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    FAQ/Walkthrough by ThePatrick

    Version: 0.9 | Updated: 04/29/09 | Search Guide | Bookmark Guide

                                         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
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    C
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    D
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    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."
    
    
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    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.
    
    
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    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
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    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
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    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.
    
    
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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).
    
    
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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.
    
    
    T
    -
    
    Taichi
    Role:  Story figure
    Appears in:  ???
    Voice Actor:  ???
    Description:  Taichi is a 10-year-old boy at the Morninglory.  He loves profes-
      sional wrestling.  He gets a little carried away when playing around, but,
      he actually cares a lot for the younger children.  He's like a leader to them.
    
    TAMASHIRO Tessei
    Role:  Chapter 3 Boss
    Appears in:  Chapter 3
    Voice Actor:  ???
    Description:  This big, tough guy in a red suit with red sunglasses and hair
      pushed back in a semi-pompadour is the head of the Tamashiro Group, a family
      of yakuza mobsters in Okinawa.
        In order to gain power over the Ryuudou House, he woos the mother of Saki, a
      girl whom Nakahara, head of the Ryuudou House, is watching over, and uses that
      influence to kidnap the girl.
        Saki's mother is a big-time philanderer and seems unable to resist men--
      especially men of power.  Tamashiro tells her that he wants her to get Saki
      back so that the three of them can live happily ever after, but, he's lying
      (of course).  When Kiryuu shows up on the scene, Tamashiro tells Saki's
      mother that he has no use for an old hag like her anymore.
        Tamashiro uses weapons.  When you confront his family, you're supposed to be
      getting a quasi-tutorial on weapons.  So, he uses a knife, and then brass
      knuckles.  Because of this, he can be a little annoying to fight, unless you
      know how to handle him.
        He's also big.  So, he can withstand attacks.  He'll be in Heat Mode for
      most of the fight, so he can just use brutish boxing attacks straight through
      Kiryuu's strings.  So, sidestep him!  If you can get behind him, the guy's a
      piece of cake.  Also, remember that there are plenty of items littering the
      stage for you to pick up and smash over his head.
        His defeat there doesn't seem to stop Tamashiro from interfering.  He comes
      to the orphanage while Kiryuu is away with Mine Yoshitaka, and starts smashing
      everything up.  There, he shoots Rikiya and Mikio in their legs and takes
      Nakahara Shigeru to lure Kiryuu into a battle outside of town.
        After he is defeated Kiryuu turns his back on him, allowing him to get the
      drop on him.  He picks up his gun, stands up, and fires at Kiryuu--but Rikiya
      gets in the way, suffering a mortal wound.
        Shortly after shooting at Kiryuu, Tamashiro is killed, hit in the head by
      a shot from Kazama Jouji, Kazama Shintarou's CIA agent brother.
    
