doctor" Minamida's help in building the machine.
    Minamida betrays him and takes the machine, running to Kamuro.  However,
  Amon actually orchestrated the whole thing so he could have his own copy of
  the machine back at his hideout receive the data from the times Kiryuu used
  it.  He then contacts Kiryuu and tells him he knows all of his personal data
  and will use it against him unless he comes and settles the score once and
  for all.
    He did all of this in an effort to force Kiryuu to a duel to the death.  If
  he survived the duel, he would go after Kiryuu's loved ones and kill them, so
  he figured that Kiryuu would have no choice but to kill him if he shamed him
  with defeat again.
    Kiryuu opts not to kill him, though, and tells him that he simply won't let
  him touch his loved ones.  In the end, he tells Amon to recover, train more,
  and try again later.

ARAKI Sayaka
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Ageha in Kamuro.

ARASAKI Hideki
Role:  Sub-story boss
Appears in:  Chapter 10
Voice Actor:  ???
Description:  This guy poses as a busker, playing music on Taihei Street right
  in front of the Millennium Tower.  He is, in fact, right-hand man to the boss
  of the Hitmen, a band of people looking for revenge upon the Toujou Associat-
  ion.
    After a Chase Battle, he'll fight Kiryuu, armed with a knife and dashing
  about in the same way Majima does.  He escapes after his mission, but calls
  Ibuki and tells him to come get him and the organization's boss on the roof of
  the Millennium Tower.
    In order to pass all the Hitmen missions and get the Muramasa sword, Kiryuu
  must face Arasaki a total of three times.  The first time is in Arasaki's own
  mission, then the second on the roof of the Millennium Tower in a one-on-one
  match, and then the final time against both Arasaki and Arase at the same
  time.  Since Arase flips around and shoots at Kiryuu from a distance and Ara-
  saki dodges around, trying to get in close and hit Kiryuu with his knife, it
  can be a frustrating match, so bring a lot of healing items.

ARASE Kazuto
Role:  Sub-story boss
Appears in:  Chapter 10
Voice Actor:  ???
Description:  This guy would fit in fine in the Matrix--except that his coat is
  red instead of black.
    Defeated by Kiryuu in Ryuu ga Gotoku 1, Arase is back for revenge.  Towards
  that end, he has created a band of other people who want revenge on the Toujou
  Association, the Hitmen, who generally go around harrassing yakuza.
    The final Hitman side mission pits you squarely against Arase on the roof of
  the Millennium Tower--except he's not alone.  He's got his right-hand man,
  Arasaki Hideki, with him.  Arase flips around and shoots a lot, while Arasaki
  uses his Majima-esque knife style to dash around and poke you in the back.
    Needless to say, it's a tough battle, so, you'll probably want to bring a
  lot of healing items with you.

Ayako
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  At 11, Ayako is the oldest at the Morninglory.  She seems kinda
  motherly, helping with the chores and taking care of the other kids.  If you
  ask her to do something, she'll never say "no," so, she really pushes herslef
  too hard.

AYUKAWA Rina
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Koakuma in Kamuro.


B
-

C
-

D
-

DATE Makoto
Role:  Story character, ally???
Appears in:  ???
Voice Actor:  YAMAJI Kazuhiro
    Inugami (movie):  Bounomiya Takanao
    Kamen Rider Den'ou (series):  Leoimazin (voice)
    Tekken (anime movie):  Mishima Kazuya
    Kingdom Hearts II (game):  Cid
    Dirge of Cerberus Final Fantasy VII (game):  Cid Highwind
Description:  Hey, look--it's Captain Film Noir!
    Date was a full-fledged detective back in the days when Kiryuu took the fall
  for Nishikiyama Akira, pretending to have shot their boss, Doujima Souhei, so
  Nishiki could get ahead in life.  He made a name for himself by pointing out
  the discrepencies in the reports of the incident and for arguing against the
  idea that Kiryuu was the culprit--even though Kiryuu had confessed.
    Unfortunately, he didn't make a good name for himself.  Rather, he was
  disgraced.  When Kiryuu was released from prison 10 years later, Date caught
  him fleeing from a brawl at a funeral, trying to gather information from his
  boss, Kazama Shintarou.  He helped Kiryuu escape, and has been almost like a
  sidekick throughout the series.
    Date is still investigating the yakuza and still keeping tabs on the Toujou
  Association--not as a detective, but as a reporter.  He gives Kiryuu informat-
  ion on the gangsters he believes to be responsible for the shooting of Doujima
  Daigo, the current head of the Toujou Association, and of Kashiwagi Jun, head
  of the Kazama Group.
    Kiryuu shows Date the picture of Kazama drawn by Saki at their meeting, to 
  Date's shock.
    Always helping his friend out, Date helps Kiryuu get set up at New Serena, a
  bar that opened up in place of the one Kiryuu used to go to in the first two
  games.  Date apparently has a thing going with the woman running the bar.

DOUJIMA Daigo
Role:  Story character, ally???
Appears in:  ???
Voice Actor:  TOKUSHIGE Satoshi
  "An actor born in 1978. In 2000, he took the grand prix in the audition show,
   'Looking for the 21st Century's ISHIHARA Yuujirou!" and debuted in the acting
   world. Since then, he has had a wide range of appearances in television,
   films, and commercials."
    Seibu Keisatsu Special ("Western Police Division" drama):  Tachibana Kazuma
    Fuurinkazan (drama):  Uesugi Kenshin
    Ryuu ga Gotoku 2 (game):  Doujima Daigo
Description:  Daigo is the son of Doujima Souhei, the second head of the Toujou
  Association and head of the Doujima Group to which Kiryuu belonged.
    His father was killed by Nishikiyama Akira when he tried to force Sawamura
  Yumi, childhood love of both Nishikiyama and Kiryuu, to sleep with him.  After
  the turmoil, Kiryuu succeeded Souhei's successor, Sera, but abdicated shortly
  thereafter, to a man known to him as Terada Yukio.
    Terada turned out to be a Korean named Kim Taejin.  Former member of the
  Jin'gweonhwa, a Korean syndicate nearly completely wiped out by the Toujou
  Association, he ultimately died trying to betray the Association.
    Because of his toughness and his role in the whole incident, Daigo was named
  successor to the Toujou Association's throne.
    One day, a man met with Daigo--a man who was presumed dead.  One of the
  leaders on the assault of the Jin'gweonhwa, the man known as Kazama Shintarou
  was also like a father to Kiryuu.  Even though he had used his body to cover a
  grenade in the heat of the battle some years earlier in the first game, and
  died before Kiryuu, the man appeared to be back, and now standing in Daigo's
  office--with a CIA operative.
    When Daigo refuses the land deal the man who looks like Kazama urges him to
  take place in, he is shot.  While he recuperates, chaos follows within the
  Toujou Association.
    Here's the official press release on Daigo:

     "The sixth head of the Toujou Association. He's the son of Doujima Souhei,
      who was the head of the Doujima Group Kiryuu once belonged to. He gained
      the trust of Kiryuu and succeeded him as head of the Association. He's
      giving his all to making the Toujou Association, which was weakend from
      its struggle with the Omi Alliance, back into the strong syndicate it once
      was."


E
-

EMOTO
Role:  Story figure
Appears in:  Prologue
Voice Actor:  ???
Description:  This is the doctor of a small clinic in Kamuro.  Kazuki, the owner
  of the Stardust Host Club, was shot in the events of the second game, and he's
  been brought to Emoto to recover.  Kiryuu visits the clinic to say goodbye to
  Kazuki and Dr. Emoto before going to Okinawa.

Eri
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  Eri is a nine-year-old girl at the Morninglory.  She feels infer-
  ior because she has no parents and is very poor, so, she's having a hard time
  making friends at school.


F
-

G
-

H
-

HAMAZAKI Goh
Role:  Story character, "All-Star Tournament" Coliseum entrant (only in Premium
  Adventure Mode)
Appears in:  ???
Voice Actor:  TAKAHASHI George (there are kanji for his personal name, making
  it really "Takahashi Jouji," but he writes his name in katakana, evoking the
  name "George")
  "A singer and celebrity from variety shows born in 1958. He was the vocalist
   and lead guitarist for the rock band, 'The Toraburyuu' [written in kanji, but
   a pun for the English word 'Trouble']. He's become a regular commentator for
   'Sunday Japan' and '2:00 Ciao!' on TBS."
Description:  A powerful "tough guy," Hamazaki is head of his group in the Tou-
  jou Association.  Yokohama is his territory, and so, he has ties to the Se Waa
  syndicate from China.
    When Doujima Daigo, current head of the Toujou Association, is shot, some of
  the major group heads meet to discuss what needs to be done.  Mine Yoshitaka
  and Kashiwagi Osamu seem to think the best course of action would be to set up
  an acting head in Daigo's absence and consult with allied syndicates to re-
  group.
    Kanda Tsuyoshi, on the other hand, feels that now is the time for them to
  act and catch the man who tried to assassinate Daigo.  Hamazaki agrees with
  him.  "Isn't it a yakuza's role to exact vengeance?" he asks.
    However, once Kanda starts making overtures to villifying Kiryuu and remov-
  ing him from the picture, Hamazaki spots it as an attempt to kill the former
  head, leaving the seat vacant for him to take over.  He wouldn't want to lose
  to the other group head, so he feels he has to enter the battle to protect his
  own interests.
    Hamazaki is actually backed by the Se Waa.  His group contains a very small
  number of members, so it would be ridiculous to assume that he somehow took
  over the Se Waa terf by himself.
    When Lau Ka Lung is shot to death on the rooftops of Kamuro by Kazama while
  he was trying to exact revenge upon Kiryuu, the Se Waa see it as Hamazaki's
  failure.  Mine's group tries to find Hamazaki, but, when Kiryuu asks if they
  have any leads, he says they won't be able to find him.  He's most likely
  been thrown into the harbor by the Se Waa.
    Here's the official press release on Hamazaki:

     "The head of the Hamazaki Group, an affiliate of the Toujou Association.
      People call him the 'Hama Emperor,'* because of his tough appearance and
      burly physique. Based in Yokohama, it seems he has a lot of dealings going
      on in Chinatown. It's rumored that he's linked to the Chinese Mafia, the
      Se Waa."

  *--this is obviously a pun on his name, Hamazaki, and the "hama" in Yokohama.

HANAYA
U.S. Name:  Kage
Role:  Story character
Appears in:  ???
Voice Actor:  FUJIWARA Yoshiaki
    Power-move-using professional wrestler
    Ryuu ga Gotoku Kenzan! (game):  Hon'ami Kouetsu
Description:  This mustachioed bulldog of a man spends his time collecting all
  data and secret information on anyone and anything that he can.  He ostensibly
  knows everything that goes on in Kamuro, because of his hidden cameras and
  army of informants.
    Of course, he sells this information at a high price.  This makes him one of
  the richest and most powerful men in town, really.
    Also a matter of course is the fact that he won't be able to clearly solve
  the puzzles at hand--that's what Kiryuu's around for.  In the first game, he
  worked closely with Kiryuu and supported him as he unraveled the mysteries of
  the Toujou Association's missing money, and in the second game, he helped him
  find out the secret behind the ominous, dangerous Korean syndicate and the
  brewing gang war.
    This game is no different.  Kiryuu will once again need to rely on the help
  of his friend if he's going to find out what's going on with the land deal and
  assassination attempts.

HASEBE
Role:  Chapter 4 Boss
Appears in:  Chapter 4
Voice Actor:  ???
Description:  This punk, dressed in ugly fashion (as the yakuza often are) and
  wearing his hair in cornrows, is Kanda's lieutenant.  He was sent by Kanda
  Tsuyoshi to buy up the shops in Kamuro and take over.
    When he comes to Kazuki's Stardust, he runs into a bit of trouble.  Kazuki
  doesn't want to get all wrapped up in criminal stuff, especially when it
  comes to the Nishikiyama Group.
    So, he throws the guests out, and threatens Kazuki and Yuuya...until Kiryuu
  comes to town and lays the smack down on him.
    Before he is knocked out, Hasebe tells Kiryuu that he won't be able to save
  Kashiwagi, head of the Kazama Group and loyal friend of Kiryuu's.  Kiryuu has
  to race to meet Kashiwagi and discuss the incident with the man who looks
  just like Kazama Shintarou--and to warn Kashiwagi of the threats to his life.
    Once you've drained enough of Hasebe's health, he draws a sword, and starts
  to use iaidou style.  The annoying thing about this attack style is that you
  can be stunned easily by quick thrusts.  So, evading and readying weapons or
  picking up stage weapons are all your friends, here.  Once you figure out his
  basic set of attacks, he's fairly easy.


I
-

IBUKI
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  This is the shady, sunglasses-sporting guy you get your hit man
  jobs from in Kamuro.

Izumi
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  At 8 years old, Izumi is the youngest kid at the Morninglory.
  She's also the smallest.
    She doesn't seem to get the fact that she needs to get along with the other
  orphans so well, and can be very selfish.


J
-

K
-

KAMIYAMA Renji
Appears in:  ???
Voice Actor:  ???
Description:  This hefty, geeky guy used to hang out in the weird, empty space
  across from the Third Park in Kamuro and sell videos that Kiryuu could watch
  to learn techniques for weapons--and he also sold the weapons themselves.
    Now, he's graduated to his own shop, called Works Kamiyama.  In here, Kiryuu
  can have his weapons and equipment improved--and he can even have Kamiyama
  make him completely new weapons.  You'll need to get the plans for the
  weapons first, and then the materials to build them, though.

KAMIYAMA Renta
Appears in:  Chapter 3 on
Voice Actor:  ???
Description:  Renta is Renji's older brother.  He also upgrades weapons, has a
  penchant for weird videos, and stutters like a weird nerd.  He runs the Oki-
  nawan branch of Works Kamiyama.

KANDA Tsuyoshi
Role:  Chapter 6 Boss
Appears in:  ???
Voice Actor:  MIYASAKO Hiroyuki
    The Detective Family (drama):  Tanaka Daisuke
    At-Home Dad (drama):  Sugio Yuusuke
    Casshern (2004 movie):  Akuborn
Description:  Brutish, hulking, and volatile, Kanda is the current head of the
  Nishikiyama Group, one of the members of the Toujou Association.  The first
  head of the Nishikiyama Group was Kiryuu's childhood friend, Nishikiyama
  Akira, who turned on Kiryuu and became his rival.  So, Kanda still seems to
  view Kiryuu as the enemy.
    After Doujima Daigo, the current head of the Toujou Association, is shot,
  Kanda argues that they need to find the culprit and bring him in, rather than
  regroup and recover from the attack.  As Mine mentions Kiryuu's name, Kanda
  becomes angry and declares Kiryuu the enemy of the Toujou Association from
  years past.
    Hamada Gou says that he doesn't care about Kiryuu or anything, but he also
  doesn't want to see Kanda become the next group head, so he feels that he
  should go after Kiryuu himself.  This, of course, creates unrest and dissolves
  the thin union in the Toujou Association.  Kanda Tsuyoshi says, "A war...we're
  finally at war!!"
    Kanda brought Mine Yoshitaka into the yakuza.  Mine is a very rich man, and
  Kanda wants to use his money to finance his little war and bring him to the
  top of the Toujou Association.
    He's got a unique perversion--a fetish for forcing women who hate him to
  give him rough massages.  He sends his troops out to collect women, which gets
  Kiryuu on his trail.  Kiryuu finds Kanda waiting in a "love hotel" (an hourly
  hotel) for his girl.  Kanda tries to run, and then eventually ends up fighting
  Kiryuu in the penthouse (and losing).
    After his defeat, he goes wild and visits Mine, begging for more money and
  troops to go get Kiryuu.  He also throws a tantrum and breaks a lot of expen-
  sive objets and such at Mine's office.  Since he is no longer necessary, and
  since he's such a burden to Mine, Mine retaliates, striking him in the stomach
  and then having his troops come in and take him away to murder him.  Mine
  presents Kanda's head to Kiryuu, as an outer show of respect, but really, as
  more of a warning.
    Here's the official press release on Kanda:

     "The third head of the Toujou Association affiliate, the Nishikiyama Group.
      He plans on expanding the group's influence, centering it in the Kamuro
      District. He plots to swallow up the Kamuro District, weakened by thorough
      lines of military might."

KANESHIRO Nao
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  ???
Description:  One of the cabaret club girls at Club Flawless in Ryukyu.

KASHIWAGI Jun
Role:  Story character
Appears in:  ???
Voice Actor:  SAKUYA Shunsuke
    Ginga Densetsu Weed (anime):  Blue
    Samurai Champloo (anime):  Hayashi, Rakuzuki
    Naruto (anime):  Ukon, Sakon
    Bleach (anime):  Udagawa Ryou
    Onimusha 2 (game):  Saika Magoichi
    Shenmue (game):  Larry
    Final Fantasy X (game):  Rin
Description:  Kashiwagi is the current head of the Kazama Group, started by
  Kazama Shintarou, the man who was like a father to Kiryuu.  Like Kazama, he
  tried to have a noble heart, acting to help people.  In the first game, he
  shows up with reinforcements in the battle against Shimano that would cost
  Kazama's life.  In the second game, he lent his support to Kiryuu.
    Now, a man who looks and sounds just like Kazama Shintarou has appeared,
  even though Kashiwagi himself was there to see Kazama die.  This man suddenly
  visited the Toujou Association Headquarters and shot Doujima Daigo, the cur-
  rent head of the Association, because he refused to take part in a land deal
  in Okinawa.
    With Daigo shot, Kashiwagi calls a meeting of the heads of the various
  groups in the Toujou Association.  He suggests that they take the time to
  consult with other syndicates and be careful, regrouping and recovering from
  the attack.
    Although Mine seems to agree, the other group heads present, Hamazaki and
  Kanda, don't see it that way.  Instead, they start making power plays with
  each other, and it isn't long before their thin ties disintegrate.  With
  Kiryuu in their sites, because he's the former Association Head, a war is
  brewing in the Toujou Association.
    When Kiryuu comes to Tokyo and visits Kashiwagi at the Kazama Group's office
  at the top floor of the Millennium Tower, a helicopter suddenly appears and
  shoots at the two men.  Kiryuu ducks out of the way, but Kashiwagi is hit and
  dies from his injuries.  His final words are to tell Kiryuu to find the man
  who looks like Kazama Shintarou.

KAZAMA Jouji
Alias:  Mystery Man
Role:  Story character, Chapter 10 Boss
Appears in:  ???
Voice Actor:  WATARI Tetsuya
  "An actor born in 1941. He is the chief representative director of Ishihara
   Promotions. His masterpieces include the serieses, 'The Western Police Divi-
   sion,' 'Howl at the Sun,' and 'The Big City.' Today, he's still got a
   top-notch career, appearing in movies, television dramas, and commercials."
    Tokyo Drifter (movie):  Hondou Tetsuya ("Tetsu the Phoenix")
    Stray Dog (1973 remake of the Kurosawa film): Detective Murakami
    Detective Cockroach (movie):  Detective Narugami
    Jingi no Hakaba (movie):  Ishikawa Rikio
    Brother (movie):  Head of the Jinseikai Group
    Otokotachi no Yamato:  Itou Seiichi
    Daitokai ("The Big Cities" series):  Kuroiwa Raisuke
    Seibu Keisatsu ("The Western Police Division" series):  Daimon Keisuke
    Taiyou ni Hoero! ("Howl at the Sun" series):  Tachibana Hyougo
    Ryuu ga Gotoku (game series):  Kazama Shintarou
Description:  This man looks exactly like Kazama Shintarou.  How he is related
  is yet to be seen. (UPDATE NEEDED)
    When Nakahara Shigeru, head of the Okinawan syndicate, the Ryuudou House, is
  shot, only Saki, a mute girl Nakahara was taking care of, witnesses the in-
  cident.  She gives Kiryuu the startling evidence in one of her sketches that
  a man who looks just like Kazama was the culprit.
    Later, in Tokyo, Doujima Daigo, the sixth and current head of the Toujou
  Asccociation, meets with a man who looks exactly like Kazama.  There is a CIA
  operative with the man.  This mysterious man urges Doujima to buy the land
  where Kiryuu has his orphanage in Okinawa.  He offers no explanation as to
  why he's there to visit Daigo--Kazama died in Kiryuu's arms and was believed
  dead.
    When Daigo refuses, the mystery man looks a little disappointed.  He reaches
  into his coat pocket, and Daigo draws a gun and is shot.
    Kiryuu finally lays eyes on Jouji on the rooftops of Kamuro after defeating
  Lau Ka Lung, who has come for his revenge.  Lau's men hold Rikiya captive, and
  Lau orders them to kill him before Kiryuu can save him.
    Seconds later, Kazama shoots Lau's men, and then Lau himself.  Kiryuu calls
  to him, asking if he's his father figure, Kazama Shintarou, or not.  At this
  point, Jouji reveals the secret truth:  "So, you're Kazuma Kiryuu," he says in
  half-English, half-Japanese.  "Beautiful eyes.  Like I heard from my brother
  before."
    Later, Tamiya Ryuuzou, Japan's Defense Minister, explains what's going on to
  Kiryuu.  Jouji was a cop, while his brother was a mobster.  Feeling that he
  couldn't overcome the disgrace of having a ganster brother, Jouji left the
  country and went into the CIA.  He now views the CIA as his yakuza godfather,
  following its orders without question.
    The CIA and Tamiya's office have cooked up a plan to smoke out a powerful
  criminal named Andre Richardson, who runs a major illegal arms ring.  For the
  plan to work, they need the proposals for the land used in Okinawa to go
  through, so, Jouji pays visits to both Daigo and Nakahara, who have both
  decided not to go through with it because of Kiryuu.  At those encounters, it
  is not Jouji who shoots the men, but his partner.  Both times, it looked like
  the men were going for weapons.
    It's unclear why Jouji shot Lau, but, when Touma Masahiro, attache of
  Tamiya's, betrays his boss and runs to rival minister, Suzuki, revealing that
  the plot is all a fake, Jouji is ordered to take him out.  He follows Touma
  to his homeland of Okinawa and confronts him in a strip club, but, Kiryuu
  also shows up and defeats him.
    In typical Ryuu ga Gotoku fashion, the air is mysteriously cleared by a
  fight.  After losing, Jouji reveals all and also offers the use of a fancy spy
  plane to get Kiryuu to and from Okinawa in an hour.
    Here's the official press release on this unknown figure:

     "A mysterious man who, out of nowhere, comes to the Toujou Association's
      headquarters. He looks exactly like the late KAZAMA Shintarou, former
      head of the Toujou Association's Kazama Group and sponsor and father
      figure to Kiryuu. He urges Doujima Daigo to take part in buying land in
      Okinawa, but his aims and true identity are completely shrouded in
      mystery."


Kazuki
Role:  Story character
Appears in:  ??
Voice Actor:  TSUCHIDA Hiroshi
    Ninja Sentai Kakuranger (special effects show):  Ninja Blue
    Evolution:  Dr. Allan
    Sakigake!!  Chromartie High School (anime):  Sada Masashi
    Shin Megami Tensei Devil Children Light & Dark (anime):  Gale
    Skullman (anime):  Skullman
    Tottoko Hamtarou (anime):  Yukio
    Blue Dragon (anime):  Gilliam
    One Piece (anime):  Capote
    Ikusagami (game):  Oda Nobunaga
    Soul Calibur III, IV (games):  Zasalamel
    Tekken 4, 5, Dark Resurrection, 6 (games):  Yoshimitsu
Description:  The manager of Stardust, a host club in Kamuro, Kazuki helped
  Kiryuu get in touch with Kazama Shintarou in the first game during the third
  Toujou Association's chariman's funeral.  Since then, he's always had some
  allegience to Kiryuu and his group.
    In the second game, he was kidnapped and replaced with a double by a
  mysterious crime syndicate from Korea.  Both the double and Kazuki were shot,
  but Kazuki survived the attack thanks to Kiryuu and friends, who spirited him
  off to a small clinic nearby run by Dr. Emoto.

KIRYUU Kazuma
Role:  Main character
Appears in:  Entire game
Voice Actor:  KURODA Takaya
    Wolf's Rain (anime):  Darcia
    Sakigake!!  Chromartie High School (anime):  Masked Takenouchi
    Bobobo-bo Bo-bobo (anime):  Hargen
    One Piece (anime):  Bogard
    Transformers Galaxy Force (anime):  Starscream
    Bleach (anime):  Baura
    Sengoku Musou (game series):  Hattori Hanzou
    The King of Fighters 2000, 2001 (games):  Rin, Long
    Shinibidou Imashime (game):  Gamuran
    Ryuu ga Gotoku Kenzan! (game):  Miyamoto Musashi (aka Kiryuu Kazumanosuke)
Description:  Grizzled, jaded, tough, yet with a pure heart, this is the main
  character of the Ryuu ga Gotoku series.  As a child, he was taken in by the
  yakuza, Kazama Shintarou, who sponsored him at the Sunflower Orphanage.  He
  quickly rose through the ranks of his group, the Doujima Group, due partly to
  his powerful physique and righteous attitude, and partly to his loyalty to
  Kazama.  He became known as the "Dragon of Doujima."
    He had two close friends from the orphanage.  One was Nishikiyama Akira, who
  was watched over by Kiryuu as though he were a younger brother, and Sawamura
  Yumi, possibly the love of Kiryuu's life.  Doujima Souhei, the head of the
  Doujima Group--and the whole Toujou Association of yakuza in the Kamuro
  District, approached Yumi and attempted to force himself on her.  Nishikiyama
  wouldn't tolerate that, even if it was his oyabun, so he shot Doujima.
    Hearing the news, Kiryuu raced to help Nishikiyama, even going so far as to
  take the blame for the shooting so Nishikiyama could still have a career.
    Kiryuu went to jail for 10 years.  The new head of the organization, Sera
  Masaru, expelled Kiryuu from the gang.  But, later, when Kiryuu was released
  only to find that the Toujou Association was in chaos because Sera had been
  killed over a large sum of money that had gone missing from the banks, Kiryuu
  had to once again get tangled up in the dangerous games of the yakuza.
    In the end, Kazama was left dead, killed by Shimano Futoshi, but he passed
  the secret along to Kiryuu that he and Sera and Yumi had conspired against
  Yumi's power-hungry husband, Jingu Kyouhei, to steal money he was laundering
  and prevent him from taking over.  He also revealed that he was the one who
  killed Kiryuu's real parents--that's why he was taking care of him for so
  long.  But, to Kiryuu, Kazama was his true father.
    In order to protect Yumi's child, Haruka, Kiryuu stood against Jingu and
  Nishikiyama both as they tried to snatch the stolen money.  In the process,
  Yumi was finally killed, Jingu was killed, and Nishikiyama took his own life.
  It was also revealed that Sera had named Kiryuu the 4th head of the Toujou
  Association--though he would soon abdicate from that thankless post.
    With nowhere else to go, Haruka settled with Kiryuu, who gladly took in his
  only reason to keep going.
    After the two found themselves again in the line of fire because of the
  dealings of the Toujou Association, Kiryuu decided it was best for them to try
  and leave that dangerous life behind for good.  So, the two moved to Okinawa
  and opened the Morninglory Orphanage, taking care of less-fortunate children,
  the same as both of them had been cared for by the Sunflower.
    But their peace would not last.  First, the local yakuza group, the Ryuudou
  House, began interfering with the orphanage's business because of anti-foreign
  sentiment (which applied to mainlanders to the islanders of Okinawa, which was
  once its own country).  On top of that, land deals set forth by both the
  Minister of Defense, who was working with the U.S. to expand the military base
  in Okinawa and include a ballistic missile defense system, and by the Minister
  of Travel, who wanted to create a resort, started threatening their little
  orphanage.
    In the midst of all this, suddenly, Nakahara Shigeru, the head of the
  Ryuudou House, was shot.  Kiryuu raced to see if everything was alright.  In
  the hospital, he was met by the grim, mute child Nakahara was taking care of,
  Saki.  She showed Kiryuu a drawing of the man responsible for the shooting--a
  man who looked exactly like Kazama Shintarou, the man who was like a father
  to Kiryuu, and had died in his arms.
    When Doujima Daigo, current head of the Toujou Association, is shot, Kazama
  is again named as the criminal.  With Daigo out of the picture, the various
  groups start to grumble, and chaos sets in.  Kashiwagi, a trusted ally of
  Kiryuu's, suggests that they regroup.  He and Mine Yoshitaka, another group
  head, even believe that they should consult with Kiryuu, as he was once head
  of the Association.
    But other group heads, such as Hamazaki Gou and Kanda Tsuyoshi, have other
  ideas.  They plan on succeeding Daigo and claiming the territory as their own.
  To do so, they need to come after Kiryuu, the only ex-head of the Association
  who can still give orders.
    Here's the official press release for Kiryuu:

     "The former fourth head of the Toujou Association. He's the legendary
      gangster known as the "Dragon of the Doujima" because of the dragon
      tattooed on his back. After the fierce battle with the Omi Alliance, he
      moves to Okinawa with Haruka and opens the Morninglory Child Welfare
      Facility. However, when he becomes wrapped up once more in trouble, he
      once again throws himself into the action."

KOMAKI Soutarou
Role:  Trainer, arena entrant
Appears in:  ???
Voice Actor:  ???
Description:  This old man is successor to a brand of martial arts known as
  "Komaki-Ryuu Kobujutsu" ("Komaki Unarmed Martial Arts").  In the previous
  games, Kiryuu learned many techniques from Komaki, and he'll have to do so
  again at Komaki's dojo in Kamuro.

Kouji
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  Kouji is a ten-year-old boy at the Morninglory.  Naturally eager
  to play sports, he'll learn to play any kind of ball well.  He likes baseball
  the most, so, he's always getting people together on the beach to play.


L
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LAU Ka Lung
Role:  Chapter 8 Boss
Appears in:  Chapter 8
Voice Actor:  TATSUZAWA Shin'ichi ?
Description:  A cold-hearted crime boss, Lau is the leader of the local chapter
  of the Se Waa, a Hong-Kong-based Chinese crime organization.
    In the first game, he kidnapped Haruka because of her ties to her father, a
  powerful armed forces mogul named Jingu Kyouhei.  He also kidnapped her
  because she held the key to the missing money the Toujou Association was
  laundering for Jingu.
    When his name is mentioned to Kiryuu, he seems shocked by the news.  Then,
  the game shows us a flashback of Lau torturing Kiryuu.  At that time, Kazama
  Shintarou came and rescued Kiryuu.
    In the first game, Kiryuu defeated Lau, and it seemed like he killed him.
  In fact, members of the Se Waa were after Kiryuu for revenge.  But now, here
  he is again.  Kiryuu seems surprised to see him, too, but Hanaya explains it
  quickly, saying that Lau never really died--he just went into hiding to
  recover.
    He's back for revenge now.  He backs Hamazaki's group, using him to get
  close to the action.  When the Okinawa land deal goes down, he can finally
  lure Kiryuu to Tokyo and get his revenge, which he does by kidnapping Rikiya
  and sending his troops to generally create havoc.
    On a rooftop, Lau faces Kiryuu, and is defeated again.  This time, he orders
  his troops to kill Rikiya before Kiryuu's eyes, but his troops are suddenly
  shot at this.
    So is Lau--right in the head.  He is killed by the man who looks just like
  Kazama Shintarou.
    Lau is named after real-life martial artist and star and director of Hong
  Kong kung-fu cinema, Lau Ka Leung (Lau Ga Leung, Lau Karleung, Lau Kar Leung,
  Liu Chia Liang, etc.).  I think American fans might be a little more familiar
  with his adoptive brother, Gordon Liu (Lau Ka Fai).


M
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MAJIMA Gorou
Role:  Chapter 1 Boss, Chapter 7 Boss
Appears in:  ???
Voice Actor:  Ugaki Hidenari
    King of Bandits Jin (Ou dorobou Jing) (anime):  Cube de Ice
    Naruto (anime):  Fuujin
    One Piece (anime):  Yama
    Nintama Rantarou:  Oozuki
    Tekken 5 (game):  Ganryuu
    Ryuu ga Gotoku Kenzan! (game):  Majima Gorohachi (aka Shishido Baiken)
Description:  This eyepatch-sporting former head of the Majima Group and Majima
  Construction Companies is back in action, with his penchant for sudden vio-
  lence, careless actions, and surviving things that should normally kill
  people.
    Majima is Kiryuu's senior, and so, is paid due respect.  Though he is truly
  a psychopath, he operates by a strange moral code, and seems to admire Kiryuu
  as though he were his naive younger brother--even if he sometimes puts himself
  right in Kiryuu's way and the two end up beating the snot out of each other.
    When Kiryuu leaves Tokyo to run the Morninglory Orphanage down in Okinawa,
  he talks convinces Majima to watch after Daigo and make sure grows into his
  role as chairman of the Toujou Association.  Majima at first refuses, because
  he just wants to get out there and go wild, but Kiryuu understands he needs
  to beat Majima up to win his promise.  Majima only respects strong people.
    Majima begrudgingly accepts, thinking it's going to be very dull to return
  to the Toujou Association.  But, he did promise Kiryuu, after all.
    Later, Hamazaki gets word of the land deals through Lau Ka Lung and con-
  vinces Majima to talk to Minister Suzuki about the plans to build a resort in
  Okinawa.  Hamazaki believes that this way, when the fur starts to fly, it'll
  be Majima who gets pinned with any treachery, and he'll be a patsy for Hama-
  zaki.
    Of course, Hamazaki misunderstood Majima here.  Majima will gladly tell
  Kiryuu what's been going on, after all.  But, he'll only do it once Kiryuu
  has fought him in the underground arena he loves so much.
    When Kiryuu goes to Tamiya and finds out the truth behind the land deals,
  Minister Suzuki's secret police show up in droves to arrest him before he can
  do anything about it.  Kiryuu fights them off, but their numbers are just too
  vast and he seemes doomed.
    Just when all looks lost, a huge truck suddenly ploughs right into the lines
  of secret police and skids sideways to Kiryuu's side.  It's Majima driving.
    The word "majime" in Japanese means something like "in earnest" or
  "serious."  I'm sure the closeness between this word and Majima's name was not
  by accident.  Majima is definitely "hard-core," taking things very seriously--
  even if it's by his own strange code that often causes more trouble than it
  should.
    A fan favorite, he may even be more popular a character in the series than
  Kiryuu himself.

Mikio
Role:  Story character
Appears in:  ???
Voice Actor:  MIYAGAWA Daisuke
    Shibatora: Baby-Faced Cop Shibata Taketora (drama):  Shinjou Touru
    The Glory of Team Battista (drama):  Narumi Ryou
Description:  This guy really wants to be a high-ranking officer of the
  Okinawan syndicate, the Ryuudou House.  He often hangs around with Nakahara,
  current head of the Ryuudou House, and Shimabukuro Rikiya, the person most
  likely to succeed Nakahara.  When Nakahara is shot by a mysterious visitor,
  he is at the hospital with Saki, the mute girl Nakahara was taking care of.
    Although he's a little weird, slow, and foolish, Mikio has a good heart.  He
  builds a doghouse for Mame, the dog the Morninglory Orphanage adopts, and all
  but gives his life defending it when Tamashiro's men come to wreck the place.
    Here's the official press release for this goofball:

     "A low-ranking member of the Ryuudou Family. He's really putting a lot of
      effort into his work, hoping to be noticed by Nakahara and Rikiya. He may
      be acting as Rikiya's younger brother, but, he's just a young man with a
      goofy face and a soft heart."

MINAMIDA
Role:  Story character
Appears in:  ???
Voice Actor:  ???
Description:  This lookalike of Dr. Brown from Back to the Future is the guy who
  designed YF6, an arcade game in Ryuu ga Gotoku 2.  Now, he's back--with his
  newest game, IF7 ("Inner Fighter 7").  Once he's found in the empty space in
  the Champion District used by Komaki in Ryuu ga Gotoku 2 and the White Edge
  gang in Ryuu ga Gotoku 1, he'll let Kiryuu test the prototype.  You can do
  this to fight against the bosses of the game (once you've beaten them, of
  course), and get techniques.

MINE Yoshitaka
Role:  Story character, Last Boss (Chapter 12)
Appears in:  Chapter 12
Voice Actor:  NAKAMURA Shidou (the Second)
  "A kabuki actor born in 1972. In 1981, he first set foot on the stage for the
   Kabuki-Za company. Since then, he has been given the main role in many kabuki
   productions. Because of his strong acting talent, he has been in many commer-
   cials, movies, and television dramas."
    Musashi (t.v. drama):  Tokugawa Hidetada
    Shinsengumi! (t.v. drama):  Takimoto Sutesuke
    Death Note (movie series):  Ryuuku (voice)
    Otokotachi no Yamato (movie):  Uchida Mamoru
    Death Note (anime):  Ryuuku
    Arashi no Yoru ni (anime movie):  Gabu
Description:  This young, well-groomed man is an ecomonic genius, and head of
  the Hakuhou Association, one of the groups in the Toujou Association.
    After Doujima Daigo, current head of the Toujou Association, is shot by a
  man who looks exactly like the presumed-dead Kazama Shintarou, former head of
  the Kazama Group, Mine enters into a meeting with the other group heads.  He
  believes the appropriate course of action would be to regroup and discuss with
  other syndicates.  He also believes that they should go to Kiryuu, the retired
  fourth chairman of the Toujou Association, for advice on regrouping.
    However, the other heads--particularly Hamazaki Gou and Kanda Tsuyoshi--have
  other plans.  It seems that the chaos of four years earlier is returning; with
  the current head in the hospital, they are already starting to fight for his
  seat.
    Although Hamazaki is a traitor, being actually planted by the Se Waa Chinese
  mafia, and Kanda is a traitor, doing whatever it takes to become head of the
  association, Mine is the real traitor everyone's been looking for.  Orphaned
  at a young age by the death of his father, Mine was a poor child the other
  children looked down upon.  He uses his intellect the way his father told him
  to on his deathbed--to make lots of money.
    Actually, Mine says that he can't trust anyone, and nobody can count on him,
  either.  He believes the only thing valuable is to get a lot of money, because
  we're all on our own.  Kanda introduces him to the Toujou Association because
  of his economic prowess (and his wealth), and uses him to finance his war to
  become #1.
    But Mine has no interest in making Kanda the top.  After Kanda is defeated
  by Kiryuu, Mine has him killed and beheaded.  He figures that Lau's defeat
  will take Hamazaki out of the way because the Se Waa will hold him respons-
  ible.  That leaves pretty much nobody in his way except for Daigo.
    Although Mine seems traitorous, allowing these plots to unfold and pushing
  for the land deals to go through because of his alliance to the illegal arms
  giant, the Black Monday, he respects Daigo and believes he is loyal to him.
  Daigo is the only person who cared about Mine for Mine--the only one who
  trusted him as a person.
    Daigo's survival won't do for the Black Monday, who need the land deals to
  go through so that the base expansion project will make Japan an almost
  invincible threat to the area.  That way, they will be able to make many
  illicit arms deals in the region.  Andre Richardson, a crooked CIA agent and
  head of the Black Monday, shoots Daigo when he visits with Kazama Jouji,
  Shintarou's younger brother who looks almost exactly like him.  He needs to
  finish the job, so he relies on Mine to do it.
    It's not for money that Mine is going to kill Daigo, however.  Since he's
  loyal to him, he just can't stand to see him reduced to a withered body with
  tubes running in and out of it, in a coma like that.  Kiryuu shows up at the
  hospital and tries to explain things to Mine.  He says that nobody ever loved
  or respected Mine because he never loved or respected or trusted anyone else.
  He feels that if Mine shot Daigo while he was trying to recover would just
  prove that Mine isn't someon anyone can count on.
    The two fight it out, but in the end, Richardson shows up to finish the job
  himself.  He is shot by Daigo, who miraculously rolls off the hospital gurney,
  but not killed.  It is Mine himself who rushes at Richardson and falls from
  the hospital roof with him.
    In the end, Daigo looks crestfallen, realizing what has happened, and asks
  Kiryuu if Mine was the traitor.  Kiryuu says that Mine was no traitor.
    Here's the official press release for Mine:

     "The leader of the Hakuhou Association, an affiliate of the Toujou Assoc-
      iation, Moving millions of yen around in realty and the stock market, he's
      in charge of the Toujou Association's bank. In his mid-30s, he's still
      young, and with his intelligence and economic talent, he's gained the
      trust of the sixth association head, Doujima Daigo, and suddenly rose to
      executive status."

Mitsuo
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  Mitsuo is the 9-year-old son of an American father and a Japanese
  mother.  His father returned to America, unaware that Mitsuo's mother was
  pregnant.  He was raised by his single mother until her death, and then came
  to the Morninglory to live with the other orphans and Kiryuu.

Mizuki
Role:  Story character (side story)
Appears in:  ???
Voice Actor:  ???
Description:  On the beach of Okinawa, you can find this former cabaret club
  girl with her boyfriend, Akimoto.  In the past, Akimoto threatened to kill
  himself over her--and then even threatened to kill her as well!  Kiryuu and
  Haruka talked him out of it both times.
    Despite the dark nature of his side stories, they definitely have a comical
  element to them.  For instance, in the last game, Mizuki told Akimoto that he
  she was pregnant with his child--even though they hadn't even kissed yet!
    Akimoto responded by jumping up and down.  "Whoo-hoo!  I'm gonna be a
  daddy!"  The drip.
    This time, she's in Okinawa, on vacation with Akimoto.  Although Akimoto
  claims they are engaged, Mizuki's still giving him the run-around.  She won't
  stay in the same hotel room as him, she won't wear the ring, she sells her
  plane ticket for a cheaper seat (thus breaking the couple apart for the plane
  ride), and she tries to ditch Akimoto and go sightseeing by herself.  This
  enrages Akimoto, and...you're back to where you started with these two.
    In the end, she tells Akimoto she's really his sister, and that the two
  were separated at birth.  Akimoto gullibly believes her, but crumples to the
  ground in despair.  He can never be with her.
    Then, he suddenly realizes that as her brother, he will always be at her
  side!  ...What a couple of morons.

MOMOKA Eri
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Koakuma in Kamuro.

MUTOU Shizuka
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Koakuma in Kamuro.


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NAKAHARA Shigeru
Role:  Story character
Appears in:  ???
Voice Actor:  IZUMIYA Shigeru
  "A singer-songwriter, actor, and celebrity on various talk and variety shows,
   born in 1948. He was also the visual director of the film, 'Thunder Road,
   Blooming Out of Season' (aka 'Crazy Thunder Road;' 'Kuruizaki Sanda- Ro-do').
   Acting in the particular world of ruffians, he has made that world his main
   topic of interest."
    Heisei Tanuki Gassen Ponpoko (anime movie):  Kenta
    Godzilla Final Wars:  Taguchi Samon
Description:  Nakahara is the head of the Okinawan syndicate, the Ryuudou House.
  Old and grizzled, he has a strong patriotic love for the Okinawan area, even
  to the point where he tries to drive off mainlanders who move there, such as
  Kiryuu.
    He also takes care of a young girl, Saki, who does not speak.  Because of
  his care with this girl, Kiryuu is able to convince him to leave him and his
  orphanage alone.  That would be best for Okinawa and for the children in the
  area.
    Saki suddenly goes missing, and Nakahara really loses it.  In a bad way, he
  gets drunk off awamori and lies around in his office, beating up anyone who
  gets too close.  This causes Rikiya to go and ask help from Kiryuu.
    It seems Saki's mother came and took her away.  Saki's father hanged himself
  in front of her because of his debts, and her mother was a philanderer who had
  run off with other men.  Now, she was with Tamashiro Tessei, head of a rival
  yakuza group.  Tamashiro convinces her to get Saki away from Nakahara--as a
  plot to take over the area, of course.
    Kiryuu beats Tamashiro down, and Saki is left with the choice to either be
  with her real mother or with Nakahara.  She chooses Nakahara, of course.
    Nakahara is shot suddenly over the real estate schemes going on in the
  area.  While they're still operating on him, the sole clue to the culprit's
  identity is given to Kiryuu:  Saki's drawing, depicting a man Kiryuu had seen
  die with his own eyes.  The culprit was someone who looked exactly like Kazama
  Shintarou.
    Nakahara was really shot by the man's partner, a crooked CIA agent who made
  it looke like Nakahara was going for a weapon.  Wounded and recovering, Naka-
  hara comes to the orphanage and visits with the children, glad to have Saki
  with him.
    One day, Tamashiro and Mine come to town and break the Morninglory to pieces
  so that the land deals can go through.  Nakahara is wounded and unable to
  protect the place in Kiryuu's absence.  In fact, he's not able to do too much
  at all--he is taken by Tamashiro to the bullfighting ring outside of town,
  held there to lure Kiryuu to save him.  This will buy Mine time to get back to
  Tokyo.
    Nakahara is charged at by the bulls, but when Saki suddenly opens her mouth
  and calls him "father," he gets the will to live, grabs a bull by the horns,
  and throws it out of the way.
    Here's the official press release on Nakahara:

     "Head of the Ryuudou Family. He's like a father to Shimabukuro Rikiya,
      sponsoring him in the syndicate. He lives in the same area as Kiryuu and
      Haruka. An old-fashioned gangster, clinging to the ideas of justice and
      compassion, he is a very honorable man. However, because of his involve-
      ment in the land purchase for the area of the Morninglory Child Welfare
      Facility, he has become an enemy of Kiryuu's."

NATSUME
Role:  Cabaret club girl (side-story figure)
Appears in:  ???
Voice Actor:  ???
Description:  This is the No. 1 Cabaret Club Girl at the club South Island in
  Ryukyu.  She keeps acting up arrogantly, and the atmosphere of the place has
  really taken a nosedive.  She even talks back to the manager, so, they're in
  a bad way.  It's up to Kiryuu to groom another girl to knock Natsume off her
  high horse!

Nemu
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Ageha in Kamuro.

NISHIYAMA Riho
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Ageha in Kamuro.


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RICHARDSON, Andre
Alias: Man in Black
Role:  Chapter 5 Boss, Chapter 12 sub-boss
Appears in:  Chapter 5, Chapter 12
Voice Actor:  ???
Description:  Richardson is the head of the illegal arms giant, Black Monday.
  He needs the land deals to go through so the base can be exanded, making Japan
  a real threat to the area.  That would make the other countries of the region
  turn to him for illicit arms deals.
    He's also a crooked CIA agent.  He travels with Kazama Jouji, younger bro-
  ther of Kazama Shintarou, and visits both Doujima Daigo and Nakahara Shigeru,
  who have both withdrawn from the proposed land deals because of Kiryuu.  Under
  the false pretenses that Daigo and Nakahara were going to react violently to
  Kazama's advice to stay in the land purchase deals, he shoots them both.
    Really, he's aiming to take them out of the picture entirely.  He confronts
  Kiryuu later in a back alley on his way to meet with Kashiwagi Jun, and tries
  to take him out there, but is scared away by police.
    Most likely, he is the one who gets the helicopter to fly to Kashigai's
  office when Kiryuu goes to their meeting and shoot at the two men.
    Later, he talks to Daigo on the phone, and arranges the destruction of the
  Morninglory Orphanage.  At the same time, he goes after Doujima Daigo, after
  finding out where he is laid up recovering in Tokyo City Hospital. 
    Mine Yoshitaka, working with Richardson, meets up with him and takes Daigo
  to the roof to finish him off.  Richardson waits, and is defeated by Kiryuu,
  but not killed.  He follows to the roof, and when Mine refuses to go through
  with it after Kiryuu knocks some sense into him, he approaches with the intent
  to kill them now that they are useless to him.
    Unfortunately, he underestimated Mine.  Mine runs towards him and grabs him.
  The two fall off the roof of the hospital.

Riona
Role:  Story figure
Appears in:  ???
Voice Actory:  ???
Description:  Riona is a nine-year-old girl at the Morninglory.  She's got an
  eye for fashion.
    She had her right arm burned in a fire that also claimed the lives of her
  parents.  To hide her scars, she always wears long sleeves.