    TAMIYA Ryuuzou
    Role:  Story character
    Appears in:  ???
    Voice Actor:  OOTSUKA Akio
        Metal Gear Solid (game series):  Solid Snake
        Vampire Princess Miyu (anime):  Oojima Youichi
        Cowboy Bebop (anime):  Whitney Haggis Matsumoto
        Samurai Champloo (anime):  Okuru
        You're Under Arrest (anime):  Oota
        Devil May Cry (anime):  Morrison
        Trigun (anime):  Raidei the Blade
        Fushigi no Umi no Nadia (anime):  Captain Nemo
        Black Jack (new series):  Black Jack
        Bleach (anime):  Kyouraku Harumi
        Magic Knights Rayearth (anime):  Windham
        Amon Devilman Revelation (anime):  Amon
        The Hakkenden (anime):  Inumura Oosumi
        Porco Rosso (anime movie):  Curtis
        Ghost in the Shell (anime movies and serieses):  Batou
        Tekken (anime):  Jack-2
        Valkyrie Profile (game):  Hugo
        Onimusha (game series):  Oda Nobunaga
        Kessen III (game):  Uesugi Kenshin
        Genji (game):  Musashibou Benkei
        Samurai Spirits Tenkaichi Kenkakuden (game):  Minazuki Zankurou
        Shenmue (game):  Jimenez Garcia
        Street Fighter IV:  Seth
        Samurai Warriors (game series after X-Treme Legends):  Honda Tadakatsu
        Musou Orochi (game series):  Honda Tadakatsu
        Senjou no Valkyria:  Radi Yager
        Soul Calibur II (game, X-Box):  Spawn
        Bakumatsu Roman Gekka no Kenshi (game series):  Amano Hyou
        Brave Fencer Musashiden (game):  Jan, Wokka
        Moero! Justice Gakuen! (game):  Kazama Daigo, Wild Daigo
        Yoshitsune Ki (game):  Musashibou Benkei
        Legend of Dragoon (game):  Zeke
        Legaia Duel Saga (game):  Avalon
    Description:  Tamiya Ryuuzou is the Japanese Minister of Defense.  He initiates
      a plan to expand the U.S. military base in Okinawa and host a ballistic
      missile defense system (B.M.D.).  This, of course, threatens Kiryuu's orphan-
      age.
        Tamiya isn't really after any base expansion.  He introduced the proposal
      for the base expansion to shake things up in the region.  All the other
      governments would probably need some major arms themselves in order to compete
      with Japan if the project was completed, so, they would most likely turn to
      the Black Monday, an illegal arms dealer out of the U.S.
        Tamiya and the CIA cooked up this plan to make the Black Monday spring into
      action so they could catch the group's leader, Andre Richardson.
        In order to make the proposal seem viable, Tamiya convinced his colleague,
      the Japanese Minister of Land, Infrastructure, and Travel, Suzuki Yoshinobu,
      to introduce his own proposal and have it attached to the bill as a sort of a
      rider.  His proposal would be to use some of Okinawa's land to build a lush
      resort that would attract tourists.
        Suzuki began soaking up all the land in the area, with the help of the local
      yakuza groups and with the help of the Toujou Association.  Unfortunately for
      him, though, it was just a fake plan, so...he wouldn't stand to profit at
      all.
        There was one problem:  Kiryuu Kazuma's orphanage.  Kiryuu convinced both
      Daigo and Nakahara to withdraw from the purchase deals, and so, as a result,
      CIA agents visited both Daigo and Nakahara.  Both ended up being shot by the
      partner of Kazama Jouji, brother of Kiryuu's father figure.
        When Touma Masahiro, an Okinawan, finds out that the plans were all a fake
      and that his homeland won't be made prosperous with the construction of a
      resort, he goes to Suzuki and explains everything.  Suzuki, in turn, actually
      introduces the proposal, even if Tamiya was going to withdraw it, tying
      Tamiya's hands.
        So, Tamiya contacts Kiryuu directly and has him come visit.  He explains 
      that the project now has to go ahead, and that the CIA will most likely target
      Touma for his interference, and possibly to stop the land purchase deals.
      Nobody really wants the base to be expanded like that, whether it would catch
      Richardson or not.
        Tamiya tells Kiryuu he'd like him to save Touma, who was his underling,
      even if he betrayed him.  Kiryuu calls him old-fashioned for that loyalty to
      his employees.
        Tamiya also wants Kiryuu to try and "save" Kazama Jouji, brother of Kiryuu's
      fathr figure, Kazama Shintarou.  As a cop, Jouji was disgraced with a brother
      high up in the yakuza, so he left Tokyo for the CIA and follows their orders
      absolutely.  By stopping him here, Tamiya feels like they can get Touma to
      come back and also get Kazama to the point where he will do what he feels is
      right, working for the CIA's goal rather than following them absolutely.
        After Suzuki starts making his fake proposal a reality, Tamiya will do what-
      ever he can to stop it.  That's why he starts to support Kiryuu, Daigo, and
      Nakahara.
        Perhaps his name was chosen to evoke the image of Tanaka Ryuuzou, who was a
      huge business mogul.  He was an executive of the Hanshin Electric Railways and
      owned the Hanshin Tigers baseball team.
    