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Saki
Role:  Story character
Appears in: ???
Voice Actor:  ??? (mute)
Description:  This little girl lives with Nakahara Shigeru, head of the Ryuudou
  House.  When Kiryuu comes to see Nakahara to ask him to stop harassing them,
  since Nakahara seems to not want any non-Okinawans in the area, he spies
  Saki sitting near the paper door to the house, drawing.  Since Kiryuu runs an
  orphanage, he knows that Nakahara must believe in his heart that it's in the
  best interest of the children to let Kiryuu and his orphanage stay.
    Saki has stopped talking. Her father ran up some heavy debts, and eventually
  ended up hanging himself in front of her eyes.  Upon finding the girl, Naka-
  hara took her in, feeling like he owed her, since the debts were with his
  yakuza family, and since her mother was nowhere to be found.
    She can draw, however, and she draws very well.  When Nakahara is shot,
  Kiryuu, Haruka, and Rikiya race to the hospital.  Living with Nakahara, Saki
  is the only witness to the crime.  Without speaking, she shows Kiryuu a pic-
  ture of the man who shot her guardian.
    To Kiryuu's amazement and disbelief, the drawing looks exactly like his
  late father figure, who died in his arms--Kazama Shintarou.
    Saki's mother floats from man to man.  She does suddenly show up again to
  take Saki away, without even talking to Nakahara about it.  Nakahara assumes
  that's probably what happened, and goes on a drunken tear.
    Meanwhile, Saki's mother had brought her to her current boyfriend's place.
  She's seeing the head of the Tamashiro Group, a rival crime family.
    However, Tamashiro actually was just using Saki's mother.  He promised her a
  good life for her, and suggested she bring Saki along.  He wasn't actually
  interested in having a nice family; he was just interested in kidnapping the
  girl his rival was watching over, so he could extort power from him.
    When the question is posed to Saki if she would rather be with Nakahara than
  her own mother, she nods.  Her mother, in turn, tells them off.  Right in
  front of her own child, she says, "I'm not her mother!  She's not my daughter!
  This girl is worthless.  If you want her, you can have her!"
    Later, when Nakahara is taken by Tamashiro to the bullfighting ring outside
  of town, she goes with Rikiya to his side, despite Kiryuu's orders to stay
  put while he took care of things.  Nakahara is charged by a bull in front of
  Saki's eyes, and she calls out to him, calling him "father."  That gives him
  the determination he needed, and he is able to wrestle with the bulls and
  fend them off.

SAKURAI Rina
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  (herself)
Description:  One of the cabaret club girls at Club Ageha in Kamuro.

SAWAMURA Haruka
Role:  Story character
Appears in:  Many chapters
Voice Actor:  KUGIMIYA Rie
    Shin megami tensei Devil Children (anime):  Metty
    Juunikokki (anime):  Taiki
    Choujuushin Gravion (anime):  Brigitta
    Pitaten (anime):  Uematsu Koboshi
    Konjiki no Gashbel!! (anime):  Tio
    Hagane no renkinjutsushi (Full-Metal Alchemist anime):  Alphonse Elrich
    Bleach (anime):  Kurosaki Karin
    Yakitate!!  Japan (anime):  Monica Adenauer
    Okusama ha Mahoushoujo (anime):  Kiyomizu Mika
    Kidousenshi Gundam 00 (anime):  Neena Trinity
    Crimson Tears (game):  Kaede
    Samurai Spirits tenka ichi kenkakuden (game):  Rimururu, Champloo
    Zenosaga (game):  Mary Godwin
    Riviera -Yakusoku no chi Riviera- (game):  Excel
    Ryuu ga Gotoku Kenzan! (game):  Haruka
Description:  Haruka is the daughter of Sawamura Yumi, Kiryuu's childhood love.
  Yumi ran away from her husband, Jingu Kyouhei, and hid Haruka in an orphan-
  age, tending to her needs under the disguise of her own fictional sister,
  Mizuki.  When everything falls apart because of the money she stole from Jingu
  that was being laundered through the Toujou Association, all was revealed to
  Haruka--just before her mother sacrificed herself to save her.
    Now, she stays with the only person she trusts--Kiryuu.  After Kiryuu and
  Haruka once again get wrapped up in dangerous happenings, the two decide to
  move away from Tokyo and the Toujou Association.
    That lands them in Okinawa, the archipelago to the south of the "main"
  islands of Japan.  Okinawa is a much calmer, more tropical place than mainland
  Japan, and has its own customs and culture (since it used to be its own king-
  dom).
    The two open the Morninglory Orphanage, and live there with the unfortunate
  children of the area.  Everything seems well except that the local yakuza
  group, the Ryuudou House, doesn't take kindly to mainlanders.  However, after
  time, Kiryuu is able to impress the head of the Ryuudou House, Nakahara
  Shigeru, and his second-in-charge, Shimabukuro Rikiya.
    Just as things seem to be going well, Nakahara is shot by a man who looks
  exactly like Kazama Shintarou over real estate schemes in the area.  Haruka
  and Kiryuu mut head to Tokyo to get to the bottom of things.
    Here's the official press release for Haruka:

     "The 12-year-old child left behind by the love of Kiryuu's life, Sawamura
      Yumi. She decided to live with Kiryuu after Yumi died. Her courage comes
      from her mother. Now, she has gone with Kiryuu to Okinawa, and lives with
      orphaned boys and girls at Morninglory."

SAYAMA Kaoru
Role:  Story figure
Appears in:  Prologue?
Voice Actor:  DAIKI Yuu
    Kaseifu wa Mita! (drama):  (a character in the 16th series)
    Samurai Spirits -Haten Kouma no Shou- (anime):  Amakusa Shirou Tokisada
    Himechan no Ribon (anime):  Kobayashi Daichi
Description:  Sayama was Kiryuu's love interest in the second game.  In that
  game, she was a detective from Osaka known as the "Yakuza-Hunter."
    There were many events in the second game that tied directly into Sayama's
  past.  In order to investigate the matter fully and discover the truth about
  who she was, she allowed Kiryuu to continue his investigation rather than
  follow her orders to escort him away from the case entirely, and the two
  became close.
    At the start of this game, Kiryuu, Haruka, and Sayama are all visiting
  graves of some of the important figures in the story.  Here, we learn that she
  has to quit her current work, and is going to travel overseas to pursue some
  other opportunity.
    And so, Kiryuu and Sayama both depart and go their separate ways in the
  beginning of the game.  The only other appearances she makes are in e-mails to
  Kiryuu, when Kiryuu finishes a Completion List.  She'll then send a present to
  Kiryuu as a reward.

SHIMABUKURO Rikiya
Role:  Story figure, Chapter 2 Boss
Appears in:  ???
Voice Actor:  FUJIWARA Tatsuya
  "An actor born in 1982. In 1997, he debuted on stage under the direction of
   Ninagawa Yukio in Shintokumaru. Since then, he has been active in a wide
   sphere of roles, including commercials, television shows, and movies. He is
   set to play MIYAMOTO Musashi in the stage play Musashi in 2009."
    Sabu (movie):  Eiji
    Battle Royale (movie series):  Nanahara Shuuya
    Death Note (movie series):  Yagami Light
Description:  Rikiya is a high-ranking officer for the Ryuudou House.  He has a
  large habu tattooed on his back.  When Kiryuu sees it, he says, "That's a
  pretty impressive snake."  Rikiya gets angry, and tells Kiryuu it's not just
  any snake; it's a "habu!"
    That's because he really loves Okinawa and its culture, who revere the
  snakes, which are mainly found in the Ryukyu Islands.  He loves Okinawa so
  much that he apparently can't suffer mainlanders like Kiryuu and Haruka to
  come along and take over the place.
    However, he soon becomes friendly with Kiryuu and comes to see him when his
  oyabun, Nakahara Shigeru, is shot--by someone who looks just like Kiryuu's old
  mentor and father figure, Kazama Shintarou.
    Rikiya is called the "Tough-Guy Habu."  He believes the habu is the soul of
  Okinawa, so he has one on his back--though, its eye hasn't been filled in.
  His tattoo artist died before he could complete it.
    When Nakahara is shot, Rikiya demands that Kiryuu take him with him to Tokyo
  to investigate.  Kiryuu feels that it's too dangerous and leaves Rikiya be-
  hind, although he does lie to him, telling him he'll take him with him.
    Rikiya comes on his own accord.  Kiryuu has no choice but to work with him,
  and leaves him at New Serena after some investigation and a little sight-
  seeing.
    However, Rikiya is suddenly kidnapped by the Se Waa Chinese mafia, who are
  after revenge upon Kiryuu for defeating their local leader, Lau Ka Lung.
  Lau's men hold Rikiya on a rooftop, and when Lau is defeated by Kiryuu, they
  are ordered to kill Rikiya.
    The same man believed to be responsible for the shooting of Nakahara shows
  up suddenly and saves the day, shooting Lau's men and making them release
  Rikiya--and also shooting Lau right in the head.
    Rikiya agrees with Kiryuu that it's too dangerous and heads home to Okinawa.
    However, he can't escape danger there.  Mine Yoshitaka, in favor of the
  land purchase deals, shows up to the orphanage with Tamashiro Tessei, head of
  a rival group of yakuza.  They tear the place apart, and shoot Rikiya in the
  leg.
    Wounded, Rikiya is unable to protect the orphanage or Nakahara, who is taken
  by Tamashiro's men.
    Kiryuu shows up too late, and goes off to the bullfighting ring where Naka-
  hara is being held, again telling Rikiya it's too dangerous.  He tells him
  he'll just die a meaningless death if he goes with him in that condition.
    Rikiya does show up to the bullfighting ring, though.  He brings Saki, the
  girl Nakahara's taking care of, who couldn't stand to just sit there when her
  father figure was being killed.
    After Tamashiro is defeated, Kiryuu and Rikiya rush to Nakahara's aid.
    Tamashiro isn't down for the count, though, and he rises with a gun to
  shoot Kiryuu.  Rikiya jumps in the way and is hit square in the chest.
    As he dies, he asks Kiryuu if that was a "meaningless death."
    Here's the official press release for Rikiya:

     "A young, high-ranking officer in the Okinawan syndicate, the Ryuudou
      House. He's a man who burns with loyalty--and love for Okinawa. Patrol-
      ling the area where the Morninglory is located, he knows Kiryuu and
      Haruka. He regarded Kiryuu as an enemy, since he came from the mainland,
      but he respects Kiryuu's manliness, and so he cooperates with him."

SHINOZUKA, Mack
Role:  Trainer
Appears in: ???
Voice Actor:  ???
Description:  This swift-footed half-African-American, half-Japanese photo-
  grapher can be found here and there in both cities--Kamuro and Ryukyu.
  Kiryuu can practice Chase Battles with him, and can, therefore, learn some new
  techniques for chasing people.
    Kiryuu runs into Mack in Okinawa and learns how to blog from him.  From then
  on, Mack passes hints along to Kiryuu about the latest Revelations that have
  become available.
    Mack also has his friends at the Majima Group make various formations in the
  Sai no Kawara/Purgatory area for him to practice obstacle courses.  Kiryuu can
  use these courses to train at Chase Battle, gaining a longer endurance gauge
  and a more powerful tackle.

Shirou
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  Shirou is an eight-year-old boy at the Morninglory.  He's an
  introvert, but he's very focused and bright.  He studies hard to become a
  doctor, but, because he's puny, he's always picked on at school.

SUDOU Jun'ichi
Role:  Story character
Appears in:  Prologue
Voice Actor:  NAKADA Matsutaka?
Description:  This cop was at one time under Date Makoto, but, he's moved up in
  the world and surpassed his mentor.
    He's now leaving Tokyo, after the incident of the Omi Group and Toujou
  Association's war.  It seems like the police are once again withdrawing from
  the Association's business, but, Sudou thinks it's a bad move because they
  can't trust these people at all.
    Date and Sudou come to the graveyard the same day Kiryuu and Sayama do.
  Kiryuu, Sayama, and Sudou all leave the next day, each to a different place.
  Only Date remains in Kamuro.

SUZUKI Yoshinobu
Role:  Story character
Appears in:  ???
Voice Actor:  ???
Description:  Suzuki Yoshinobu is the Japanese Minister of Domestic Travel.  He
  introduces an initiative to build a large resort in Okinawa, where Kiryuu has
  his Morninglory Orphanage.
    Tamiya Ryuuzou, Japanese Minister of Defense, has been in league with the
  U.S. government--specifically, the CIA.  They've come up with a plan to ex-
  pose and capture the head of one of the largest illegal arms dealers in the
  world, the Black Monday.  The plan involves proposing the expansion of the
  U.S. military base in Okinawa and the inclusion of a new ballistic missile
  defense system.  This would upset the balance of the area, making Japan too
  dominant, and other countries would definitely turn to the Black Monday to
  arm themselves.
    To make his proposal seem like it might actually pass, he turns to Suzuki.
  He doesn't reveal what his true intentions are, but he consults him and has
  him tack on a proposal that would be like a rider to a bill--both proposals
  would have to pass.  This is where the resort idea comes into play.
    A resort is far more attractive than a military base, and people in the
  area would undoubtedly support such a measure.  That would force the base's
  expansion, and get the Black Monday a lot of business.
    Of course, Tamiya has no intention of actually going through with the base
  expansion.  He simply doesn't mention that to Suzuki, who becomes busy soaking
  up the land in the area in preparation.
    When Tamiya's underling, Touma Masahiro, finds out that the plan is all a
  fraud, he switches camp suddenly.  Because Okinawa is his homeland, and he'd
  like to fight for its prosperity, he visits Suzuki and tells him about every-
  thing.
    This prompts Suzuki to rely on Mine Yoshitaka, traitor to the Toujou Assoc-
  iation, and who is also dealing with the Black Monday towards this end, to
  take Kiryuu, Daigo, and Nakahara out of the picture so that his plans can go
  ahead.  He also introduces the bill, rather than just let it be a proposal, as
  Tamiya had intended.
    Kiryuu visits Tamiya and hears about the scheme from him directly, but
  Suzuki sends his secret police to stop Kiryuu from ever leaving the minister's
  office alive.  Majima Gorou shows up and saves Kiryuu, leaving Suzuki's plans
  in Mine's hands.


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Taichi
Role:  Story figure
Appears in:  ???
Voice Actor:  ???
Description:  Taichi is a 10-year-old boy at the Morninglory.  He loves profes-
  sional wrestling.  He gets a little carried away when playing around, but,
  he actually cares a lot for the younger children.  He's like a leader to them.

TAMASHIRO Tessei
Role:  Chapter 3 Boss
Appears in:  Chapter 3
Voice Actor:  ???
Description:  This big, tough guy in a red suit with red sunglasses and hair
  pushed back in a semi-pompadour is the head of the Tamashiro Group, a family
  of yakuza mobsters in Okinawa.
    In order to gain power over the Ryuudou House, he woos the mother of Saki, a
  girl whom Nakahara, head of the Ryuudou House, is watching over, and uses that
  influence to kidnap the girl.
    Saki's mother is a big-time philanderer and seems unable to resist men--
  especially men of power.  Tamashiro tells her that he wants her to get Saki
  back so that the three of them can live happily ever after, but, he's lying
  (of course).  When Kiryuu shows up on the scene, Tamashiro tells Saki's
  mother that he has no use for an old hag like her anymore.
    Tamashiro uses weapons.  When you confront his family, you're supposed to be
  getting a quasi-tutorial on weapons.  So, he uses a knife, and then brass
  knuckles.  Because of this, he can be a little annoying to fight, unless you
  know how to handle him.
    He's also big.  So, he can withstand attacks.  He'll be in Heat Mode for
  most of the fight, so he can just use brutish boxing attacks straight through
  Kiryuu's strings.  So, sidestep him!  If you can get behind him, the guy's a
  piece of cake.  Also, remember that there are plenty of items littering the
  stage for you to pick up and smash over his head.
    His defeat there doesn't seem to stop Tamashiro from interfering.  He comes
  to the orphanage while Kiryuu is away with Mine Yoshitaka, and starts smashing
  everything up.  There, he shoots Rikiya and Mikio in their legs and takes
  Nakahara Shigeru to lure Kiryuu into a battle outside of town.
    After he is defeated Kiryuu turns his back on him, allowing him to get the
  drop on him.  He picks up his gun, stands up, and fires at Kiryuu--but Rikiya
  gets in the way, suffering a mortal wound.
    Shortly after shooting at Kiryuu, Tamashiro is killed, hit in the head by
  a shot from Kazama Jouji, Kazama Shintarou's CIA agent brother.

TAMIYA Ryuuzou
Role:  Story character
Appears in:  ???
Voice Actor:  OOTSUKA Akio
    Metal Gear Solid (game series):  Solid Snake
    Vampire Princess Miyu (anime):  Oojima Youichi
    Cowboy Bebop (anime):  Whitney Haggis Matsumoto
    Samurai Champloo (anime):  Okuru
    You're Under Arrest (anime):  Oota
    Devil May Cry (anime):  Morrison
    Trigun (anime):  Raidei the Blade
    Fushigi no Umi no Nadia (anime):  Captain Nemo
    Black Jack (new series):  Black Jack
    Bleach (anime):  Kyouraku Harumi
    Magic Knights Rayearth (anime):  Windham
    Amon Devilman Revelation (anime):  Amon
    The Hakkenden (anime):  Inumura Oosumi
    Porco Rosso (anime movie):  Curtis
    Ghost in the Shell (anime movies and serieses):  Batou
    Tekken (anime):  Jack-2
    Valkyrie Profile (game):  Hugo
    Onimusha (game series):  Oda Nobunaga
    Kessen III (game):  Uesugi Kenshin
    Genji (game):  Musashibou Benkei
    Samurai Spirits Tenkaichi Kenkakuden (game):  Minazuki Zankurou
    Shenmue (game):  Jimenez Garcia
    Street Fighter IV:  Seth
    Samurai Warriors (game series after X-Treme Legends):  Honda Tadakatsu
    Musou Orochi (game series):  Honda Tadakatsu
    Senjou no Valkyria:  Radi Yager
    Soul Calibur II (game, X-Box):  Spawn
    Bakumatsu Roman Gekka no Kenshi (game series):  Amano Hyou
    Brave Fencer Musashiden (game):  Jan, Wokka
    Moero! Justice Gakuen! (game):  Kazama Daigo, Wild Daigo
    Yoshitsune Ki (game):  Musashibou Benkei
    Legend of Dragoon (game):  Zeke
    Legaia Duel Saga (game):  Avalon
Description:  Tamiya Ryuuzou is the Japanese Minister of Defense.  He initiates
  a plan to expand the U.S. military base in Okinawa and host a ballistic
  missile defense system (B.M.D.).  This, of course, threatens Kiryuu's orphan-
  age.
    Tamiya isn't really after any base expansion.  He introduced the proposal
  for the base expansion to shake things up in the region.  All the other
  governments would probably need some major arms themselves in order to compete
  with Japan if the project was completed, so, they would most likely turn to
  the Black Monday, an illegal arms dealer out of the U.S.
    Tamiya and the CIA cooked up this plan to make the Black Monday spring into
  action so they could catch the group's leader, Andre Richardson.
    In order to make the proposal seem viable, Tamiya convinced his colleague,
  the Japanese Minister of Land, Infrastructure, and Travel, Suzuki Yoshinobu,
  to introduce his own proposal and have it attached to the bill as a sort of a
  rider.  His proposal would be to use some of Okinawa's land to build a lush
  resort that would attract tourists.
    Suzuki began soaking up all the land in the area, with the help of the local
  yakuza groups and with the help of the Toujou Association.  Unfortunately for
  him, though, it was just a fake plan, so...he wouldn't stand to profit at
  all.
    There was one problem:  Kiryuu Kazuma's orphanage.  Kiryuu convinced both
  Daigo and Nakahara to withdraw from the purchase deals, and so, as a result,
  CIA agents visited both Daigo and Nakahara.  Both ended up being shot by the
  partner of Kazama Jouji, brother of Kiryuu's father figure.
    When Touma Masahiro, an Okinawan, finds out that the plans were all a fake
  and that his homeland won't be made prosperous with the construction of a
  resort, he goes to Suzuki and explains everything.  Suzuki, in turn, actually
  introduces the proposal, even if Tamiya was going to withdraw it, tying
  Tamiya's hands.
    So, Tamiya contacts Kiryuu directly and has him come visit.  He explains 
  that the project now has to go ahead, and that the CIA will most likely target
  Touma for his interference, and possibly to stop the land purchase deals.
  Nobody really wants the base to be expanded like that, whether it would catch
  Richardson or not.
    Tamiya tells Kiryuu he'd like him to save Touma, who was his underling,
  even if he betrayed him.  Kiryuu calls him old-fashioned for that loyalty to
  his employees.
    Tamiya also wants Kiryuu to try and "save" Kazama Jouji, brother of Kiryuu's
  fathr figure, Kazama Shintarou.  As a cop, Jouji was disgraced with a brother
  high up in the yakuza, so he left Tokyo for the CIA and follows their orders
  absolutely.  By stopping him here, Tamiya feels like they can get Touma to
  come back and also get Kazama to the point where he will do what he feels is
  right, working for the CIA's goal rather than following them absolutely.
    After Suzuki starts making his fake proposal a reality, Tamiya will do what-
  ever he can to stop it.  That's why he starts to support Kiryuu, Daigo, and
  Nakahara.
    Perhaps his name was chosen to evoke the image of Tanaka Ryuuzou, who was a
  huge business mogul.  He was an executive of the Hanshin Electric Railways and
  owned the Hanshin Tigers baseball team.

TOUMA Masahiro
Role:  Story character
Appears in:  Chapter 2, Chapter 11
Voice Actor:  ???
Description:  Touma is an attache to Tamiya Ryuuzou, the Japanese Minister of
  Defense.
    An Okinawan, he would do anything for the prosperity of his homeland.  When
  Tamiya works with Minister Suzuki Yoshinobu to introduce measures to expand
  the U.S. military base, but also to build a resort in Okinawa, he is obviously
  thrilled.  But, when he learns that Tamiya's measure is all a lie devised to
  drive a criminal group out into the open, he goes to Suzuki and convinces him
  to introduce the measure himself.
    However, neither the CIA nor Tamiya actually want such a bill to go through,
  so, a CIA agent is sent to quiet Touma.  The agent in question is Kazama
  Jouji, brother to Kiryuu's father figure, Kazama Shintarou.
    Tamiya contacts Kiryuu personally and asks him to go down to Okinawa and
  save both men.  Even if Touma has betrayed him, he's still his underling, and
  he feels he has to act to save him.  Jouji, on the other hand, must be saved
  from doing something foolish and acting robotically, doing everything without
  question for the CIA rather than trying to help them accomplish their goals
  his own way.
    Kiryuu finds Touma as Jouji is about to shoot him in a strip club.  He
  tells Touma to run, and fights Jouji himself.  After defeating Jouji, Kiryuu
  tells him that Tamiya asked him to come and save him and Touma.
    But Touma didn't run away as Kiryuu advised.  He stood nearby and overheard
  the explanation that it was Tamiya who looked out for him--even if he had
  betrayed him.  Moved, Touma leaves for Tokyo, joining with Tamiya again.

TSUBAKI Ayana
Role:  Masseuse
Appears in:  ???
Voice Actor:  (herself)
Description:  This is the masseuse in Kamuro.  Her voice actor is a "new half,"
  a term for a male-to-female transgendered person in Japan.

TSUCHIYA Mika
Role:  Cabaret club girl
Appears in:  ???
Voice Actor:  ???
Description:  One of the cabaret club girls in Club Flawless in Ryukyu.


U
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UNTEN Saya
Appeasr in:  ???
Voice Actor:  ???
Description:  One of the cabaret club girls in Club Flawless in Ryukyu.


V
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W
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X
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Y
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YONASHIRO Shouji
Role:  Trainer
Appears in:  ???
Voice Actor:  ???
Description:  This self-proclaimed weapons master will teach Kiryuu how to use
  several different weapons in Okinawa.

Yuuya
Role:  Story character
Appears in:  ???
Voice Actor:  MIYAKE Kenta
    Detective Conan (anime):  Detective Tsubaki
    Naruto (anime):  Shiro Bou
    Heat Guy J (anime):  Giovanni Gallo
    Rockman .exe (anime):  Count Electric, Leagueman, Whaleman
    Ikki Tousen (anime):  Taishi Ci
    Bobobo-bo Bo-bobo (anime):  Ishikawa Goemon
    Otogi Zoushi (anime):  Watanabe Tsuna
    Growlancer VI Precarious World (game):  Hoffman
    Summon Knight 4 (game):  Craule
    Shin Onimusha Dawn of Dreams (game):  Shima Sakon
    Street Fighter IV (game):  Zangief
    Sonic Heroes (game):  Victor the Crocodile
    Final Fantasy X (game):  Biran Ronzo
Description:  An earnest worker at the Host Club, Stardust, Yuuya acts half as
  the No. 1 Host there, and also half as a bouncer with his powerful brawling
  attacks.  He and his boss, Kazuki, are Kiryuu's friends.


Z
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---------------------
5n.  Completion Lists
---------------------

From the start button pause menu, select the second option from the bottom to
check your Completion Lists.  You get rewards from Sayama for completing each of
these lists in the form of items that you will retain in Premium New Game.
  Sayama will mail you for each list you complete.  After you get her mail, you
can go talk to Bob Utsunomiya to collect your reward.  He stands near the gate
to Tenkaichi (that'd be the southwestern corner of the map) on Shouwa in Kamuro
and across the street from the Monorail Station in Okinawa.
  Trust me...if you haven't seen this guy before, let me just not ruin the
surprise and say you'll definitely recognize him.  If you lose your item for
whatever reason, you can go see Bob again and get it back.
  In Premium New Game, you keep all your items, so you'll have the reward, but
you don't keep the Completion Lists.  You do get the e-mail from Sayama in a
Premium New Game, though, so that you can get your item from Bob if you lose
it.  You've unlocked the item, after all!
  There are eight lists.  I'll list them here in the order the appear, top to
bottom, and then try to replicate exactly how they appear on the screen, so that
those of you who don't know Japanese can tell what item is missing.  The ones
you haven't done will have a white checkmark next to them (and they'll probably
have a bunch of question marks, too, like "???").
  Before I begin, let me list the...lists:
    CABARET CLUB GIRLS
    COIN LOCKERS
    RESTAURANT MENU ITEMS
    HEAT ACTIONS
    UNDERGROUND COLISEUM OPPONENTS
    WEAPONS AND ARMOR CREATION
    REVELATIONS
    MINI-GAMES
  Good luck!  All of these lists take a great deal of time and effort to com-
plete.


5n-I.  Cabaret Club Girls
-------------------------

The game lists the girls you've seen in cabaret clubs, plus the number of hearts
you've accrued.  Naturally, they mark the girl off when you've finished her
side story.
  For completing these, you will get the "Seven Luck Gods Sarashi," which will
randomly give you special rewards for winning random battles, such as 777 or
7,777 yen.
  For more information on clearing the Cabaret Club Girls, please see their
section in the FAQ.

ARAKI SAYAKA - Club Ageha (available after completing all other girls in Kamuro)
SAKURAI RINA - Club Ageha
NISHIYAMA RIHO - Club Ageha
NEMU - Club Ageha
MOMOKA ERI - Club Koakuma
MUTOU SHIZUKA - Club Koakuma
AYUKAWA RINA - Club Koakuma
TSUCHIYA MIKA - Flawless
KANESHIRO NAO - Flawless
UNTEN SAYA - Flawless


5n-II.  Coin Lockers
--------------------

You can switch between Kamuro and Okinawa by pressing left or right on the
D-Pad.  Kamuro is on the left and Ryukyu is on the right.  The lockers that are
highlighted are ones you have keys for, but haven't opened.  If you've already
opened a locker, you'll see it opened on this screen.
  For completing this, you get the "Lucky Beads" accessory, which makes it so
random encounters won't appear on the map anymore.  That saves a lot of time in
replays.
  For information on the Coin Lockers, please see their seciton in the FAQ.


5n-III.  Restaurant Menu Items
------------------------------

You toggle through your list with left and right on the D-Pad, and I'll list
the restaurants in that order (only I'll have to do it top-to-bottom).  These
are cut-and-pasted from the "shops" section of the FAQ, but that's because I
figured people would need to see the menus in order so that they knew what items
were missing, and I thought it'd be good to have them all in the same spot.
  There are three things you should be aware of when trying to complete this
list.

 1. FULL OR DRUNK - UNABLE TO EAT OR DRINK.  When you drink alcohol, a little,
  flashing bottle appears on the screen.  This actually isn't a bad thing; you
  get more Heat Energy when you hit opponents, attract random encounters more
  easily, and you can do two other Heat Moves.  But...if you want to go to a
  bar and finish your completion list?  That's a bit of a drag.  The solution?
  Ryukyu Shugou Densetsu, bought at the Awamorigura or Maeda Pharmacy in
  Ryukyu.  Or, you could get in a fight and use one of the moves you can only
  use drunk, which will get rid of about half a drunken meter.
    Being full is another story.  If you have a full Health Bar, Kiryuu will
  say that he doesn't need to eat, and simply not order.  You can run out and
  get in an encounter, let them rough you up a bit, and try again, but that
  takes a while...and restaurants like Sam's Maui fill your entire health gauge
  whenever you order!
    There are two alternatives:
     - Go on dates.  The restaurants you can visit with a Cabaret Club Girl are
       strange.  Go there on a date with the girl while romancing them, and
       you'll notice you can suddenly order more than one menu item at once!
       Chances are very good that the girl won't like it, but you can actually
       buy everything on the menu at once.  Trouble is, it only works for those
       specific restaurants.
     - Bait.  This is the only way for you to cause damage to yourself intent-
       ionally.  My advice to those going after this list?  Buy a whole bunch of
       bait from Uonawa Fresh Fish Market on the first floor of the Municipal
       Market in Ryukyu.  When you visit the various restaurants, carry a bunch
       of the stuff with you.  There are 259 items, so you probably don't want
       to eat a piece of bait before each of them, but...it'll really help
       speed up the process, anyway.

  2.  TOKYO WEEK 1 MAGAZINE - LAST ITEM FOR SOME MENUS NOT OFFERED.  For some
   reason, some of the restaurants are supposed to have some kind of tie-in
   special with Tokyo Week 1 Magazine.  I know it's a bit silly and you probably
   wouldn't have thought of doing this, but you actually have to enter some of
   the restaurants around both towns with a copy of the magazine on your person
   in order to get the special items.
     Bear in mind that you need it ON YOUR PERSON.  It's no good to buy the
   magazine and then just tuck it away somewhere.  You need it in your inventory
   as you order in the restaurant.
     I'll mark the restaurants that need that appropriately.

  3.  WEIRD MENUS - TIME OF DAY, TAKE OUT OR FOR HERE.  Two restaurants (well,
   three, really--one has a chapter both in Kamuro and in Ryukyu) have issues
   with their menus.
     Smile Burger (both locations) has both a "take out" and a "for here" op-
   tion.  I don't know...maybe it's just too weird for other places to have a
   "to go" option?  Anyway, that's the first question you get asked, and to get
   the list finished, you NEED TO ORDER "FOR HERE."  That's the bottom choice.
     The other restaurant with weirdness is Pronto.  Pronto (a real chain, by
   the way) has two menus.  One is essentially a lunch menu, the other is a
   dinner menu, but they're called "Caffe Time" and "Bar Time."  For Caffe Time,
   you need to visit during the day (day or evening).  For Bar Time, you need
   to visit at night.
     In Chapter 12 of the story mode, you can choose whether to order from the
   Caffe Time or Bar Time menus, so it's not too big an issue, really.  In
   Premium Adventure, you have to advance the time of day to night for the Bar
   Time menu.

  For completing this list, you get the Dragon Embroidered Shirt armor, which
might look kinda useless, but it actually helps you out with the Cabaret Club
Girls.  The girls react to your accessories and armor when you first enter, and
this one gives you the highest possible bonus for every girl--a bonus of +1
whole heart to their "tension" gauge.
  Here is the list of restaurants and menu items, in order:

MATSUYA (both locations)
Beef Rice (Medium)                     380
Beef Rice (Large)                      480
Pork Rice (Medium)                     350
Pork Rice (Large)                      450
Bibimbap (Medium)                      430
Bibimbap (Large)                       530
Original Curry Rice (Medium)           350
Original Curry Rice (Large)            450
Beef Curry                             610
Kimchi Kalbi Bowl (Medium)             490
Kimchi Kalbi Bowl (Large)              590
Yamakake Pickled Tuna Rice (Medium)    490
Yamakake Pickled Tuna Rice (Large)     780
Grilled Beef Meal                      630
Grilled Kalbi Meal                     680
Hamburger and Egg Halves Meal          580
Grilled Pork Meal                      550
Grilled Pork and Ginger Meal           580

ALPS TEA HOUSE
Brand Coffee                           500
Blue Mountain                          800
Mocha                                  600
Earl Grey                              500
Milk Tea                               500
Tomato Juice                           450
Lemon Tea                              500
Strawberry Parfait                     680
Chocolate Parfait                      650
Green Tea Float                        550
Cake Set                               800
Toast Set                              800
Sandwich Set                           950
Pasta Set                            1,300
Original Beef Curry                  1,500

SMILE BURGER (in Kamuro)
(First option is "Take Out," second is "For Here")
Smile Burger Set                       520
Smile Cheeseburger Set                 560
Teriyaki Smile Burger Set              580
King Smile Burger Set                  690
Tuna Burger Set                        580
Kakuni Burger Set                      600
Smile Shake                            220
Smile Potato                           240
Giga Smile Burger Set                  880*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

SMILE BURGER (in Ryukyu)
(First choice is "Take Out," second is "For Here")
Smile Burger Set                       520
Smile Cheeseburger Set                 560
Teriyaki Smile Burger Set              580
King Smile Burger Set                  690
Goya Burger Set                        620
Soki Burger Set                        650
Pig's Feet Burger Set                  650
Green Caviar Shake                     220
Purple Yam Shake                       220
Fried Pig's Ear                        260
Giga Smile Burger Set                  880*
*--To make this item available, enter store with issue of "Tokyo Week 1" Maga-
  zine on your person

PRONTO
(Pronto has two menus:  at day, it's "Caffe Time," and at night, it's "Bar
 Time."  In Chapter 12, when you order, you will be asked which menu to order
 from, but in other chapters, the time of day determines which menu is offered)

(Caffe Time)
Drink Menu:
Grape Juice                            300
Mango Drink                            330
Hot Coffee                             250
American Coffee                        250
Caffe Latte                            300
Cappuccino                             300
Cafe Mocha                             350
Royal Milk Tea                         300
Milk                                   250
Cocoa                                  290
Food Menu:
Eggplant, Bacon, & Tomato Spaghetti    690
Shrimp & Tomato Cream Spaghetti        690
Meat Sauce Spaghetti                   630
Hakata Spicy Roe Spaghetti             580
Rich Carbonara with Soft-Boiled Egg    730

(Bar Time)
Drink menu:
Ginpack                                480
Lime Refreshing Tequila Ricky          580
Tequila Blood Orange                   580
Campari and Soda                       530
Kahlua Milk                            580
12-Year Yamazaki                       630
12-Year Bowmore                        680
10-Year Laphroaig                      700
Suntory Whisky Old                     450
Early Times                            480
Food menu:
Hokkaido Edamame                       400
Fresh Octopus Carpaccio                480
Jamon Iberico                        1,000
Tomato and Mozzerella Salad            480
Roman Pizza Margherita                 600

GELATERIA KAMURO
Vanilla Single                         280
Strawberry Single                      280
Chocolate Single                       280
Red Bean Single                        280
Caramel Single                         280
Double                                 350
Triple                                 430
Quadruple                              780*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

BLUE SEAL PARLOR
Vanilla                                260
Chocolate                              260
Mango Tango                            260
Goya                                   260
Green Tea                              260
Sugarcane                              260
Purple Yam                             260
Sweet Potato                           260
Banana Pineapple                       260
Pineapple Ice Cream                    270
Ube                                    270
Blue Wave                              270

QUICKLY
Pearl Milk Tea                         300
Jasmine Milk Tea                       300
Green Tea Milk                         300
Chocolate Cocoa                        300
Pearl Black Tea                        300
Peach Juice                            350
Passionfruit Juice                     350
Purple Yam Shake                       300
Two-Colored Shake Peach                300
Two-Colored Shake Mango                300
Peanut Soy Milk                        350
Lychee Pudding                         300

BANTAM
12-Year Yamazaki                       700
12-Year Hakushuu                       600
30-Year The Macallan                 5,250
12-Year The Macallan                   850
10-Year Laphroaig                      750
12-Year Bowmore                        700
30-Year Glenfiddich                  4,200
12-Year Glenfiddich                    700
30-Year Hibiki                       5,180
17-Year Hibiki                         820
30-Year Valentine                    4,650
17-Year Valentine                      920
Valentine Finest                       580
Jack Daniel's                          700
Early Times                            500
V.S.O.P.                               400
Courvoisier XO                       3,000
The Premium Malts                      600
Carlsberg                              650
Beefeater                              640
Lemon Hart Demerara                    740
Herradura Silver                       730
Skyy Vodka                             730

AQUA SKY
12-Year Yamazaki                       800
12-Year The Macallan                   780
30-Year Laphroaig                    5,200
10-Year Laphroaig                      680
12-Year Bowmore                        680
30-Year Glenfiddich                  4,080
12-Year Glenfiddich                    650
30-Year Hibiki                       5,120
17-Year Hibiki                         750
Suntory Whisky Old                     460
30-Year Valentine                    4,600
17-Year Valentine                      880
Valentine Finest                       580
Jack Daniel's                          690
Early Times                            480
V.S.O.P.                               430
V.O.                                   360
The Premium Malts                      570
Beefeater                              640
Lemon Hart Demerara                    740
Herradura Silver                       750
Skyy Vodka                             750
Zampa Color of the Sea 30%             630

ATENSHI
12-Year Yamazaki                       700
12-Year Hakushuu                       600
Hibiki                                 700
12-Year Hokuto                         500
Kakubin                                400
Suntory Whisky Old                     400
Valentine Finest                       500
Early Times                            400
V.S.O.P.                               400
V.O.                                   350
The Premium Malts                      550
Kyougetsu Green Mineral Water          350

SHELLAC
25-Year Yamazaki                     5,000
12-Year Yamazaki                       700
12-Year Hakushuu                       600
The Macallan 1946                   40,000
12-Year The Macallan                   700
30-Year Laphroaig                    5,000
10-Year Laphroaig                      600
12-Year Bowmore                        500
12-Year Glenfiddich                    600
17-Year Hibiki                         700
12-Year Hakuto                         500
Kakubin                                400
Suntory Whisky Old                     400
17-Year Valentine                      800
Valentine Finest                       500
Jack Daniel's                          600
Early Time                             400
XO Deluxe                              600
Courvoisier XO                       3,000
Carlsberg                              600
Kyougetsu Green Mineral Water          350
Ryukyu Awamori Churashima              400
Ryukyu Awamori Tenryuugura             400

KYUSHU ICHIBANBOSHI RAMEN
Kyushu Pork Bone Ramen                 750
Kakuni Pork Bone Ramen                 980
Chaa Siu Pork Bone Ramen               950
Spice Roe Pork Bone Ramen              860
Egg Pork Bone Ramen                    820
Limited Edition Everything Ramen     1,250*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

KARAI KOREAN BARBECUE
Salted Beef Tongue                   1,400
Large Salted Beef Tongue             2,500
Kalbi                                1,200
Large Kalbi                          2,700
Tenderloin                           1,100
Large Tenderloin                     2,400
Beef Diaphragm                       1,000
Large Beef Diaphragm                 2,500
Sliced Liver                         1,300
Horumon'yaki                           800
Assorted Seafood                     1,700
Assorted Kimchi                        600
Stone-Grilled Bibimbap               1,500
Yukgejang Gukbap                     1,400
Limited Edition Zabuton              2,800*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

SUSHIYA GIN
Egg                                    200
Cucumber Roll                          200
Maguro Tuna                            300
Sweet Shrimp                           300
Flounder Fin Muscle                    300
Whelk                                  300
Live Octopus                           300
Amberjack                              500
Cold Yellowtail                        500
Flounder                               500
Striped Jack                           500
Alfonsino                              500
Roe                                  1,000
Ark Shell                            2,000
Fatty Tuna                           2,500
Abalone                              3,000
Sea Urchin                           3,000
Meal Coupon Sushi                    1,280*
*--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
  in your personal inventory.

WARABAA
Okinawa Soba                           500
Pig's Feet Soba                        800
Soki Soba                              750
Kakuni Soba                            800

SAM'S MAUI
Shrimp Cocktail                        800
Escargots a' la Sam's                  850
Tenderloin Steak Sam's Cut           2,350
Tenderloin Steak Maui Cut            2,880
Spiny Lobster & Tenderloin Steak     3,980
Fresh Scallops & Tiger Prawns        2,200
Deluxe Course Dinner Course 1        3,850
Deluxe Course Dinner Course 2        5,500

UMACHII
Zampa 25%                              400
Zampa Color of the Sea 30%             600
Goya Champloo                          850
Pig's Ear                              600
Green Caviar                           500
Pig's Feet                             750
Peanut Tofu                            400
Rakkyou                                350
Kakuni                                 680
Fusilier Karaage                       830
Assorted Sashimi                     1,260


5n-IV.  Heat Actions
--------------------

Let me start off by assuring those of you who played the other two games with
Heat Action Completion Lists that this time, there are no Heat Actions you can
"miss" by not doing them at certain points in the story.  You can rush to the
end of the game and do this entire list in Chapter 12 or in the Premium Advent-
ure Mode with no worries of weird Heat Actions that need you to be fighting in
certain action stages.
  Just getting the super moves / Heat Moves / whatever you want to call them
isn't enough for this list.  You have to do the move in question on a foe dur-
ing battle on the street or in the Coliseum.  Many Heat Moves have a few dif-
ferent effects, or Heat Actions, depending on various circumstances.  For in-
stance, the Environment Mastery ones can be done at all sorts of different
locations to yield different attacks.  Ramming a guy into a wall is different
than throwing him over a bridge into the river.
  Note that not all possible Heat Actions are actually on this list.  For ex-
ample, the Grapple-Breaking Mastery Heat Move actually has three variations,
depending on if you're grabbed from the front, from behind, or if a foe grabs
you with one hand by the collar.  But...if you do any of those three, you'll get
the move checked off on your list.
  That's kinda cool, because otherwise, this thing would take a LOT longer to
do.  Actually, I think it's one of the easier lists to complete!  The only ones
that might be snags are the ones with weird weapons like the pliers or the two
involving tag team match-ups in the Coliseum, which require your partner to
grab the opponent to set it up.
  For completing this list, you get a very, very powerful item called the
Brawling God Amulet.  With this item equipped, Kiryuu can use Heat Moves and
moves that need you to be in Heat Mode such as the Bound Hold without being in
Heat Mode!  You won't be in "Heat Mode," though, so bear in mind that you'll
still die when you're out of health and don't have Heat Energy, even if you have
the Status of the Blue Dragon.
  You switch between the various lists with left and right on the D-Pad, and
press up and down to look at the various actions on each list.  I'll put them
here in order, starting with Environment Mastery (the leftmost list), then going
to the right.  NOTE:  I didn't describe how to get every Heat Move here.  You'll
find that in the "Extra Skills & Power-Ups" section above.

ENVIRONMENT MASTERY
-------------------
WALL CRUSH - Grab an enemy from the front, get near a wall, Triangle
BACK CRUSH - Grab an enemy from behind, get near a wall, Triangle
HEADCRUSH (FRONT) - Grab an enemy from the front, get near a waist-high
  object such as a planter, Triangle
HEADCRUSH (BACK) - Grab an enemy from behind, get near a waist-high object such
  as a railing, Triangle
PILLAR ATTACK MASTERY - Grab an enemy, get near a telephone pole, Triangle
THROWING OVER MASTERY - Grab an enemy, get near the balcony of the second
  story of the Municipal Market or near a window in the Tamashiro action stage,
  Triangle
TAIL-SMASHING MASTERY - Grab an enemy, get near the end of a railing (stand
  at the end, perpendicular to the railing), Triangle
BACK-BREAKING MASTERY - Grab an enemy, get near the side of a railing (stand
  anywhere but the end of a railing, perpendicular to it), Triangle
FALL INTO THE KUBOCHI RIVER - Grab an enemy, get near the side of either bridge
  over the Kubochi River, Triangle
STAIRWAY MASTERY - Grab an enemy, get near the top of a staircase such as the
  one at the Municipal Market's 2nd floor, press Triangle
CHAIN-LINK GRATING MASTERY - Grab an enemy from the front in the Coliseum, get
  near the chain-link fence, Triangle
CHAIN-LINK MASTERY - Grab an enemy from behind in the Coliseum, get near the
  chain-link fence, Triangle

WEAPON MASTERY
--------------
REPEATED POUNDING MASTERY - With a one-handed weapon such as a Beer Bottle,
  Triangle near foe
UMBRELLA MASTERY - With umbrella-type weapon, Triangle near foe
BOWLING MASTERY - With bowling ball-type weapon, which can be found both in
  battles inside and just outside the door to Mach Bowl, stand far away from
  enemy, lock on with R1, Triangle
FORCED DRINKING MASTERY - With Unknown Liquid type weapon, which can be found on
  the second floor of the Municipal Market in the restaurant near the top of the
  stairs or in the Parking Lot on the east end of Taihei, Triangle near foe
SYRINGE MASTERY - With Unknown Syringe, which can be found in the Street Fight
  Grand Prix in the Coliseum behind the crates and beer bottles, Triangle near
  foe
SALT MASTERY - With salt/pepper weapon, which can be found in the Street Fight
  Grand Prix in the Coliseum between the two blue trash cans or on the second
  floor of the Municipal Market near the restaurant near the top of the stairs,
  Triangle near foe
PORTABLE STOVE MASTERY - With a portable stove, found in the Municipal Fish
  Market and other places, press Triangle near foe
PLIERS MASTERY (TOOTH) - With Pliers, found near a free-standing, rotating
  magazine rack near the north end of Kariyushi Arcade's east side, Triangle
  near foe
PLIERS MASTERY (NAIL) - With Pliers, found near a free-standing, rotating
  magazine rack near the north end of Kariyushi Arcade's east side, Triangle as
  enemy attacks (reverse their attack with the pliers)
ROPE MASTERY - With rope, found near the M Store in First Town or on the second
  floor of the Municipal Market, in the two corners behind the staircase, get
  behind foe and hit Triangle
DOSU MASTERY - With knife-type weapon, Triangle near foe (out in the open)
DOSU STABBING MASTERY (WALL) - With knife-type weapon, Triangle near foe near a
  wall
DOSU STABBING MASTERY (TABLE) - With knife-type weapon, Triangle near foe near a
  waist-high object such as a planter or table
STUN GUN MASTERY - With stun-gun type weapon, Triangle near foe
BAT MASTERY - With bat-type weapon, Triangle near foe
GOLF MASTERY - With golf-club-type weapon, Triangle near foe
LONG STAFF MASTERY - With rare long pole item NOT considered a "polearm," so you
  don't accidentally get the Lotus House Polearm Technique Mastery, such as the
  spears used by the guys in the action stage against the Se Waa or the "Pylon
  Pole" at the north side of Nakamichi
HEAD-COVER TO CHOP MASTERY - With a weapon like the crates in the Street Fight
  Grand Prix in the Coliseum or the round, red Darma statues found in various
  places of the game such as the north end of Kariyushi Arcade or the "Dragon of
  the Silver Screen" side mission, Triangle near foe
LOTUS HOUSE POLEARM TECHNIQUE MASTERY - With long pipes or pole-type weapons,
  Triangle near foe
HAMMER MASTERY - With hammer-type weapon (which includes the Maguro Tuna in the
  Municipal Market near Uonawa), Triangle near foe (in the open)
SIGN MASTERY - With a street sign-type weapon, Triangle near foe
HEAVY ATTACK MASTERY - With a heavy weapon such as a bicycle or the propane
  tanks in the Street Fight Grand Prix in the Coliseum, Triangle near foe
BREAKING AND PUNCHING MASTERY - With a medium-sized two-handed weapon like the
  wheel of a bicycle, Triangle near foe
NUNCHAKU MASTERY - With nunchaku, Triangle near foe
TONFA MASTERY - With tonfa, Triangle near foe
KALI STICKS MASTERY - With Kali Sticks, Triangle near foe