    TOUMA Masahiro
    Role:  Story character
    Appears in:  Chapter 2, Chapter 11
    Voice Actor:  ???
    Description:  Touma is an attache to Tamiya Ryuuzou, the Japanese Minister of
      Defense.
        An Okinawan, he would do anything for the prosperity of his homeland.  When
      Tamiya works with Minister Suzuki Yoshinobu to introduce measures to expand
      the U.S. military base, but also to build a resort in Okinawa, he is obviously
      thrilled.  But, when he learns that Tamiya's measure is all a lie devised to
      drive a criminal group out into the open, he goes to Suzuki and convinces him
      to introduce the measure himself.
        However, neither the CIA nor Tamiya actually want such a bill to go through,
      so, a CIA agent is sent to quiet Touma.  The agent in question is Kazama
      Jouji, brother to Kiryuu's father figure, Kazama Shintarou.
        Tamiya contacts Kiryuu personally and asks him to go down to Okinawa and
      save both men.  Even if Touma has betrayed him, he's still his underling, and
      he feels he has to act to save him.  Jouji, on the other hand, must be saved
      from doing something foolish and acting robotically, doing everything without
      question for the CIA rather than trying to help them accomplish their goals
      his own way.
        Kiryuu finds Touma as Jouji is about to shoot him in a strip club.  He
      tells Touma to run, and fights Jouji himself.  After defeating Jouji, Kiryuu
      tells him that Tamiya asked him to come and save him and Touma.
        But Touma didn't run away as Kiryuu advised.  He stood nearby and overheard
      the explanation that it was Tamiya who looked out for him--even if he had
      betrayed him.  Moved, Touma leaves for Tokyo, joining with Tamiya again.
    
    TSUBAKI Ayana
    Role:  Masseuse
    Appears in:  ???
    Voice Actor:  (herself)
    Description:  This is the masseuse in Kamuro.  Her voice actor is a "new half,"
      a term for a male-to-female transgendered person in Japan.
    
    TSUCHIYA Mika
    Role:  Cabaret club girl
    Appears in:  ???
    Voice Actor:  ???
    Description:  One of the cabaret club girls in Club Flawless in Ryukyu.
    
    
    U
    -
    
    UNTEN Saya
    Appeasr in:  ???
    Voice Actor:  ???
    Description:  One of the cabaret club girls in Club Flawless in Ryukyu.
    
    
    V
    -
    
    W
    -
    
    X
    -
    
    Y
    -
    
    YONASHIRO Shouji
    Role:  Trainer
    Appears in:  ???
    Voice Actor:  ???
    Description:  This self-proclaimed weapons master will teach Kiryuu how to use
      several different weapons in Okinawa.
    
    Yuuya
    Role:  Story character
    Appears in:  ???
    Voice Actor:  MIYAKE Kenta
        Detective Conan (anime):  Detective Tsubaki
        Naruto (anime):  Shiro Bou
        Heat Guy J (anime):  Giovanni Gallo
        Rockman .exe (anime):  Count Electric, Leagueman, Whaleman
        Ikki Tousen (anime):  Taishi Ci
        Bobobo-bo Bo-bobo (anime):  Ishikawa Goemon
        Otogi Zoushi (anime):  Watanabe Tsuna
        Growlancer VI Precarious World (game):  Hoffman
        Summon Knight 4 (game):  Craule
        Shin Onimusha Dawn of Dreams (game):  Shima Sakon
        Street Fighter IV (game):  Zangief
        Sonic Heroes (game):  Victor the Crocodile
        Final Fantasy X (game):  Biran Ronzo
    Description:  An earnest worker at the Host Club, Stardust, Yuuya acts half as
      the No. 1 Host there, and also half as a bouncer with his powerful brawling
      attacks.  He and his boss, Kazuki, are Kiryuu's friends.
    