PURSUIT MASTERY
---------------
PURSUIT MASTERY - Near a fallen enemy, Triangle
WEAPON PURSUIT MASTERY - With two handed weapons like signs or crates, Triangle
  near downed foe
COMPRESSION MASTERY - With a heavy weapon such as a bicycle or trash can,
  Triangle near downed foe
STOMP PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near
  face-up downed foe
KICK PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near
  face-down downed foe
BRASS KNUCKLES MASTERY - With knuckles weapon equipped, Triangle near downed
  foe
HAMMER PURSUIT MASTERY - With hammer weapon equipped, Triangle near downed foe
MOUNTED PUNCHES - While health is flashing red, Triangle near downed foe
SUPER PURSUIT MASTERY: FACE BREAKING - When fighting a boss or Hitman, when
  their health is low enough, after a normal attack, charge Heat when prompted,
  then hit Triangle 
SUPER PURSUIT MASTERY: HUMAN TEN-PIN - When fighting a boss or Hitman, when
  their health is low enough, after a normal attack, charge Heat when prompted,
  then hit Square
SUPER PURSUIT MASTERY: HELL ON THE GROUND - When fighting a boss or Hitman,
  when their health is low enough, after a normal attack, charge Heat when
  prompted, then hit Circle

POWER MOVES
-----------
THROWING CRUSHING MASTERY (FACE) - Grab foe from the front, near fallen foe,
  Triangle
THROWING CRUSHING MASTERY (BACK) - Grab foe from the back, near fallen foe,
  Triangle
SWING MASTERY - Grab fallen foe's foot, Triangle (in the open)
DEVIL SWING - Grab fallen foe's foot, near a wall, Triangle
HEAVEN'S SWING - Grab fallen foe's foot, near telephone pole, Triangle
CYCLOPS ROLL - Grab fallen foe's foot, near waist-high object such as a planter,
  Triangle
CAR SMASHING MASTERY - Grab fallen foe's foot, near the front of a parked car,
  Triangle
TWO-HEADED MASTERY - Grab an opponent, near another opponent, Triangle
HERCULEAN MASTERY (FRONT) - Grab a foe from the front, with Red Heat, Triangle
HERCULEAN MASTERY (BACK) - Grab a foe from the back, with Red Heat, Triangle

KOMAKI-STYLE MOVES
------------------
KOMAKI-STYLE SWORD SLASH MASTERY - With a sword weapon equipped, Triangle near
  foe
KOMAKI-STYLE UNARMED REVERSAL (DARK WARRIOR) - When a normal opponent attacks
  from the front, Triangle
KOMAKI-STYLE UNARMED REVERSAL (RED PHOENIX) - When a normal opponent attacks
  from behind, Triangle
KOMAKI-STYLE UNARMED REVERSAL (BLUE DRAGON) - When a normal opponent attacks
  from the right side, Triangle
KOMAKI-STYLE UNARMED REVERSAL (BLUE TIGER) - When a normal opponent attacks from
  the left side, Triangle
KOMAKI-STYLE HARQUEBUS MUFFLER (DESTROYING A SHORT GUN) - Near a handgun-
  wielding foe (or one with a machine gun), Triangle
KOMAKI-STYLE HARQUEBUS MUFFLER (KNOCKING AWAY A LONG GUN) - Near a shotgun-
  wielding foe, Triangle
KOMAKI-STYLE SWORDLESS REBIRTH - As sword-wielding foe attacks, hit Triangle
KOMAKI-STYLE PLANTING SMASH - Grab foe, near a knee-high object such as the
  stage in Komaki's dojo, Triangle
KOMAKI-STYLE DRAGON KING MASTERY - In front of a foe dizzied by the Flowing
  Catch (Circle reversal), in Red Heat Mode, Triangle

SURE-KILLING SWORDS
-------------------
SECRET SWORD: ENSNARING KITE SLASHES - With sword equipped, when sword-wielding
  foe attacks, Triangle
SECRET SWORD: WILD BULL - When in Red Heat Mode, far away from enemy, lock on
  with R1, Triangle
SURE-KILL SWORDS: DANCING CAT - With kali sticks equipped, far away from enemy,
  lock on with R1, Triangle
SURE-KILL SWORDS: TWO HEAVENS - With kali sticks equipped, in Red Heat Mode,
  Triangle
POWERFUL SWORD: MAKING FLIES CRY - With hammer equipped, with opponent near
  wall, Triangle
COMBINED KODACHI: ILLUSORY WOLF - With knife equipped, running towards a group
  of 4 or more enemies, Triangle

MISCELLANEOUS
-------------
COWERING MASTERY - Near standing, armed foe with purple aura from fear, Triangle
CIGARETTE MASTERY - While taunting with down on the D-Pad, near a foe, Triangle
TEAM DROP MASTERY - Near tag-team partners Jinno Keigo or Hiyama Ooji while
  they grab a guy from the front, Triangle (in the tag matches at the Coliseum)
TEAM RISING MASTERY - Near tag-team partner Hatae Masayuki while he grabs a foe
  from behind, Triangle (in the tag matches at the Coliseum)
LEAPING MASTERY - With opponent on the other side of a railing, Triangle
POLE DANCE MASTERY - While drunk, run towards foe, Triangle
FORWARD ROLL MASTERY - While rolling towards opponent (X, forward + X), Triangle
SELF-DESTRUCT MASTERY - While opponent with heavy, sign, or box-sized, two-
  handed weapon attacks, Triangle
GRAPPLE-BREAKING MASTERY - When grabbed by opponent, in Red Heat Mode, Triangle
TURNOVER MASTERY - When knocked down, lying on the ground, near foe, Triangle
DRUNKEN IRON MOUNTAIN MASTERY - When drunk, far from opponent, lock on with R1,
  then Triangle
SURPRISE MASTERY - When running towards a group of 4 or more enemies, Triangle
ULTIMATE MASTERY - When in front of a stunned opponent, such as one hit by the
  Down Reversal or one picked up while rolling around in pain on the ground,
  in Red Heat Mode, Triangle


5n-V.  Underground Coliseum Opponents
-------------------------------------
There are fifty normal combatants and 20 tag teams.  For this completion list,
your title, battle points, how many tag team partners--none of that matters.
The only thing that matters is whether or not you've defeated foes.
  You can tell if people have shown up who you haven't defeated yet because
they'll have a big "NEW!" written next to their portraits when you enter a
tournament.  You can back out of that screen and enter again until the person
you want to fight shows up...but beyond that, it's all just luck.
  I'll list how to face the opponents and what tournaments they enter here, but
all this information will also be available in the Underground Coliseum section.
  For completing this list, you'll get the Dragon Sarashi, a powerful armor.
  First, I'll list the fifty Singles Tournament entrants, then athe 20 Tag Team
participants.  I list them left to right, then top to bottom, like so:

SINGLES                         TAG TEAM
 1  2  3  4  5  6  7  8  9 10    1  1   2  2   3  3   4  4   5  5
11 12 13 14 15 16 17 18 19 20    6  6   7  7   8  8   9  9  10 10
21 22 23 24 25 26 27 28 29 30   11 11  12 12  13 13  14 14  15 15
31 32 33 34 35 36 37 38 39 40   16 16  17 17  18 18  19 19  20 20
41 42 43 44 45 46 47 48 49 50

SINGLES
1.  VALERY GARRETT.  Maximum.  Defeat all other opponents in Single Tournaments.
2.  KOMAKI SOUTAROU.  Magnum Force.  Complete Komaki training.
3.  OOKAWA MAMORU.  Maximum.  Win Maximum at least 3 times.
4.  HOUZOUIN INZEN.  Weapon Master.
5.  FREDERICK BLACKS.  Maximum.
6.  LAOS WAIWATT.  Hyper, Magnum Force, Maximum, Golden Glove.
7.  MINOTAUR OOTAKI.  Hyper, Magnum Force.
8.  YONASHIRO SHOUJI.  Weapon Master.  Complete Yonashiro training.  Remember to
  talk to him after getting all techniques so he talks about wanting to fight
  again and leaves the beach.
9.  NORMAN "CRAZY" WADE.  Golden Glove, Maximum.
10.  YAMAMOTO NOBUYOSHI.  Magnum Force, Hyper, Golden Glove.
11.  STRONG YAMAZAKI.  Hyper, Bomber, Maximum.
12.  MIKE BERHEART.  Golden Glove, Maximum.
13.  HUNTER OZAWA.  Weapon Master.
14.  SCORPIO KITOU.  Golden Glove, Magnum Force, Hyper, Heat.
15.  KIRISHIMA KEIJI.  Magnum, Maximum.
16.  LIONEL KLINSMANN.  Golden Glove, Heat.
17.  MON AMOUR KOMIYAMA.  Hyper, Bomber, Maximum.
18.  JOHN CARTER.  Magnum Force, Golden Glove, Bomber.  Beat Ookouchi Ken'ichi
  in the Golden Glove tournament.
19.  ONIGASHIMA TORAKICHI.  Hyper, Magnum Force.
20.  THE GREAT JACK.  Magnum Force, Hyper, Bomber, Breakout, Maximum.
21.  PRINCE IGARASHI.  Maximum, Burning.
22.  DEAD BOY.  Burning, Bounding, Street Fight.
23.  TAKI RYUUICHI.  Weapon Master.
24.  WILLIAM CLERC.  Golden Glove.
25.  NAGAI SOUSUKE.  Golden Glove, Bounding, Breakout, Street Fight.
26.  OOKOUCHI KEN'ICHI.  Magnum Force, Golden Glove, Bomber, Bounding, Burning.
27.  KAMIYAMA RENJI.  Weapon Master.  Complete Yanashiro training.  Remember to
  talk to Yonashiro after getting all techniques from him, so he talks about
  wanting to fight and leaves the beach.
28.  TOMAHAWK MITSUI.  Hyper, Bomber, Bounding.
29.  DON CARPACCIO.  Golden Glove, Bomber, Bounding, Street Fight.
30.  BRUCE EBINUMA.  Bomber, Burning.
31.  MUGURUMA KYOUSUKE.  Burning, Street Fight.
32.  ISAKA GINJIROU.  Golden Glove, Bomber, Burning, Street Fight.
33.  TACHIBANA GUNJI.  Bomber, Bounding, Burning.
34.  MIKE LONG.  Breakout, Street Fight.
35.  ANTONIO VAQUERO.  Golden Glove, Bomber, Burning, Exhibition.
36.  PARK DONGJU.  Street Fight.
37.  MAMMOTH TATSU.  Magnum Force, Maximum, Burning, Breakout, Street Fight,
  Exhibition.
38.  THE BIG DANDY.  Golden Glove, Street Fight.
39.  MIYAMA SHINGO.  Bounding, Exhibition.
40.  AXE ISHIGURO.  Weapon Master.
41.  HIYAMA DAIJI.  Burning, Breakout, Street Fight, Exhibition.
42.  MAXIM SOLDADOV.  Golden Glove, Burning, Street Fight.
43.  TANIGUCHI HIGASHIGO.  Weapon Master.
44.  YUKI MENDEROS.  Burning, Street Fight.
45.  UEMATSU KEISUKE.  Exhibition.
46.  MARCUS ZEFAL.  Weapon Master.
47.  GRAND CHEF JEUNG.  Weapon Master.
48.  HOMERUN KEN.  Weapon Master.
49.  SAKODA JUUZOU.  Street Fight.
50.  TAKEO KAZUHIRO.  Breakout, Exhibition.

TAG TEAM
1.  VALERY GARRETT & MINOTAUR OOTAKI.  Unlock Valery Garrett in singles?
2.  FREDERICK BLACKS & NORMAN "CRAZY" WADE.
3.  LAOS WYWATT & MIKE BERHEART.
4.  OOKAWA MAMORU & THOMAS LLOYD.
5.  JOHN CARTER & LIONEL KLINSMANN.
6.  ONIGASHIMA TORAKICHI & THE GREAT JACK.
7.  ANTONIO VAQUELO & SCORPIO KITOU.
8.  STRONG YAMAZAKI & PRINCE IGARASHI.
9.  YAMAMOTO NOBUYOSHI & NAGAI SOUSUKE.
10.  REX ANZAI & CERBERUS FUJISHIRO.
11.  TACHIBANA GUNJI & WILLIAM CLERC.
12.  YISHAN & ERSHAN.
13.  MAMMOTH TATSU & THE BIG DANDY.
14.  OOKOUCHI KEN'ICHI & ISAKA GINJIROU.
15.  USUI SHOUGO & HOKUCHI SEIJI.
16.  JUSTIN WOODS & PARK DONGJU.
17.  YUKI MENDEROS & MON AMOUR KOMIYAMA.
18.  TOMAHAWK MITSUI & SAKODA JUUZOU.
19.  TAKEO KAZUHIRO & UEMATSU KEISUKE.
20.  MIYAMA SHINGO & DEAD BOY.


5n-VI.  Weapons and Armor Creation
----------------------------------

I'll warn you that this is a very costly endeavor, and it takes a lot of time
and effort.  You'll need to do well at the golf course, at Mack Shinozuka's
training, and at the Batting Center to get everything.  The Batting Center is
the worst--you have to get 1,800 points in EX Hard once, and you also have to
get 1,600 in EX hard *three* times.
  When you finish this list, you get a powerful sword called the Dragon Crest
Sword.  Not the greatest of rewards, but, not horrible.
  The weapons are listed on the left, the armors and accessories on the right.
I'll list them in order here, but you'll want to check the section on creation
in the FAQ above for details.

WEAPONS
-------
GROUP HEAD'S DRIVER
NAIL BAT
GROUP HEAD'S BAT
BLUE DRAGON BAT
COMPACT OCTAGONAL STAFF
SLASHING BLADE STAFF
ASSASSIN SPEAR
IRON INSTRUCTIONAL STAFF
THORN SPEAR
THREE PURGATORIES STAFF
WHITE DRAGON SPEAR
NOISY KNIFE
MAIL-ORDER MAGIC SWORD
PHOTON BLADE RG
KACHOUFUUGETSU BLADE
OPTICAL ILLUSION HAMMER
BONK! HAMMER
MIGHTY DRAGON HAMMER
THREATENING KNUCKLES
PEPPER KNUCKLES
KAISER SPIKE
RISING DRAGON GAUNTLETS
CARBON TONFA
SWORD TONFA
RETRO-ACTION TONFA
RETRIBUTION DRAGON TONFA
SUPER-THICK NUNCHAKU
TWIN HANGERS
CARBON NUNCHAKU
STEEL NUNCHAKU
ONI DRUMSTICKS
NAIL DRUMSTICKS
DOUBLE SHAFTS
DOUBLE STUN
DOUBLE COILS
PREMIUM DOUBLE SHAFTS
DOUBLE JAPANESE SWORDS
DOUBLE CHENG LUNG DOU
TWIN DRAGON DRUMSTICKS
SLIMEY SHOTGUN
SMOKEY SHOTGUN
REALISTIC FAKE GUN
SANDMAN NO. 55
SURPRISE BEER BOTTLE
POP-UP BLACKJACK
KAMIYAMA POLICE BATON
FAKE DYNAMITE
SLIMEY SPRAY
MODIFIED STUN LIGHTER

ARMORS & ACCESSORIES
--------------------
KAMIYAMA JACKET
SUPER-LOW REBOUND JACKET
YAKUZA MUSCLE TRAINER
NEWLY-DEVELOPED MATERIAL PROTECTOR
NONCONDUCTIVE SHIRT
STIMULANT SHIRT
DUSTPROOF SHIRT
STRONG MUSCLE TRAINER
STEEL SHOULDERS
FIREPROOF SHIRT
KAMIYAMA ARM
KAMIYAMA SHIN GUARDS
SUPER CONTACTS
VISION-STRENGTHENING CONTACTS
HIGH-TECH ARM
BACK-TO-A-WALL TALISMAN
ACHALA BELT
HIGH-TECH SHIN GUARDS
SPIKE SHOES
BUTTERING-UP SHOES
SPRING ARM
STRIKER SHIN GUARDS
RUNNER'S NECKLACE
BULLETPROOF GLASS AMULET
BULLHORN NECKBAND
SPECIAL PHONE BOOK
RUMP PINCUSHION


5n-VII.  Revelations
--------------------

This is a very simple list to complete.  You should aim to get all techniques
before finishing story mode, anyway, in my opinion, and that's where the
Revelations come in.
  For completing this list, you get the Substitution Stone, an accessory that
resurrects you automatically when you die (if you have it equipped).  It then
disappears, though.  If you do use it, you can get another one from Bob, but
you can pretty much only have that one substitution stone at a time in this
game.
  For more details on how to do the revelations, please see their sub-section
in the "Extra Skills & Power-Ups" section.

LEAPING MASTERY (CHOUYOKU NO KIWAMI)
GRAPPLE-BREAKING MASTERY (KAIBAKU NO KIWAMI)
POLE-DANCE MASTERY
SUPER PURSUIT: HUMAN TEN-PIN (CHOU OIUCHI - JINCHUUGI)
FORWARD ROLL MASTERY (ZENTEN NO KIWAMI)
SELF-DESTRUCT MASTERY (JIBAKU NO KIWAMI)
TURNOVER MASTERY (GYAKUTEN NO KIWAMI)
SURPRISE MASTERY (KYOUGAKU NO KIWAMI)
DRUNKEN IRON MOUNTAIN MASTERY (SUITETSUZAN NO KIWAMI)
SUPER PURSUIT: HELL ON THE GROUND (CHOU OIUCHI - YUKAJIGOKU)


5n-VIII.  Mini-Games
--------------------

So, you want to complete the Mini-Games....
I have to warn you, it's not exactly a simple task.  It basically involves get-
ting the highest scores in all mini-games (kinda).
  Yes.  That includes "those games" you weren't so good at or so interested in.
Pretty much, it includes everything.
  There is some good news.  Some of the requirements to "complete" some games
aren't really so bad.  For instance, shogi seems like a daunting task, since
there are so many players.  You would think they'd want you to beat everyone,
right?  But, they don't--you just gotta win 5 games total.
  Others can be a bit of a pain.  Darts and billiards, for instance, need you to
beat all available oppenents in each different kind of game.  Strangely, the
easy and medium-level darts opponents are utter saps, while the two top-ranked
guys are almost so hard in each type of darts game that you practically have to
get perfect games to beat them.
  For going through all of this, you'll get the Sacred Tree Chestplate, which is
a fairly high-powered armor.  When you wear it with the Sacred Tree Shin Guards
and Sacred Tree Gauntlets, you'll automatically guard bullets.
  First, here is the main list of games, just so you know what you're missing.
Then, I'll list them again, in the same order, with the various things you need
to complete for each game. Press the Circle button when highlighting the game
you want and you'll be able to scroll the window on the right that tells you
what requirements you need to meet to clear that game.  Whenever you reach one
of your goals, it'll turn red.

MINI-GAMES LIST
---------------
AROMA MASSAGE
DARTS
BILLIARDS
KARAOKE
BOWLING
CHINCHIRORIN
CHOUHAN GAMBLING
KOIKOI
OICHOKABU
ROULETTE
POKER
BLACKJACK
U.F.O. CATCHER
ANSWER X ANSWER
SHOGI
MAHJONG
BATTING CENTER
GOLF
FISHING
SHOOTING (Boxcelios)

AROMA MASSAGE
-------------
Standard Massage Course: (get the highest rank)
Oil Massage & Ear Cleaning Course: (get the highest rank)

DARTS
-----
Kamuro:
Oogata Susumu (easy)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)
Hayashida Satoru (medium)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)
Iba Kouji (hard)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)
Ryukyu:
Hatano Kouta (easy)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)
Hirai Kazuhiro (medium)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)
Honma Shigeru (hard)
  01 (beat him at any "01" game)
  Cricket (beat him at Cricket)
  Count Up (beat him at Count Up)

BILLIARDS
---------
Kanou Makoto
  Nine-Ball (beat him at Nine-Ball)
  Rotation (beat him at Rotation)
  Eight-Ball (beat him at Eight-Ball)
Niihama Shun'ichi
  Nine-Ball (beat him at Nine-Ball)
  Rotation (beat him at Rotation)
  Eight-Ball (beat him at Eight-Ball)
Hirakawa Toshiko
  Nine-Ball (beat her at Nine-Ball)
  Rotation (beat her at Rotation)
  Eight-Ball (beat her at Eight-Ball)
Nakazato Seiji
  Nine-Ball (beat him at Nine-Ball)
  Rotation (beat him at Rotation)
  Eight-Ball (beat him at Eight-Ball)

KARAOKE
-------
Kitto Change Myself  (get Karaoke Dragon rank--900+ points)
Kamuro Setsugekka  (get Karaoke Dragon rank--900+ points)
Yubi no Yukue  (get Karaoke Dragon rank--900+ points)
Shooting Star  (get Karaoke Dragon rank--900+ points)
Saturday Night Lover  (get Karaoke Dragon rank--900+ points)
Summer Memories  (get Karaoke Dragon rank--900+ points)

BOWLING
-------
Get 200 points in 10-Frame

CHINCHIRORIN
------------
Win 20,000 cumulative total points

CHOUHAN GAMBLING
----------------
Win 20,000 cumulative total points

KOIKOI
------
Win 10,000 cumulative total points

OICHOKABU
---------
Win 10,000 cumulative total points

ROULETTE
--------
Win 20,000 cumulative total chips

POKER
-----
Win 10,000 chips in one sitting

BLACKJACK
---------
Win 10,000 chips in one sitting

U.F.O. CATCHER
--------------
Peep
Dark Peep (note: it's hidden behind the Huge Peep in one setup near Mach Bowl)
Sky Blue Peep
Pink Peep
Li'l Kitty (Tiger)
Li'l Kitty (American Shorthair) (note: white with black stripes)
Li'l Kitty (Blue)
Li'l Kitty (Calico)
Li'l Bear (Brown)
Li'l Bear (Grey)
Li'l Bear (Blue)
Li'l Bear (Pink)
Delicious Bar (Corn) (note: green)
Delicious Bar (Cheese) (note: yellow)
Delicious Bar (Nattou) (note: purple)
Chura (note: means "pretty" in Okinawan; shield-wielding, pink-haired girl)
Huge Peep
Huge Kitty (Tiger)
Huge Kitty (American Shorthair) (note: white with black stripes)
Huge Kitty (Blue)
Huge Kitty (Calico)
Huge Bear (Brown)
Huge Bear (Grey)
Huge Bear (Blue)
Huge Bear (Pink)

ANSWER X ANSWER
---------------
Speed-Button Quiz (win 5 times)
Hint Combination Quiz (win 5 times)
Chicken Race Quiz (win 5 times)
Multiple-Answer Finish Quiz (win 5 times)

SHOGI
-----
Win 5 cumulative total matches

MAHJONG
-------
Win 50,000 points in one sitting

BATTING CENTER
--------------
Easy Course (get 1,800+ points)
Normal Course (get 1,800+ points)
Hard Course (get 1,800+ points)
EX Hard Course (get 1,800+ points)

GOLF
----
Get -5 or better in a tournament (Competition Mode)

FISHING
-------
Maguro Tuna
Fusilier
Porcupine Pufferfish
Grouper
Blue Parrotfish
Green Turban
Coral
Umbrella

SHOOTING (Boxcelios)
--------
Get to level 50


----------
6.  EXTRAS
----------

----------------
6a.  Unlockables
----------------

6a-I.  Unlockable Items
-----------------------

When you beat the game, you will be rewarded.  First of all, you should know
that your reward depends on what difficulty level you have it set to:

  EASY - 1,000,000 Yen
  NORMAL - 2,000,000 Yen
  HARD - 3,000,000 Yen + "EX-HARD" difficulty option
  EX-HARD - Dragon Nunchaku

You'll also unlock three new modes the first time you play through the game's
story.  You'll unlock "Premium New Game," which allows you to start the game
again with your items, abilities, experience, and money (but nothing completed
on the "Completion Lists"), and "Premium Adventure," which lets you go through
the events of the game without the main story (you can do all the side quests
and such), "Ultimate Fighting (Kyuukyoku Tougi)," which has 35 missions in
which you try to meet certain goals to get high grades, and "Reminisce
(Kaisou)," a mode that lets you view all the cinemas from the game--including
those from side missions, provided you've cleared the mission in question.
  Besides those new modes, you will also be able to unlock special items by
completing the completion lists, as mentioned above.  Those items will be then
given to you by Bob Utsunomiya, a strange man in a suit and clown makeup (com-
plete with wig and false nose), who's a friend of Sayama Kaoru's (apparently?).
Note that those items carry over into Premium New Games as well as any other
normal item (only story items don't carry over).
  Here's a quick run-down of those items you can unlock during gameplay (plus
the one for the Ultimate Fighting):

  Cabaret Club Girls (10/10) - Seven Luck Gods Sarashi (Shichifukujin no
   Sarashi).  This will sometimes give you 777 or 7777 yen when you win random
   battles.
  Coin Lockers (100/100) - Lucky Beads (Kaiun no Juzu).  With this equipped,
   random battles will cease appearing on the map.
  Restaurant Items (259/259) - Embroidered Dragon Shirt (Ryuushishuu no shatsu)
   +1 heart to cabaret club girls.
  Heat Actions (88/88) - Brawling God Amulet (Kenkashin no OMamori).  With this
   equipped, you can use Heat Actions regardless of being in Heat Mode or not.
   It also appears to make Heat Mode into Red Heat, but, that's a moot point
   since you can use Red Heat Moves regardless of Heat.
  Underground Fight Arean (70/70) - Dragon Sarashi (Ryuu no Sarashi).  Defense:
   12, Blades: 12, Bullets: 12.
  Remodelled Equipment (76/76) - Dragon Crest Katana (Ryuumon no Katana).
   Attack: 140, Endurance: 60.  Sword Type.
  Revelations (10/10):  Resurrection Stone.  Accessory with 10 defense against
   bullets that will revive you one time when you are defeated, then break.
  Mini Games (20/20):  Sacred Tree Chestplate (Shinju no Dou).  Defense: 0,
   Blades: 5, Gun: 10.
  
  Sub Stories (123/123):  Golden Gun (Ougonjuu).  800 Attack, infinite
   Endurance, infinite bullets.  Gun type.
  Hitman (20/20):  Muramasa  130 Attack, 30 Endurance.  Sword Type.

  Ultimate Fighting (all 35 to S rank):  War God Seal (Toushin no OFuda).
   Heat Gauge is always at maximum.


6a-II.  Premium Adventure Mode
------------------------------

Man...so, you didn't get 100% on your first play, huh?  Still a few side miss-
ions to go through?  Didn't feel like raising Haruka's trust for a billion
years and/or playing all the little gambling games and such to get 100% of the
overly complicated Completion Lists?  Miss a mission because you didn't do it at
the exact moment in the story when you could?
  Don't worry!  After you play through the story mode once, you'll unlock a new
menu that includes the "Premium Adventure" Mode.  This is basically the game,
sans story.  You can go wherever you want and do whatever you feel like doing!
  When you first choose this mode, it'll ask whether you want to use a Clear
Data Save or just start from scratch.  To complete stuff you couldn't do during
the "regular" game, you might want to use a Clear Data Save so you don't have to
build Kiryuu up and do all the other stuff you did in the story mode.
  Here's the thing:  unlike "Premium New Game," in which you only keep your
items, money, experience, power-ups, and ability to get bonus items you unlocked
in the story mode from Bob Utsunomiya, you'll keep EVERYTHING in Premium Ad-
venture.
  Have a Completion List partially finished?  Missions left to do?  Cool!  Pop
that save into Premium Adventure and away you go.  KEEP IN MIND, though, that if
you have failed some missions (gotten "finished" instead of "completed"), those
missions will still be failed and you won't be able to redo them.  Before you
get bent out of shape, I should mention that, reportedly, you do NOT need to
have the "completed" in order to get the last mission to become available (the
one where you fight Amon), nor to get the Golden Gun bonus item for completing
all missions, nor to get the Trophy.  So...don't worry!  This time around, it
looks like they just had the "pass/fail" for ego's sake only.
  Here are some of the points about this mode:

TIME OF DAY.  You start this mode in Kamuro at night.  As you've probably al-
  ready guessed from the story mode, you can take the taxi to go back and forth
  between the two cities.
    But, what about things like the golf course, which is only open during the
  day?  What about missions that only take place at Evening or Day or Night? 
    The answer is simple:  you can change the time of day in Premium Adventure
  Mode at your hideouts.  Talk to certain people, and they'll ask if you want
  to rest.  That will advance it to the next time of day (from Morning/Day ->
  Evening -> Night, of course).
    - In New Serena, talk to the matron behind the bar.
    - In the Sai no Kawara area (Majima Group headquarters), talk to Nishida,
      the construction worker member of the Majima Group you met in Chapter 1.
      He's just to the west of the hideout's entrance, at the corner of the
      little shack.
    - At the Morninglory Orphanage, talk to Saki.  She's near Kiryuu's room, in
      the little hallway.
    - At the Ryuudou House Headquarters, talk to Mikio, sitting in a chair.

PARTNERS.  Because you need them for a few missions, and because you can build
  Haruka's trust up to get some items, you can take both Rikiya and Haruka
  around town with you, if you want.  They're in both New Serena and the Mor-
  ninglory Orphanage.  Talk to them, and they'll ask to go around with you.
    If you want to drop them back off again, go back to New Serena or the
  orphanage, talk to them again, and tell them you want to go alone.
    In fact, there's one kinda important thing you can ONLY do in Premium
  Adventure Mode.  With the final update to v1.08, you can raise Haruka's trust
  higher than the maximum in story mode to "EX."  Details are in that section
  above.

CLEAR DATA CREATION.  Still want to tackle Premium New Game Mode, say, to get
  through EX Hard difficulty, but you want to finish a few lists and get some
  bonus items first?  Yes you can!
    One of the coolest things about this mode is that you can make a Clear Data
  Save in it.  If you've finished a list off and gotten a bonus item, or if
  you've finally gotten enough experience to build Kiryuu up completely and you
  want that data to carry over into story mode, talking to the right person will
  make a new Clear Data Save.  In Premium New Game, all your completion lists
  and finished missions will be nulled out, of course (as usual), but you'll
  keep the items--and you'll still get mails from Sayama telling you that you
  can go and get your items from Bob Utsunomiya if you lose them.
    This way, you can finish off the Heat Actions Completion List, get the
  Brawling God Amulet, and create a Clear Data Save.  Then, you can start a
  Premium New Game with that save in EX Hard, have the Brawling God Amulet, and
  use Heat Actions and moves that require you to be in Heat Mode like the Bound
  Hold at will.  Makes it a lot easier to muscle through it!
    - In New Serena, talk to Date, sitting at the bar.
    - At the Morninglory Orphanage, talk to Nakahara, who's sitting at the
      entrance.

There are also a few changes from the story mode of the game in Premium Adven-
ture.  Besides shops having more items, there are a few new modes added in the
system updates.  Here's a brief run-down on the differences:

DIFFICULTY.  You can't change the difficulty of this mode.  It's always at
  "Normal."  I guess that only matters to people who like the challenge of
  "Hard" and "EX Hard," since you can't unlock the Dragon Nunchaku here, anyway
  (there's no way to finish the game in Premium New Adventure because there's no
  story!).

SHOPS.  A couple of shops around town have slightly different inventories.  This
  is cool for the "Suspicious Man" who hangs out near the main entrance/exit at
  the above-ground part of the Sai no Kawara area.
    Why?  If you're trying to create all the weapons and armors at Kamiyama's so
  you can finish that Completion List, you may have noticed that you need to get
  "Brooch" items.  In story mode, those are only available at the Underground
  Coliseum, and they're quite expensive!  The Coliseum only accepts Battle
  Points, which are earned at a fairly low rate by winning tournaments.  So,
  it'll take forever and a day to get them that way
    But in this mode, the Suspicious Man sells the brooches for cash!  That's
  much easier to get.  In fact, if you're trying to complete that list, I
  recommend doing it in Premium Adventure rather than the story mode for that
  reason alone.

OUTFIT CHANGE.  In the various hideouts around town, a new option has been
  added to the menu at the actual "Hideout" where you save the game, view
  results, and watch cut scenes.
    The very last option is to change outfits for Kiryuu, Rikiya, and Haruka.
  Select the character, hit Circle, and then move the option from their normal
  outfit (which changes whether they're in Tokyo or Okinawa) to "changed."
    The game will then show you the different outfits.  Move to the one you
  want and hit Circle again to have it switched to that outfit.  When you've
  changed outfits, you won't automatically switche between Okinawan and Tokyo
  suits when traveling between the two cities anymore, but you'll have the
  outfit you've selected.
    The last outfit choice for Kiryuu and the last one for Rikiya, Dragon Mask
  and Ricky Mask, respectively, were added in the systems updates, so make
  sure you install the updates if you want those.  The same goes for the final
  outfit for Haruka, um...one that makes her look like a "non-nude model."  She
  has a bikini top and jeans shorts.

SURVIVAL ONIGOKKO.  "Onigokko" is the game of tag.  In Japanese, they call the
  person who's "it" the "oni" (or sometimes the "oya," which means "parent").
    This game's a *little* different from tag, though.  It's true that you want
  to avoid the "oni" (a bunch of Bob Utsunomiya, in actuality), and not let them
  come in contact with you at all.  Just like tag, it's "Game Over" when they
  catch you!
    But, most of the time, you'll just be running around town, getting direc-
  tives.  When you get a directive, you'll need to run to the location described
  to you and perform a task--usually to press Circle at a building entrance or
  to find something in first-person view mode.
    I'm afraid these directives will all be in Japanese, and they'll be orders
  to go places you'll only have noticed if you really pay close attention to the
  signs and such around town.  So...if you don't know Japanese, you might not be
  able to make it through this, since they don't mark them on the map and
  they're randomly assigned.
    Once you get spotted by a Bob, you'd better get away from him.  When he's
  after you, he'll appear on the map.  Otherwise, he doesn't.  One Bob gets
  added to the map ever 5 minutes of play, so get through those ten directives
  as fast as possible!
    Note that you can run around with the R2 button, but that it's a different
  running around from the Chase Battles until a Bob shows up and sees you.  I
  kinda wish he had a way to run around like that during the regular game!
    What do you get?  You can only get one reward: money.  Not too shabby, not
  too exciting, to be 100% honest.
    To start this game, talk to the weird, hooded soothsayer sitting at a table
  covered in a velvet cloth next to the Suspicious Man in the Sai no Kawara
  area (near the entrance/exit) in Kamuro or sitting near the top of the stairs
  at the second level of the Municipal Market in Ryukyu Village.  The top choice
  is the Survival Onigokko game.

ALL-STAR TOURNAMENT.  Bored of normal fights at the Coliseum?  Well, in Premium
  Adventure Mode, they've added a new tournament for you to enter.  You can
  face the bosses of the game with the same rules as the regular tournaments at
  the Coliseum.  You'll fight three guys, get about a third of your health back
  after each fight, and be unable to use items or equipment.
    Note that these bosses will not show up on your list of opponents at the
  Coliseum, they will not show up on your Completion List, and you won't even be
  able to see your win/loss record.  You don't get Battle Points, either--just
  money.  Here is a brief run-down on how much money you get:
       MINE YOSHITAKA: 200,000 yen
       ANDRE RICHARDSON: 150,000 yen
       KAZAMA JOUJI: 150,000 yen
       MAJIMA GOROU: 150,000 yen
       LAU KARLUNG: 100,000 yen
       HAMAZAKI GOH: 100,000 yen
       KANDA TSUYOSHI: 100,000 yen
       SHIMABUKURO RIKIYA: 50,000 yen
       TAMASHIRO TESSEI: 50,000 yen
    Yeah--you read that right!  Even though he doesn't appear as a boss in the
  story mode, Hamazaki Goh appears in this tournament!  Ever fight those guys
  in the Coliseum who act kinda like sumo wrestlers in that they break throws
  quickly, do headbutts and horizontal chops, but they also have these three or
  four quick punches?  You know, the ones where after you stop blocking, they
  immediately throw out some slow punch move that typically absorbs hits?
  That's his style.  Makes you wonder if they originally had planned to have
  him as a regular boss.
    Anyway, you get that money above, plus 500 yen for each "popularity point"
  you got.  Popularity is gained the same way as it is in the Coliseum; don't
  get knocked down, knock the opponent down, hit him with long combos and Heat
  Moves--that kind of stuff.
    To start this mode, go to the soothsayer sitting at the table with the
  crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or
  near the top of the stairs on the second floor of the Municipal Market in
  Okinawa.  The tournament is the second choice.

ALL-STAR TAG TOURNAMENT:  This is similar to the All-Star Tournament, only you
  take on teams of harsh boss characters.  Your partner is Majima Gorou.
    Just like the All-Star Tournament, you get money as a reward, based on the
  opponents you defeat.  But this time, the opponents are different.  Here is a
  list of the opponents:
      THE STARDUST:  KAZUKI & YUUYA - 50,000 yen
      BATTLE MASTERS:  KOMAKI SOUTAROU & YONASHIRO sHOUJI - 200,000 yen
      THE THIRD HEAD OF NISHIKIYAMA:  KANDA TSUYOSHI & HASEBE - 100,000 yen
      THE AGENTS:  KAZAMA JOUJI & ANDRE RICHARDSON - 200,000 yen
      YOKOHAMA WARRIORS:  LAU KARLUNG AND HAMAZAKI GOH - 150,000 yen
      NAKAHARA & CO.:  SHIMABUKURO RIKIYA & MIKIO - 100,000 yen
      THE HEELS:  MINE YOSHITAKA & TAMASHIRO TESSEI - 200,000 yen
    Just like in the All-Star Tournament, you also get 500 yen per "popularity
  point."  That adds up to a lot of yen!
    Kiryuu and Majima can do the "Rising" tag team Heat Action, just like the
  one you can do with Hatae in the Coliseum.  Majima must grab the opponent from
  behind.  Then, get close in Heat Mode and hit Triangle.
    Note that Majima apparently has no knife, however.... :/
    To start this mode, go to the soothsayer sitting at the table with the
  crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or
  near the top of the stairs on the second floor of the Municipal Market in
  Okinawa.  The tournament is the third choice.

SURVIVAL BATTLE:  This is probably a survival mode, as the name implies.  It
  will probably also be initiated by talking to the robed, hooded lady at the
  magician's table.  Most likely, you fight until you lose, and get a reward
  based on how many people you beat and such.  The reward will probably be
  money.  Losing probably won't count as a Continue, just like how it doesn't
  count at the Coliseum or the other extra modes in Premium Adventure.
    For now, I don't know.  We'll have to wait and see.


6a-III.  Ultimate Fighting Mode
-------------------------------

Ever play one of those fighting games like Guilty Gear XX, where you have these
extra modes that put you in battles with difficult goals?
  That's what this is, basically, except that you also get graded.  Grades go
from E, the lowest grade, to D, C, B, A, and S, the highest grade.  Get an "S"
on all modes and you'll get the Fighting God Talisman, a powerful accessory that
puts you constantly in Heat Mode.
  Sound easy?  It's not.  The problem is that you don't have a fully built-up
character to work with all the time.  More often than not, in fact, you'll only
have some of your abilities.  It can be a little frustrating, but...it is what
it is.  There are Niko Niko Douga vids out there of people clearing everything
with an "S," so, it can be done!
  Anyway, there are 35 missions.  Here's the way I'll list them:

1. FREE-FOR-ALL BATTLES.  1-1  1-2  1-3  1-4  1-5
                          1-6  1-7  1-8  1-9  1-10

2. DUELS.                 2-1  2-2  2-3  2-4  2-5

3. TRIAL BATTLES.         3-1  3-2  3-3  3-4  3-5
                          3-6  3-7  3-8  3-9  3-10

4. TEAM BATTLES.          4-1  4-2  4-3  4-4  4-5

5. ULTIMATE BATTLES.      5-1  5-2  5-3  5-4  5-5

  The last row of battles, the "Ultimate Battles," are all missions you must
unlock.  5-1 to 5-4 are unlocked by beating all missions in each of the four
other of battles.  Beat all "Free-For-All Battles," for instance, and you'll
unlock 5-1.  You can get any grade, just so long as you beat all missions in
that set.
  5-5 is unlocked by beating 5-1 through 5-4.  Once again, you can get any
grade in those other four.
  So, here is a list of the missions and what you need to do to get "S" in them.
Good luck!

TIP: If it's too hard, check and see if you have weapons!  For some fights,
  Kiryuu will have weapons equipped.  You'll see them at the start of the fight
  in the upper left-hand corner of the screen.

1-1.  Beat all enemies.
  Clear Time - 1:20 remaining for "S."
1-2.  Beat all enemies.
  Clear Time - 2:30 remaining for "S."
1-3.  Beat all enemies.  You have the Golden Gun.
  Clear Time - 1:30 remaining for "S."
1-4.  Beat all enemies.  You have an infinite-use Modified Lighter.
  Clear Time - 3:00 remaining for "S."
1-5.  Beat all enemies (including Tamashiro Tessei).  No Healing Items.
  Clear Time - 4:00 remaining for "S."
1-6.  Beat all enemies without losing Heat Mode.
  Clear Time - 1:30 remaining for "S."
1-7.  Beat all enemies.  Kiryuu's Health gradually depletes.
  Clear Time - 0:40 remaining for "S."
1-8.  Beat all enemies.  Kiryuu's Health gradually depletes.
  Clear Time - 3:00 remaining for "S."
1-9.  Beat all enemies.
  Clear Time - 1:00 remaining for "S."
1-10.  Beat all enemies.  You're at the brink of death; one hit kills Kiryuu.
  (Automatic "S" for clearing mission)

2-1.  Defeat Shimabukuro Rikiya.
  Damage - Under 600 points for "S."
2-2.  Defeat Lau Karlung (all of him).
  Damage - Under 700 points for "S."
2-3.  Defeat Kazama Jouji.
  Damage - Under 700 points for "S."
2-4.  Defeat Andre Richardson.  No Healing Items.
  Damage - Under 700 points for "S."
2-5.  Defeat Mine Yoshitaka.
  (Automatic "S" for clearing mission)

3-1.  Chase Battle: run from Tenkaichi to Sai no Kawara.
  Clear Time - 0:55 for "S."
3-2.  Beat all enemies in as few hits as possible.
  Number of hits on enemies - 15 or less for "S."
3-3.  Follow the director's commands and act in the time limit.
  (Automatic "S" for clearing mission.  People who can't read Japanese might not
   be able to do this one....)
3-4.  Do as the children call out to you within the time limit.  Your hits must
  connect.
  Clear Time - 1:00 for "S."
3-5.  Hit all opponents at once to defeat them.
  Clear Time - 1:30 for "S."
3-6.  Destroy all weapons in the time limit.  Do not defeat all enemies before
  doing so.
  Clear Time - 2:49 for "S."
3-7.  Beat all enemies in the time limit without breaking equipped weapons.
  Clear Time - 2:00 for "S."
3-8.  Beat only the enemies in red withint the time limit.  Defeating an enemy
  of any other color fails mission.  (Great news for color-blind people....)
  Clear Time - 3:29 for "S."
3-9.  Chase Battle against Mack Shinozuka.
  Clear Time - 1:00 remaining.
3-10.  Taunt at least once every 5 seconds and defeat all enemies.  Being in
  "Yellow Dragon Status" (charging Heat with R2) is considered taunting.
  Damage - Under 300 points for "S."

4-1.  Partnered with Date Makoto, defeat all enemies.  Don't let your partner
  get defeated.
  Clear Time - 2:00 for "S."
4-2.  Partnered with Ricky Mask, defeat all enemies.  Don't let your partner
  get defeated.
  Clear Time - 1:30 for "S."
4-3.  Partnered with Shimabukuro Rikiya, defeat all enemies.  Don't let your
  partner get defeated.
  Clear Time - 2:30 for "S."
4-4.  Partnered with Majima Gorou, defeat all enemies.  Don't let your partner
  get defeated.
  Clear Time - 1:30 for "S."
4-5.  Partnered with Akimoto, defeat all enemies.  Don't let your partner get
  defeated.
  (Automatically "S" for clearing mission)

5-1.  Beat all enemies.
  Clear Time - under 7:00 for "S."
5-2.  Beat all enemies.  No Healing Items.
  Clear Time - under 10:00 for "S."
5-3.  Beat all enemies.
  Damage - under 1,000 points for "S."
5-4.  Beat all enemies.
  Clear Time - under 8:00 for "S."
5-5.  Beat all enemies.
  (Automatically "S" for clearing mission)


--------------------
6b.  The Hidden Boss
--------------------

-------------
6c.  Trophies
-------------

Special thanks to Colemanc for pointing me to where I could find the Japanese
list of Trophies before the game's release!

Platinum Trophy (Platinum)- Get all the game's Trophies
Boss 01 (Majima) (Bronze) - Defeat Majima in Chapter 1 (secret trophy)
Boss 02 (Rikiya) (Bronze) - Defeat Rikiya in Chapter 2 (secret trophy)
Boss 03 (Tamashiro) (Bronze) - Defeat Tamashiro in Chapter 3 (secret trophy)
Boss 04 (Hasebe) (Bronze) - Defeat Hasebe in Chapter 4 (secret trophy)
Boss 05 (Mysterious Foreigner) (Bronze) - Defeat the Man in the Black Suit in
  Chapter 5 (secret trophy)
Boss 06 (Kanda) (Bronze) - Defeat Kanda in Chapter 6 (secret trophy)
Boss 07 (Majima II) (Bronze) - Defeat Majima in Chapter 7 (secret trophy)
Boss 08 (Lau Karlung) (Bronze) - Defeat Lau Karlung in Chapter 8 (secret trophy)
Boss 09 (Kazama) (Bronze) - Defeat Kazama in Chapter 10 (secret trophy)
Boss 10 (Defeat Mine) (Silver) - Defeat Mine in Chapter 12 (secret trophy)
Thank You From the Staff (Bronze) - Clear Story Mode (secret trophy)
Substory 10 (Bronze) - Clear 10 Substories
Substory 30 (Bronze) - Clear 30 Substories
Substory 50 (Bronze) - Clear 50 Substories
Substory 80 (Bronze) - Clear 80 Substories
All Substories (Gold) - Complete all Substories (missions)
Tough Guy Hunter (Bronze) - Catch all Hitmen
Big Spender (Bronze) - Spend 300,000 yen in one visit to a Cabaret Club
Good Coordinating (Bronze) - Get a Cabaret Club Girl's fashion, etc. set up well
  in the "Groom A Cabaret Club Girl" side game
  NOTE:  You have to max one stat out, basically.  See section for details.
Key Wanderer (Bronze) - Open the top row of coin lockers both in Kamuro and
  Ryukyu
Gourmet Master (Bronze) - Order the most expensive dish at all restaurants
Heat Action Master (Bronze) - Finish a battle with a Heat Action 50 times
Legendary Champion (Bronze) - Win all tournaments at the Arena
Trial Special (Bronze) - Make one weapon at Kamiyama's
Started A Blog (Bronze) - Have one Revelation
The Path to Training (Bronze) - Meet all three masters (Yonashi, Komaki, and
  Mack--when he sets up the Chase Battle training stage)
Salon Craze (Bronze) - Play the two massage modes at Love In Heart
Hat Trick (Bronze) - Get a Hat Trick at Darts (three bullseyes in one turn)
Break Ace (Bronze) - Get a Brake Ace at 9-ball billiards (when breaking at the
  beginning of a match, sink the 9-ball and win)
Karaoke King (Bronze) - Sing all karaoke songs
Boiled Turkey (Bronze) - Get a Turkey in Bowling (three strikes in a row)
Exceptional Gambler (Bronze) - Get 10,000 cumulative points at Chinchirorin,
  Koikoi, and Oichokabu
Great Gambler (Bronze) - Get 10,000 cumulative points at Roulette, Poker, and
  Blackjack
Pro Gamer (Bronze) - Get the trophies at the three games in the arcade. For the
  UFO Catcher, get 10 dolls. For Anser x Anser, win 10 rounds. For the shooting
  game, get the High Score.
Immovable Shogi Player (Bronze) - Win shogi without moving the "King" piece
Exposed Dragon (Bronze) - Use a Naked Pair Wait (Hadakatanki) in Mahjong
Nice Hitter (Bronze) - Hit two targets at once in the Hard Course at Yoshida
  Batting Center
Powerful Driver (Bronze) - Hit a 350-yard drive in Competition Mode in Golf
Tuna Lord (Bronze) - Catch a tuna when Fishing
Mini-Game Master (Gold) - Complete all Mini-Games
Ultimate Challenger (Bronze) - Play all unlockable Ultimate Fighting modes
Proof of Being the Strongest (Gold) - Clear the game on the unlockable EX Hard
  difficulty
Marathon Runner (Bronze) - Run 42,195km
Runaway Train (Bronze) - Knock down 100 people while running around town
  (secret trophy)
People Watcher (Bronze) - Start 10 battles by staring at people in first-person
  mode (R3) (secret trophy)
Destroyer (Bronze) - Break 100 weapons in battle (secret trophy)
  NOTE:  Break weapons by using them up or kicking them
Walking Bank (Silver) - Have over 10,000,000 Yen on your person
Volunteer (Bronze) - Pick up 5 pieces of trash at the beach in front of the
  Morninglory (secret trophy)
  NOTE:  This is only trash; items washed ashore in boxes don't count.  You
  can just check the beach for trash, start fishing, then quit fishing and it'll
  reset the beach's items.  Do that over and over.
Eco-Master (Silver) - Pick up 30 pieces of trash from the beach in front of the
  Morninglory Orphanage (secret trophy)
  NOTE:  This is only trash; items washed ashore in boxes don't count.  You
  can just check the beach for trash, start fishing, then quit fishing and it'll
  reset the beach's items.  Do that over and over.


---------------------
6d.  Demo Walkthrough
---------------------

After pressing start, you'll have three options: "NEW GAME," "OPTION," and
"Warnings," whichs is more like "legal information."  Don't worry about it too
much...it's just stuff like "make sure you update your Playstation," and "dude,
Dolby is copyrighted to the Dolby Corporation."
  Just in case you wanna set them, here are the options:

Camera Control (Vertical) - Normal / Reverse (default: Reverse)
Camera Control (Horizontal) - Normal / Reverse (default: Reverse)
First-Person View (Vertical) - Normal / Reverse (default: Reverse)
First-Person View (Horizontal) - Normal / Reverse (default: Reverse)
Mini-Map Display - Surroundings / Straight Ahead (default: Surroundings)
Subtitles - Off / On (default: On)
Event Skip - Off / On (default: Off)
Brightness
Font - Auto / Mincho / Gothic (default: Auto)

  Once you start the game, it'll obviously ask you if you want Easy or Normal
(which should be self-explanatory).
  In the demo, some things are available, but...most places won't let you go in.
Kiryuu only has access to the southern part of Kamuro.  You can't use the coin
lockers or the phones, so...no saving, no items boxes.
  Here's a walkthrough for the story:

Kiryuu comes to Kamuro again, after so much time.  He notes how little things
change there....  And then he sees the patrons of the Stardust Host Club getting
tossed out on their rears by a burly yakuza.  They say things like, "Someone,
please--call the police!"
  So, Kiryuu's left to investigate Stardust.  But, before you can do anything,
you'll get a mail explaining the demo (a little).  Here's the rundown:
  
- You have the following mini-games available:
  -- Cabaret Club Girls (really, only the ones at Club Ageha)
  -- Karaoke
  -- Video Game Arcade (3 kinds:  Answer X Answer, UFO Catcher, and Boxcelios)

- Your basics will be described when you hit select (I'll get to that in a bit).
  -- The basic adventure controls
  -- Basic combat conrols
  -- Basic combat techniques

- You can press start to access the pause menu (note that not all options will
  be available.)
  -- You can use items and equip weapons and armor
  -- You can check your map
  -- You can check your e-mails
  -- You can check your next story objective

(Just so you know, you start needing only 10 levels of experience to build up,
with all your stats at level 5)

Indeed, should you press "Select," you'll not only be able to return to the
title screen or cancel, but you'll also be able to choose "controls" with the
rightmost choice.  There's a lot there, and I've pretty much covered it in the
"Controls" section of the FAQ.  It explains the basic controls for exploring
Kamuro, the controls for fighting, and how you can do weak attack strings,
follow them with a heavy attack to finish the string, grapple, and how you can
use Heat Actions by grabbing people and ramming them into environmental hazards,
by using a weapon on them with Heat Mode, and by pursuing a downed opponent.  It
also explains about grappling, picking up weapons, and switching equipped
weapns with the D-Pad.
  Anyway, back to the story.  You can go and talk to the people around Stardust
if you want, or you can just go straight in.  You can also walk north to get
into a random fight with some yakuza nuts.  Oh--and make sure you stop to pick
up the Staminan X on the ground near the intersection south of Matsuya, or to
go in and buy stuff at the Poppo Mart.  If the random fights don't show up,
just walk in and out of Poppo Mart or Matsuya and see if they appear.  It is
random, after all.
  Once inside, you'll see Hasebe, Kanda Tsuyoshi's lieutenant, harassing Kazuki
and Yuuya.  He's trying to buy up all the spots in Kamuro under Kanda's orders.
  But, Kazuki won't hear of it.  When Kiryuu comes in, Yuuya and Kazuki look
surprised, and Hasebe turns.  "Who the heck's this?" he asks, but Yuuya informs
him that you're the former 4th Chairman of the Toujou Association.
  He asks you not to interfere, but, Kiryuu isn't just gonna let them do that.
So, he then says that you're causing him trouble, so it's your fault if there's
a fight, and there is!
  Beat him.  Don't forget to use weapons once he gets his sword out.  Wait for
him to do his iaidou attack or triple slash, sway, and get close.  Use light
attack strings.  Make sure you bring some healing items...you might need them.
  Before he passes out, Hasebe says that you'll be too late and that Kashiwagi's
gonna buy the farm.  "The war has begun!" he says.
  Kazuki gets the police off your trail, telling them it was just a brawl
between hosts, and apologizing.  Meanwhile, Kiryuu wants to go to the Millen-
nium Tower and meet up with Kashiwagi at the Kazama Group's office.  But, Yuuya
tells him to wait while Kazuki talks to the cops, so there's no trouble.
  Kashiwagi calls, and talks to Kiryuu, telling him he needs him to come to
Tokyo right away because there's something he needs to talk to him about.  Of
course, Kiryuu's already in town, so, he's gonna head over there right away.
  Kashiwagi mentions that there are cops all over the place at Stardust.  When
Yuuya checks, the cops have now gone and blocked ways to the Millennium Tower.
Yuuya suggests you go to Nakamichi, then to Pink, then up through the little
alley behind Kotobukiya Pharmacy and try to get in that way.  That's your next
place to go.
  Before you can go, though, why not check out the area some more?  You'll find
dead ends wherever a cop is, and a lot of stores aren't open.  But the ones
that are open are worth checking out.  As mentioned before, you can see cabaret
club girls, play games at the arcade, go buy stuff at the various convenience
stores and Don Quijote, eat, or go sing at the karaoke box.
  Pretty fun stuff.
  You should know that once you go to the back alley behind Kotobukiya, that'll
end the demo.
  Before you can do anything, though, you'll get another mail explaining the
Revelations system.  There are two Revelations in the demo: the one with the
drunk harrassing the girl across the street from Stardust, and the one in
southern Nakamichi with the girl handing out tissues.
  Get into first-person with R3, pass the reticle over the target, and confirm
to view the cut scene.  Hit the correct button inputs to take pictures, and
then choose the correct pearl of wisdom to walk away with and you'll get two
techniques.  If you don't wanna bother checking, the girl being harrassed by
the drunk's revelation is the bottom choice and the tissues girl's revelation is
the middle choice.
  Anyway, you'll need to run down to Nakamichi, then to Pink Street, then back
to the side alleys between the two, north of the Poppo Mart, and then go to the
back alley behind Kotobukiya Pharmacy.  You'll get a phone call from Sakurai
at Club Ageha, asking you out to the Karaoke-Kan. There's a tuna onigiri lying
on the ground north of Club Ageha.  There's also a Toughness Z on a chair in
Smile Burger.
  Not too much else to do besides play games, go to Club Ageha, or go up to
fight the demo's boss.  When you do finally get there, Kiryuu is suddenly
surrounded by mysterious Americans dressed in black suits and sporting sun-
glasses.
  The middle guy--the big, blond one who jumps around a lot--is pretty rough.
Use weak attack strings on him...as he won't block 100% of the time.  He'll also
try to sidestep, and so, you wanna keep using weak attacks to follow him
around.  Don't forget to use the objects lying around or weapons in your in-
ventory.
  Once they're defeated, Kiryuu asks who hired them.  Suddenly, the blond guy
draws his gun and aims it right at Kiryuu.
  The sounds of police sirens frighten them away.  To find out what happens
next, you gotta buy the actual game!


-----------
6e.  Trivia
-----------

KIRYUU KAZUMA'S TRUE IDENTITY?
The name "Kiryuu Kazuma" is taken directly from an old television show in Japan
called "Seibu Keisatsu," or "The Western Police Division."  The show focused on
a bunch of detectives known as the "Daimon Corps," because their chief was named
Daimon Keisuke.
  Oh, by the way, that chief?  He was played by Watari Tetsuya, the guy who
played Kazama Shintarou.  Also, Kiryuu's actor is named "Kanou Ryuu."  Though
Kanou is a very common name in Japan (Mortal Kombat fans should probably know
that "Kano" ostensibly has this name--though it's mispronounced), there is
actually the slight possibility that the guy who wanted to become a yakuza in
the first game (Kanou) takes his name from this actor.
  Special thanks to Ancaryvan for the tip about Seibu Keisatsu.

THE KABUKI DISTRICT
You may or may not know this, but there's a spot that looks incredibly like
Kamuro.  I guess they built it to honor this game.
  ....
  OK, *ahem*.  Sorry about that.  The truth is that it's the actual spot in
Shinjuku in Tokyo famous for being a yakuza stomping ground.  It's been
featured in films and is quite well-known in Japan, so, you'd be abel to
recognize it if you were familiar with famous Japanese stuff.
  To have a nose around the Kabuki District, you can use Google Maps' street-
view.  Type in "Kabuki-cho, Shinjuku, Tokyo, Japan."  Right now, the Toyoko Inn
shows up.  Zoom in.  You should be able to see "Kabukicho" on the map.  Grab
the little man icon and put him down on that yellow street near the 7-11 and
you'll be right at the front gate at the southwestern corner of Kamuro.

MUTSUMIBASHI IN MAKISHI
The town of Ryukyu doesn't exist.  That's an old name for the kingdom that used
to run the archipelago south of "mainland" Japan (which is also a bunch of
islands, but that's neither here nor there).  That's why the area is often
called the Ryukyu Archipelago.
  But, the area in the game?  You guess it; it's based off a real location.
It's in Naha, the capital of Okinawa.  There's a part of Naha called "Makishi,"
and a major street that runs through there called "Kokusai-Doori" ("The Inter-
national Highway").
  If you type in "makishi, naha, japan" in google maps, you'll be pretty much
right there.  The Mitsukoshi is off to the east, as is Sam's Maui.  To the south
is the "First Municipal Makishi Market," near an arcade called "Mutsumibashi
Shopping District."
  It's all kinda to the east of a McDonald's.
  Unfortunately, at the time I write this, you can't use street view for this
area.

REAL GA GOTOKU
Many products, brands, stores, and restaurants in the game actually exist in
reality.  Suntory products, for example, are all real.  The same is true of the
"Ryukyu Shuugou Densetsu" turmeric drink and other products.
  Shops that really exist include Don Quijote, Matsuya, Sam's Maui, Karaoke-
Kan, Blue Seal ice cream, Quickly tea stands, and Pronto.  If you have a keen
eye, or have some experience living in Japan, you'll probably recognize a lot of
product placed in our little game here.

LET'S SEE WHAT'S IN THE SONG BAG
For those curious, here is the information on the vocal tracks and karaoke songs
in the game (except for vocals that are obscured and weird like the ones from
the battles against the guy who keeps bumping into people to extort money from
them (the song is called "D 2 A," by the way).  I've translated (did someone say
"mangled?") these myself, so, don't think these are some kind of official
lyrics.
  I dunno if this counts as "trivia," but, I didn't wanna make another appendix
just for song lyrics.

LOSER
(Opening Theme Song)
Lyrics by TAKAHASHI Ken
Music by YAZAWA Eiji
Sung by YAZAWA Eiji

  Kizudarake da ze Your Heart **
  (It's covered in scars, your heart)
  Machikadoni tachitsukusu **
  (You stand on the street corner like you're nailed to the floor)
  Kieteshimatta Chance Chance **
  (It's gone forever now, chance, chance)
  Okimari no warui shinario sa **
  (It's just that same old story, same bad situation) (*scenario)

  Surikiresouna Your Dreams **
  (Looks like they're getting worn out, your dreams)
  Owarenai kono mama ja **
  (This won't ever end, if things stay the same)
  Kaetemisero yo more more (*English word "more"--not capitalized in lyrics) **
  (Show them you can change--more, more)
  Jikan nara mada nokotteiru **
  (You know, you still have time)

  Hashiridase kobushi wo katamero Loser
  (Get moving, clench your fists, Loser)
  Kizuato no kazu dake tachiagare
  (Rise up, so you won't get any more scars)

  Daitemiru kedo more more (*English word "more"--not capitalized in lyrics)
  (You try to grab hold if it, more more)
  Aiyorimo hayai no sa
  (But it's even more fleeting than love)
  Iraira suru ze no no (*English word "no"--not capitalized in lyrics)
  (It really pisses you off, no, no)
  Aserutabi kibaga nukareteku
  (You're getting flustered, your teeth are being pulled out)

  Itsumademo makeinu na no ka Loser
  (Are you always gonna get defeated, loser?)
  Kamitsuite ashitawo tsukamitore
  (Bite down hard, cling to your tomorrow)

  Karamitsuku kusariwo tachikitte **
  (Break the chains that bind you)
  Shimeppoi kinouwo keriagero alright **
  (Shake off the dust of the gloomy yesterday, alright!)

  Kamitsuite ashitawo tsukamitore Loser yeah **
  (Bite down hard, cling to your tomorrow, loser!  Yeah!)

  Kizudarake da ze Your Heart
  (It's covered in scars, your heart)
  Machikadoni tachitsukusu
  (You stand on the street corner like you're nailed to the floor)
  Tsumetai machini Chance Chance
  (In these cold streets, chance, chance)
  Ikurademo nemutteru
  (There's limitless opportunity sleeping here)

  Tachiagaru no sa Yeah Yeah
  (I'll rise up, yeah, yeah....)

**--These are the lines that appear in the edit for the game.


Jikan yo, Tomare (Stop, Time!)
(Used in the cinema at the end of Chapter 11)
Lyrics by YAMAKAWA Keisuke
Music by YAZAWA Eiji
Sung by YAZAWA Eiji

  Tsumi na yatsu sa Ah Pacific
   (I'm a sinful guy, Ah Pacific)
  Aoku moeru umi douyara
   (You glistening, blue ocean...it looks like)
  Ore no make da ze mabuta wo tojou
   (It's my loss, I'll close my eyes)

  Natsu no hi no koi nante maboroshi to
   (Summer love, I guess you can call it an illusion)
  Warainagara kono hitoni kakeru
   (I'll laughing fall for this person)

  Asewo kaite gurasu no  hieta jinyori
   (I get more drunk off the scent of your bright skin)
  Hikaruhade no kaoriga orewo yowaseru
   (Than the cool gin in the glass, sweating with dew)

  Maboroshide kamawanai
   (I don't mind if it's just an illusion)
  Jikan yo, tomare inochi no memai no naka de
   (Stop, time, here in this dizzying life)
  Maboroshide kamawanai
   (I don't mind if it's just an illusion)
  Jikan yo, tomare inochi no memai no naka de
   (Stop, time, here in this dizzying life)

  Tsumi na yatsu sa Ah Pacific
   (I'm a sinful guy, Ah Pacific)
  Tokai no kusaiwo wasurekaketa
   (You've made me forget the stench of society)
  Kono ore tada no otoko sa
   (After all, I'm just a man)

  Omoide ni naru koi to nishikazega warau keredo
   (The West Wind laughs, "This love will soon be a memory")
  Kono hitoni kakero
   (But I'll fall for this person)

  Mm Stop the world
  Mm Stop the world


Omoiga Afuretara (When the Feeling Overtakes Me)
(Song used for ending credits)
Lyrics by TAKAHASHI Ken
Music by YAZAWA Eikichi
Sung by YAZAWA Eikichi

  Aa, todokanai yume da to shittemo
   (Ah, we know it's just a dream we can't reach)
  Oretachiwa naze kyoumo yumewo miteiru
   (So, why are we still reaching for it?)

  Omoiga afuretara kokoroni itakute
   (Everyone spends lots of restless nights)
  Nemurenai yoru daremoga kazuneteiru no sa
   (Where it hurts to much, when they feeling overtakes them)

  Baby kotaewa dokonimo nai
   (Baby, there's just no answer out there...)
  Sagashitsuzukeru kotoga subete no Answer
   (Just continuing to look for it, is the answer)
  Kotae da kara
   (Because, that's the answer....)

  Soshite yokubouwo kibouni kaenagara
   (And so, turning "desire" to "hope")
  Aruiteyuku yo omaewa kodokuna nagai michiwo
   (You walk down this long, lonely road)

  Baby namidaga yattekitemo
   (Baby, even if the tears come)
  Yumewo shinjiru kimochi nagashiteshimawazuni itekure
   (Don't let the belief in our dream flow with them)
  Sono yume no nakae kanashimi no umi no nakae
   (Head towards our dreams, into this sea of sorrow)

  Aa, hohoemini kisetsumo kikaete
   (Ah, seasons change in your smile)
  Kazeni ashita no kaoriwo kanjiteiru no sa
   (I can smell tomorrow in the wind)

  Baby kotaewa dokonimo nai
   (Baby, there's just no answer out there...)
  Atsumetsuzukeru kotoga subete no Answer
   (Just continuing to search for it, is the answer)
  Kotae da kara
   (Because, that's the answer....)

  Aa namidaga yattekitemo
   (Ah, even if the tears come)
  Yumewo shinjiru kimochi nagasanaide kanashimi no umie
   (Don't let the belief in our dream flow with them, as you head into the sea
    of sorrow)

Kamuro Setsugekka (The Natural Beauty of Kamuro's Scenery)
(Kiryuu's karaoke song)
Lyrics and music by ATSUSHI Hidenori
Sung by KURODA Takaya

  Nagareyuku / yoru no chou / ayashiku madowasete
   (Butterflies of the night / flying around / sinisterly leading people astray)
  Yokujou mo / aijou mo / junrenka ni / aa / Kamurochou
   (Songs of true love / of desire / and caring / ah! / Kamuro)

  Yasashiku yoru ni dakare / namida / hororihorori...
   (I'm embraced by gentle night / with tears / running down my cheeks)
  Maichiru yuki wa kazaru / hito de yogoreta machi de sae mo
   (Dancing, falling snow decorates / even these streets, sullied by mankind)

  Hana sakitemo / hana chirutomo / mabushii setsugekka
   (Whether flowers bloom, / or flowers fall. / There's a dazzling beauty of
    the natural scenery here)


Kitto Change myself (sic) (Definitely Change Myself)
(Haruka's karaoke song)
Lyrics by HORII Ryousuke
Music by SAKAMOTO Hideki
Sung by KUGIMIYA Rie

  Kitto muri kanau hazumo nai nante kimetsukete
   (It's definitely impossible, I told myself my dream won't come true)
  "Daisuki"to kaita me-ru "soushin" no botanga osenai
   (I can't press the "send" button on the e-mail that says "I love you")

  Koukai nante mou takusan na no
   (I've already got plenty of regrets)
  Saigo yo chansu nigasitakunai fumidasou anatae
   (My last chance...I don't wanna let you go, I'll step closer to you)

  Kitto! Getto dekiru yo watashiwa kawareru
   (I'll definitely be able to do it, I can change myself)
  Takasugita kabemo kitto imawa toberu
   (I'll definitely jump over that wall, even if it looks too high)
  Zutto! Yume miteta no Kamisama onegai...
   (I've just been dreaming, please, God....)
  Dokki!  Muneutsu kodou shinjite ima let's change myself
   (Flutter, flutter, my heart beating, believe me, now--let's change myself!)


Don Quijote Boogie Woogie
(Played in Don Quijote)
(I'm sorry, I don't have the lyricist, composer, or musicians listed!)

  Omoidattara itsu datte  Don Kiho-te de machiawase
   (Whenever you think of it, let's meet at Don Quijote)
  Dokan! to afureru yume wo kaimashou
   (and buy some dreams that'll fill us up 'til we burst!)
  Kibun wa takarasagashi da ne
   (It feels just like a treasure hunt!)

  Don!  Don!  Don!  Don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Boryu-mu manten, gekiyasu janguru! (Janguru da!)
   (It's a fully stocked, super-cheap jungle!  [It's a jungle!])
  Don!  Don!  Don!  don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Nandemo sorotte benri na omise, Don Kiho-te!
   (The convenient shop where you can get anything, Don Quijote!)

  (Don!  Don!  Don, Don!  Don!  Don!  Don Ki-!)x2
   ([Don!  Don!  Don Don!  Don!  Don!  Don Qui!])x2

  Hayaimono kachi paradaisu  Don Ki meguri wa kuse ni naru
   (It's a paradise where the early bird gets the worm!  It'll become a habit,
      browsing Don Quijote!)
  Shoudouteki demo tokushita ne
   (It may be an impulse buy, but I saved a lot!)
  Kon'ya wa nani ga aru no ka na~?
   (What will we find there tonight...?)

  Don!  Don!  Don!  Don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Itsudemo mantan fushigi na janguru!  (Janguru da!)
   (You'll always get your fill at this mysterious jungle!  [It's a jungle!])
  Don!  Don!  Don!  Don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Mayonakasugitemo tanoshii omise, Don Kiho-te!
   (The store that's fun even past midnight, Don Quijote!)

  Hei, doku iku no? --Don Kiho-te iku no!
   (Hey, where're you goin'?  --Why, I'm going to Don Quijote!)
  Yappari!
   (I knew it!)

  (Don Kiho-te...!  Don Kiho-te...!  Don Kiho-te...!)
    ([Don Quijote...!  Don Quijote...!  Don Quijote...!])

  (Un!  Ha!  Un!  Ha!  Un, ha, ha~!)

  Don!  Don!  Don!  Don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Boryu-mu manten, gekiyasu janguru! (Janguru da!)
   (It's a fully stocked, super-cheap jungle!  [It's a jungle!])
  Don!  Don!  Don!  don Ki-, Don Kiho-te!
   (Don!  Don!  Don!  Don Qui-Don Quijote!)
  Nandemo sorotte benri na omise, Don Kiho-te!
   (The convenient shop where you can get anything, Don Quijote!)


----------------------------------
7.  MAIN STORY CINEMA TRANSLATIONS
----------------------------------

HOW TO NAVIGATE:  Since these are LONG, I'm going to try and do something to
help navigation a little.  Before each cut scene, I'll put the title of the
scene, and six +'s before and after the title.  I'll then put six ='s before and
after the name of the chapter they're found in, then the cut scene number.

For example:

++++++ Example ++++++
====== Chapter X.Y ======

Where X is the chapter and Y is the cut scene number.

This way, a "Find" search should be able to locate the right cut scene.

Sorry for formatting errors, grammatical mistakes, typos...stuff like that!
This is my translation and it will be different from the official one (if an
official English-language version ever comes out, of course).  It's also my
translation and cannot be copied without permission--certainly without credit.
  First of all, however, I'll give you the prologues posted to the official
website.  These aren't cinemas, but, well...they might be an interesting read
anyway.


OFFICIAL PROLOGUE (from ryu-ga-gotoku.com)
In January of 2007, Haruka and Kiryuu left Kamuro-chou, and began living a new 
life. Heading down to Okinawa, they founded the Morninglory Child Welfare Facil-
ity, and lived modest-yet-happy lives with the children of various special cir-
cumstances.

However, they were suddenly met with a new threat: people buying up the land.
Two plans suddenly took Okinawa by storm: the plan to expand the military base
and the plan to build a new resort. With his restful solace now in the sites of
the absurd power of the government, Kiryuu alone faced the local crime organ-
ization involved in the land purchases.

It was a small struggle in the frontier of the southern islands. However, it
would become an incident that involved the Toujou Association...and even the
entire country....

Two years later, in March of 2009, sparked by two attacks with guns at the same
time in Okinawa and Tokyo, matters again became violent.*

Kiryuu, with the people he trusts and loves attacked, returns to Kamuro because
he must find the truth behind the events. He returns to find the "man who looks
just like Kazama"** witnessed at both scenes....

*--this is hard to translate, because they use that "jiken" word a lot in Japan
  and it carries a little more weight than it does in English. It's kinda like 
  "Kiryuu's gonna be on the case again!" or something.

**--official U.S. name "Fuma"

OFFICIAL CHAPTER 1 PROLOGUE (from ryu-ga-gotoku.com, posted 02/06/2009)

- Kiryuu, Headed for Okinawa -

In January of 2007, after he had brought the struggles with the Kansai Omi
Alliance and the war with the foreign-based Jin'gweon Force to an end, Kiryuu
made a silent resolution to himself.  After paying respects at the graves of
those who had lost their lives in the violent, 2-year struggle, Kiryuu confides
his resolution to Sayama Kaoru, a female detective for the Osakan police who had
fought beside him during the struggles.

(Sayama:  You're leaving today, right...?)
(Sayama:  I've come to say goodbye, myself.)

This resolution of Kiryuu's was to watch after oprhans, who bore the same hard-
ships he had when he was a child.  When he was recommended to run an orphanage
in Okinawa, Kiryuu decided to take Haruka and leave Tokyo to go down a new path
in life.
And so, Kiryuu bid farewell to Sayama, who in turn said goodbye to him, since
she was leaving for a new land to pursue her dream of being a detective.
Leaving the future of the Toujou Association in the hands of Doujima Daigo,
Kiryuu heads for Okinawa.

(Sayama:  There's a person I just have to go talk to.)
(Sayama:  I sure hope I can convince him....)
(Sayama:  Take care of yourself!)

Half a year later, in a coastal, residential area, Kiryuu and Haruka run an
orphanage known as the "Morninglory."  They've brought eight children there to
live with them, each with their own special circumstances.

(Sign:  Asagao ["Morninglory"])

A boy's struggle because of the color of his skin.  A girl's suffering because
of the fire that burned her arm and took her parents' lives.  The closed heart
of a girl who's trying to deal with the pain of having no parents--Kiryuu has to
overcome each child's deep suffering with them.  Whenever Kiryuu's care reaches
these children, Asagao comes a bit closer to being a family.

(Mitsuo:  WHAT? **--I can't quite make out the first character so I could be
 wrong about this one)
(All:  Let's eat! ["Itadakimasu," actually a set prayer of thanks before eat-
 ing])
(Taichi:  Three!)
(Kouji:  Mitsuo...that guy's been around here a lot lately, hasn't he?)

The threat of land purchase comes to the Morninglory.  For the sake of his be-
loved children, Kiryuu boldly stands before the absurd plan of purchasing his
land....

(Haruka:  I guess I've gotten kinda good through practice!)
(Haruka:  Do we really have to leave...?)

To Be Continued

OFFICIAL CHAPTER 2 PROLOGUE (from ryu-ga-gotoku.com, posted 02/13/2009)

- The Morninglory and the Ryuudou Family -

Early spring, 2008. It's been one year since Kiryuu and Haruka left Kamuro.
Haruka and Kiryuu have started to get used to life at the Morninglory Orphanage
they opened in Okinawa, and live happy lives with the kids there, who are grow-
ing up nice and healthy.
One day, however, a letter arrives, urging they leave. It was sent by the Ryuu-
dou Family, the local syndicate and owner of all the land in the area.

(Haruka: We got one of these again....)
(Haruka: Do we have to leave...?)
(Haruka: These strange men keep coming around here, too.)

The letters offer one-sided arguments, advising them to leave. Kiryuu sets out
for Ryukyu Village, stronghold of the Ryuudou Family, so that the children can
continue in their peaceful lives.
When Shimabukuro Rikiya, lieutenant of the Ryuudou Family, and Mikio, his
junior, try to get in Kiryuu's way, he lays them out flat and is led directly to
their headquarters. There, he meets a girl drawing in a sketchbook, and the man
who looks after her, the old-fashioned, chivalrous head of the Ryuudou Family,
Nakahara Shigeru.

(Rikiya: *I'm sorry guys, but, I can't really read this so well becaue they used
 white subtitles on bright colors. He might either be talking about the
 tattooes, or he might be talking about people bearing hardship--I can't be sure
 until I see this part in the actual game and hear what he says. I'm pretty sure
 this line's not in the videos I've seen. I just remember him saying "It's not
 just any snake; it's a habu!' and 'We hate you guys who've slinked down here
 from the mainland...get the **** out of Okinawa!'"*)
(Rikiya: In here....)
(Nakahara: I see you've taught our Rikiya a lesson.)

Everyone in the Ryuudou Family loves Okinawa and values the trust of the locals,
so they are fiercely loyal in their duties to them. Nakahara reveals to Kiryuu
that the land the Asagao is on is a prospective location for the large-scale
resort planned to be built in Okinawa. He explains to Kiryuu that he had the
best interests of the Okinawan people in mind, but Kiryuu just turns that idea
down flat.
"If you love Okinawa so much, can't you think of any better way, other than
forcing us out of here?" he says, and turns and leaves.

(Nakahara: *I'm afraid white, tiny, low-res text on bright background colors win
 again, but he says something about Kiryuu being a mainlander and cautions him
 that he may be old, but he's not exactly senile*)
(Kiryuu: Are you really OK with that?)
(Kiryuu: ...can't you think of any better way, other than forcing us out of
 here?)

A few days later, Rikiya comes to the Asagao to see Kiryuu. Thinking the Ryuudou
Family has come to force him off his land again, Kiryuu comes to send Rikiya
back home.
But, that's not why Rikiya came. It seems there was an abduction at the Ryuudou
Family. A land war involving authority has come, and those with honor have
struck at those who act honorably. Kiryuu's manly action of springing into
action for the sake of the Ryuudou Family and a young girl started to form a
new bond....

*sorry about that horrible last sentence, but it's kinda horribly cheesy in
 Japanese, too*

(Rikiya: There's something I desperately need your help with today, brother
 Kiryuu...)
(Rikiya?: What should I do?)

One year later--March, 2009. Shocking news reaches Kiryuu and Haruka, who had
been living peaceful days after gaining the Ryuudou Family's trust.
"The old man...he's been shot."
Upon hearing this news from Rikiya, Kiryuu and Haruka race to the hospital
Nakahara's been admitted to. However, Kiryuu would find even more shocking news
there. Nakahara's adopted daughter, Saki, was present at the shooting and drew
a sketch of the assailant. The drawing in her sketchbook depicted someone who
looked exactly like the man who had raised Kiryuu like a father, Kazama
Shintarou.

(Rikiya: The old man...)
(Mikio: Uncle Kiryuu!)
(Haruka: *again, the subtitles are so hard to read, I'm really not sure on this
 one* This person has come and upset your life with him....)
(Rikiya: Is he someone you know, brother?)

To Be Continued 

OFFICIAL CHAPTER 3 PROLOGUE (from ryu-ga-gotoku.com, posted 02/26/2009)

- Kiryuu, Returning to Kamuro, and the Heads of the Toujou Association Groups -

As if the news of the Nakahara getting shot wasn't shocking enough, a call
suddenly comes from the second-in-command of the Toujou Association, Kashiwagi
Jun.  "Kiryuu, the Chairman's been shot!"
The case had spread from Okinawa to Kamuro, where the 6th Chairman of the Toujou
Association, Doujima Daigo, had been shot.  What's more, the man who shot Daigo
apparently looked like Kazama, just like in the Nakahara incident....
In order to figure out just who this mysterious man is who's threatening his
peaceful days, Kiryuu decides to once again go to the Kamuro District.

(Kashiwagi:  Kiryuu!  It's me, Kashiwagi!)
(Rikiya:  I won't do anything to get in  your way!)
(Kiryuu:  I'm heading out to Tokyo today, for a week or so.)
(Kiryuu:  I gotta do something I can't get out of in Tokyo.)
(Kiryuu:  So, I'm gonna leave it up to you out here.  *I can't read the last few
 characters, so, I'm probably a little wrong*)

Meanwhile, at the Toujou Association Headquarters, an emergency meeting of the
various group heads is called to discuss a plan of action.
And so, the present group heads meet.  There's Kashiwagi Jun, second head of the
Kazama Group and current second-in-command to the Toujou Association.  There's
the leader of the Hakuhou Group, Mine Yoshitaka, who amassed great wealth in
real estate and the stock market, and is assigned as chief of finance for the
Toujou Association.  There's Kanda Tsuyoshi, third head of the Nishikiyama
Group, who's been expanding his influence with his rough battles.  There's
Hamazaki Gou, head of the Hamazaki Group, who's earned the nickname "Emperor
Hama," because he controls all of Yokohama.

(Kashiwagi:  *I can't read this very well and I couldn't hear it properly in the
 video, but....*  If Daigo is taken out of the picture, the Toujou Association
 might be shaken to its foundations.)
(Kashiwagi:  Assuming the worst, our first order of business is to leave the
 Toujou Association in the hands of someone who knows about the other organizat-
 ions.)
(Mine:  I think the best course of action would be to call our former Chariman,
 Kiryuu, to come help us.)
(Kanda:  What??)
(Hamazaki:  You know, as gangsters, we gotta take care of something else first.)

...and then there's the man Kiryuu left to watch over the Toujou Association in
his place after he left Kamuro behind him, the head of the Majima Group, Majima
Gorou.
Kashiwagi and Mine had hurriedly called the group heads together to bring Kiryuu
back to act in place of the fallen Daigo.  Opposed to them, however, stand Kanda
and Hamazaki, who feel that the Association must concern themselves with aveng-
ing Daigo.  Kanda, who sees this as the opportunity to make his play for the
title of seventh Chairman of the Association, refuses to ask for Kiryuu's par-
ticipation because of grudges in the past, and pledges to take Kiryuu's head
with his own hands and become top of the Toujou Association.
As each of these plots came crashing together, Majima just watched silently from
the sidelines.

(Hamazaki:  I got some information that the one who went after the Chairman....)
(Mine:  What's important for the Toujou Association now is to get its feet
 planted firmly on the ground.)
(Kanda:  Rather than that, I wanna go take Kiryuu out!)
(Majima:  If they can get into our stronghold....)

No sooner does Kiryuu set foot in Kamuro than he runs across some of Kanda's men
causing a scene in the Host Club, Stardust.
Learning in the struggle at Stardust that Kanda is going after Kashiwagi, he
races to the Millennium Tower to meet with him.
There, he meets Kashiwagi for the first time in two years.  They meet to discuss
who this man who shot Nakahara and Daigo really is.  However, an unknown heli-
copter suddenly appears....

(Kazuki:  No deal!)
(Hasebe:  Then, you know...it'll be *you*, former Chairman, who started the
 fight here with us!)

To Be Continued


++++++(Promotional Movie from 01/23/2009)++++++

- March, 2009 -
- Tokyo -

Doujima Daigo: "I told you 'no.' I don't care if you add a billion to that 
  billion; it's still 'no.'"

- The Toujou Association's Sixth Chairman -
- Doujima Daigo -

Mine Yoshitaka: That call just now...that was the Okinawa thing again, wasn't
  it...?
Daigo: ....
Mine: I know you owe that guy, and all, but if we sit on this, you know, there
  are other powerful--
Daigo: That's enough! I won't take that land away. The Toujou Association's been
  saved so many times by its Fourth Head.... I won't take his home out from
  under him.

- Okinawa -

(Sign: Asagao ["Morninglory"])

Kiryuu: Let's eat!
Everyone: Itadakimasu! (set expression of thanks before eating)

- Morninglory -
- A Child Welfare Facility -

Kiryuu was living the quiet life with the orphans

Until--

Reporter: We've learned today that Minister of Defense Tamiya Yuuzou, who plans
  to expand the American base in Okinawa, and Minister of Domestic Travel Suzuki
  Yoshinobu, in charge of the project of opening a resort in the area, are both
  planning to visit the area.

(Caption 1, under minsters' photographs: Both Ministers to Visit Okinawa at Same
  Time)
(Caption 2, on right side of screen: Local Residents Gather at Airport to Pro-
  test Bill to Expand Base)
(Signs: "Stop the Base Expansion!" "'NO' to Base Expansion!" "Bring Peace to
  Okinawa!")

- An Unstable Okinawa -

- A Bill to Expand the U.S. Military Base -

Tamiya: My duty is to protect the country. I've got nothing more to say.

- The Minister of Defense -
- Tamiya Yuuzou -

- A Plan to Establish a Large-Scale Resort -

Suzuki: I'd like to show all the other ministers that be establishing a resort,
  I would really like to help with the area's progress, in some way.

- The Minister of Land, Infrastructure, Transport, and Tourism -
- Suzuki Yoshinobu -

Haruka: We got one of these again.... It says we're evicted--are we?

- Real Estate Purchases Involved in the Expansion Projects -

Haruka: Do we have to leave...?

- The Threat of Eviction Comes to the Morninglory -

Kiryuu: Hey...just what are you guys up to, scattering these things about like
  that?

- The Local Crime Organization -
- The Ryuudou House -

Rikiya: Get the hell out of Okinawa right now!

- Junior Head of the Ryuudou House -
- Shimabukuro Rikiya -

Nakahara: You're here about the eviction, right?
Kiryuu: I'm not leaving.
Nakahara: What?!

- Head of the Ryuudou House -
- Nakahara Shigeru -

Kiryuu: It's really just a mob shakedown, after all.
Nakahara: It's what??

- Threats Arise Because of the Land Purchase Deals -

- Kiryuu Meets a Lone Girl at This Moment -

- Saki, A Girl Who Can't Speak -

- And Then, the Real Story Begins -

Kiryuu: What's with you? Is something wrong?
Rikiya: The old man...he's...he's been shot.

- The Shooting of Group Head Nakahara -

Miki: Brother!

- The Shooter, Seen By Saki... -

Kiryuu: This is...

- ...Is A Man Who Was Thought Dead -

Kiryuu: ...Boss Kazama!

- A Mere 2 1/2 Hours Later -

Daigo: K-Kazama--!
Mystery Man: Surprised?

- The Man Drawn In the Sketchbook -

Mystery Man: We, the Toujou Association, can't afford to back away from the
  Okinawa Land Purchase.
Daigo: And...if I refuse...?
Mystery Man: .... That's a shame.

- This Shooting Destroys the Balance of the Toujou Association -

Kashiwagi: Our leader may have been taken out of commission, but, we can't let
  our Association lose sight of our main purpose.

- The Desires of the Group Heads Come to Light -

Mine: The best course of action in this instance would be to ask for the advice
  of our 4th Chairman, Kiryuu.

- Head of the Hakuhou Group -
- Mine Yoshitaka -

Mine: Would it make you ******* happy if Daigo died? WOULD IT??

Kanda: You wanna call Kiryuu back?!

- Head of the Nishikiyama Group -
- Kanda Tsuyoshi -

Kanda: Mine!! No matter what you do, you're going down!! And I'll ******* have
  revenge on Kiryuu, too!

Hamazaki: But, you see, I don't want to let the Nishikiyama Group's Head snatch
  the seat of Daigo's successor, neither.

- Head of the Hamazaki Group -
- Hamazaki Gou -

Hamazaki: A Chinese butcher's knife really cuts well, doesn't it?

- Meanwhile, As For Kiryuu -

- He's Returned to Kamuro to Find the Truth Behind the Case -

Kanda: It's finally time to fight, dammit!

Kiryuu: Who's the enemy here?*
Kashiwagi: This is--!!

Date: There are only four people in the Toujou Association these days who could
  come up with something like this....

Majima: Welcome to the Majima Group's headquarters!
Kiryuu: Brother Majima...?

Hanaya: Over a year ago, Daigo started searching for a traitor inside the
  Association.

- Who Is The Traitor Working With the Government? -

Kanda: Kiryuu!!

Mine: I get rid of everything in my way...even if that means stopping you,
  Kiryuu.

Hamazaki: I wanna get all of Kamuro under my control.

Tamiya: Just like you, I, Tamiya Ryuuzou, put my own interests first.

- A Vast Conspiracy that Shakes the Foundations of Japan -

- And the CIA Finally Makes Its Move -

Kiryuu: Who're you...? .... So, you don't understand Japanese, huh?

- Also -

- What Is the True Identity of the Mysterious Man Pulling the Strings? -

Kiryuu: Are you Boss Kazama?!
Mystery Man: "YOU" ga Kiryuu Kazuma desu ka? (So, "YOU" are Kiryuu Kazuma?)**

Rikiya: I just wanna be a real man!
Kiryuu: A day will come where you can put your life on your line and be a man.
  Trust me.

- The Fierce Battle Will Be Taken to the Limit -

- The Shocking Truth -

Kazama: We'll meet in Hell!

- All of These Ambitions Will Rage -

- This Is the Fate of All Real Men -

Kiryuu: Any of you wanna die...?  LET'S DO THIS!

- Ryuu ga Gotoku 3 -

*--The line is literally "just where is the enemy?" But, I think he may be
  saying it because some of the group heads (Kanda especially) are calling
  Kiryuu the "enemy."
*--He literally says the English word "you." 


------------
8.  GLOSSARY
------------

I know, I know...this is really an appendix and should be in that section, but,
it just seems to fit more at the end.  

ACALA:  This is a Buddhist deity, sometimes called the ruler of fire.  He pro-
  tects the world from demons, principally, and is usually shown looking very
  fierce and holding a sword and a rope.  When the letter "c" is used to Roman-
  ize Sanskrit, it's actually read like a "ch," so it's actually "Achala."
  In Japan, he is known as "Fudou," because "Fudou" means something like "un-
  bending; obsinate; lit. 'not moving'."  That's a close translation from the
  Sanskrit.
  He is most often called by his title, "Myou'ou," which literally means some-
  thing like "king of clarity," but is used to mean something like "Divine
  King."
  Coincidentally, that "Myou" is also read "Akira," and can be a person's name.
  One of the most popular anime/manga serieses from Japan was called Devilman
  and featured a man named Fudou Akira, who is killed and/or possessed (the
  story has been 'reconned' and changed a few times) by the demon Amon.
  Could Nagoshi be a Devilman fan...?
  Yeah; I'm pretty sure he is.
ANIKI:  A term used by younger males to older ones who they esteem and whom
  they consider a mentor or protector.  Literally, it means something like
  "older brother whom I hold in high esteem," or something else hard to
  translate.  Yakuza typically use this term in movies and such.  In very
  familiar circles, they'll also just say "Niisan" or "Niichan," a term also
  used by children to older males, but it isn't as respectful as "Aniki."
AVALOKITESVARA:  This is the Bodhisattva of Compassion in Buddhism.  His name
  literally means "He who observes the sounds of the world."  In other words,
  this is the one to pray to when you're desperate or sad.
  Avalokitesvara is most often worshipped as a female diety outside India,
  known in China as "Guan Yin" (short for "Guan Shih Yin"), Kannon (short for
  "Kanseon") in Japan, and Guaneum or Guanse'eum in Korean.
  The origin of th female Avalokitesvara is a little fuzzy, but most point to a
  legend about a princess whose wicked father was mean to her and tried to force
  her to marry.  She later had to give up her eyes to save her father when he
  was very ill, and so he regretted being so mean to someone who would give so
  much to him.  Other accounts have her being whisked away by tigers and by
  Ksitagarbha to become a goddess-like figure in the heavens.
BAI LING:  This is a mushroom from China, with the Cantonese name "Baak Ling"
  and the Japanese names "Bairingu," "Hakureitake," and "Agitake."  It report-
  edly has many medicinal purposes, and is supposed to taste good, but I can't
  verify.  I believe it's fairly expensive.
BENTOU:  A Japanese-style boxed lunch.  They were sold at railway stations, so
  that travelers could just take them quickly and go. 
BOKUTOU:  From the Sino-Japanese ("on'youmi") readings of the words "wood" and
  "sword," this word refers to a wooden practice sword.
BULGOGI:  Also spelled "purgogi," this means "beef" in Korean, but refers
  most often to a special, marinated, thinly-sliced beef that is barbecued.
CHAA SIU:  Chinese barbequed pork, usually a bit sweet and succulent.
  -->  CHAA SIU MIN:  Ramen with Chinese barbequed pork inside (yum).
CABARET CLUB:  Called "Kyabakura" for short (from "kyabare kurabu"), these are
  mostly adult-entertainment-themed bars where guests can be sat with a young
  woman employed by the bar for company.  These aren't whorehouses; the women
  working these places are usually there to provide a similar service to that
  geisha provided in a more traditional sense; they make conversation and
  generally make the customer comfortable so that he'll order more food and
  (especially) more drinks.
  Just like escort services, while the guest is with the employee, there isn't
  to be sex going on.  There are many stories of guests getting together with
  the employees after business hours or forming relationships with them; this
  isn't entirely out of the question.  However, just like with most in the sex
  entertainment trade, it's just business and not anything really serious.
  --> CABARET CLUB GIRL ("Kyabakurajou")  A hostess employed by a cabaret club.
CHENG LUNG (or "Qing Long" or "Shouryuu" or "Seiryuu"):  One of the four
  divine beasts (each guards a direction).  This is the Blue Dragon, who
  protects the East.
  --> CHENG LUNG DOU (or "Qing Long Dao" or "Shouryuutou" or "Seiryuutou"):  a
  sword bearing the Cheng Lung name.
CHOUHAN:  An old gambling game in Japan, where a dealer rolls two dice and the
  players bet on whether it will be "chou" (even) or "han" (odd).  You'll see
  this in many samurai flicks such as the Zatou'ichi films starring Katsu
  Shintarou.
DESHI:  Pupil; apprentice; disciple; etc.  Basically, a student, taken under
  the wing of a mentor.
DHARMA:  A monk said to have entered China and given groundwork for "Chan" or
  "Zen" Buddhism.  There are many strange tales of his life, including the one
  where he was meditating so much that his arms and legs fell off, and then was
  found in his cave by two men.  These men are said to have struck and killed
  the monk, who fell down and said, "Thank you!" before he died--because that
  action "awakened" him; made him attain Nirvana; what-have-you.
  -->  DHARMA STATUE:  This is a common item in Japan.  The idea is that you
  buy one for your business and paint one of his eyes on, then the other when
  you have some great luck happen.  Basically, it's there to wish prosperity
  upon your business.  It's round, red, and has the Dharma's face painted on
  it.
DOSU:  This is a Japanese word, referring to specifically one of those knives
  used primarily by sushi chefs that look like thin French vegetable knives and
  are usually quite sharp and expensive.  The word also more broadly can be
  used to just mean "knife."
ENCOUNTER BOSSES:  Called "Encount Bosses" in Japan, these are certain hidden,
  boss-like characters who appear after a certain number of random encounters
  (hence the name) have been fought in a certain area.
ENKA:  This is a type of music in Japan.  Literally, the word means "performance
  song."  These are very similar to easy listening or pop vocal ballads, and
  aren't popular with the young crowd these days.  I like them, but all Japanese
  people have always said I'm like an old man.
FUDOU or FUDOU MYOU'OU --> see "Acala"
FUGU:  A pufferfish.  A particular variety is famously eaten in Japan, although
  people reportedly die every now and then from its venom.  The trick is to
  slice the fish so that none of the bile of the liver is released (and to
  discard said liver).  A tiny amount of the venomous body part is often added
  to the meat to provide a "buzz."  
FUNDOSHI:  Sometimes called a "Japanese loincloth," this is a piece of cloth 
  that is wrapped around the hips and groin, worn as underwear.  Though still
  very popular in the '40s and '50s, this garment has its roots way back in
  the days of the Heian aristocracy, perhaps earlier.  A favorite of the
  warrior class, this is a very manly, "tough guy" thing to wear.  In fact,
  the Chinese character used (tho' it holds a different meaning in Chinese,
  actually) has the symbol for "clothes" on the left and the symbol for "army"
  on the right.
GOKU:  This is a Chinese character (pronounced "gik" or "ji" in Chinese) that
  means "extreme."  In Japanese, it can also be read "kiwameru" and means "to
  master."  In the game, the kanji will flash in red with the word "Special"
  attached to it to tell you when you can perform a Heat Action.
  --> "GOKU" ATTACK:  Because of the "goku" kanji, I sometimes call the Heat
  Action moves "Goku" attacks. (see "Heat Action")  The "goku" in this instance
  probably stands for "Gokudou," a poetic word for "yakuza."
GOKUDOU:  A more poetic word for "yakuza."  It literally means "the extreme
  path."
GUAN YIN:  --> see "Avalokitesvara"
GUMBAI:  Literally "army fan," this is a traditional object used by strategists
  and commanders to lead armies around.  Usually fine, lacquered wood, they
  sport a guitar-like "pear" shape, are flat, and bear symbols and insignias for
  their particular lord.
  These are also wielded by gyouji, judges of sumo tournaments.
HARITI:  A Buddhist deity called upon to protect children.  In the game, she is
  refered to by the name "Kishimojin."  This is the translation of her name into
  Sino-Japanese, meaning something like "Ogre-Child Mother Goddess."
HEAT ACTION:  A special attack you can perform when in "Heat Mode" (w