    
    Z
    -
    
    
    ---------------------
    5n.  Completion Lists
    ---------------------
    
    From the start button pause menu, select the second option from the bottom to
    check your Completion Lists.  You get rewards from Sayama for completing each of
    these lists in the form of items that you will retain in Premium New Game.
      Sayama will mail you for each list you complete.  After you get her mail, you
    can go talk to Bob Utsunomiya to collect your reward.  He stands near the gate
    to Tenkaichi (that'd be the southwestern corner of the map) on Shouwa in Kamuro
    and across the street from the Monorail Station in Okinawa.
      Trust me...if you haven't seen this guy before, let me just not ruin the
    surprise and say you'll definitely recognize him.  If you lose your item for
    whatever reason, you can go see Bob again and get it back.
      In Premium New Game, you keep all your items, so you'll have the reward, but
    you don't keep the Completion Lists.  You do get the e-mail from Sayama in a
    Premium New Game, though, so that you can get your item from Bob if you lose
    it.  You've unlocked the item, after all!
      There are eight lists.  I'll list them here in the order the appear, top to
    bottom, and then try to replicate exactly how they appear on the screen, so that
    those of you who don't know Japanese can tell what item is missing.  The ones
    you haven't done will have a white checkmark next to them (and they'll probably
    have a bunch of question marks, too, like "???").
      Before I begin, let me list the...lists:
        CABARET CLUB GIRLS
        COIN LOCKERS
        RESTAURANT MENU ITEMS
        HEAT ACTIONS
        UNDERGROUND COLISEUM OPPONENTS
        WEAPONS AND ARMOR CREATION
        REVELATIONS
        MINI-GAMES
      Good luck!  All of these lists take a great deal of time and effort to com-
    plete.
    
    
    5n-I.  Cabaret Club Girls
    -------------------------
    
    The game lists the girls you've seen in cabaret clubs, plus the number of hearts
    you've accrued.  Naturally, they mark the girl off when you've finished her
    side story.
      For completing these, you will get the "Seven Luck Gods Sarashi," which will
    randomly give you special rewards for winning random battles, such as 777 or
    7,777 yen.
      For more information on clearing the Cabaret Club Girls, please see their
    section in the FAQ.
    
    ARAKI SAYAKA - Club Ageha (available after completing all other girls in Kamuro)
    SAKURAI RINA - Club Ageha
    NISHIYAMA RIHO - Club Ageha
    NEMU - Club Ageha
    MOMOKA ERI - Club Koakuma
    MUTOU SHIZUKA - Club Koakuma
    AYUKAWA RINA - Club Koakuma
    TSUCHIYA MIKA - Flawless
    KANESHIRO NAO - Flawless
    UNTEN SAYA - Flawless
    
    
    5n-II.  Coin Lockers
    --------------------
    
    You can switch between Kamuro and Okinawa by pressing left or right on the
    D-Pad.  Kamuro is on the left and Ryukyu is on the right.  The lockers that are
    highlighted are ones you have keys for, but haven't opened.  If you've already
    opened a locker, you'll see it opened on this screen.
      For completing this, you get the "Lucky Beads" accessory, which makes it so
    random encounters won't appear on the map anymore.  That saves a lot of time in
    replays.
      For information on the Coin Lockers, please see their seciton in the FAQ.
    
    
    5n-III.  Restaurant Menu Items
    ------------------------------
    
    You toggle through your list with left and right on the D-Pad, and I'll list
    the restaurants in that order (only I'll have to do it top-to-bottom).  These
    are cut-and-pasted from the "shops" section of the FAQ, but that's because I
    figured people would need to see the menus in order so that they knew what items
    were missing, and I thought it'd be good to have them all in the same spot.
      There are three things you should be aware of when trying to complete this
    list.
    
     1. FULL OR DRUNK - UNABLE TO EAT OR DRINK.  When you drink alcohol, a little,
      flashing bottle appears on the screen.  This actually isn't a bad thing; you
      get more Heat Energy when you hit opponents, attract random encounters more
      easily, and you can do two other Heat Moves.  But...if you want to go to a
      bar and finish your completion list?  That's a bit of a drag.  The solution?
      Ryukyu Shugou Densetsu, bought at the Awamorigura or Maeda Pharmacy in
      Ryukyu.  Or, you could get in a fight and use one of the moves you can only
      use drunk, which will get rid of about half a drunken meter.
        Being full is another story.  If you have a full Health Bar, Kiryuu will
      say that he doesn't need to eat, and simply not order.  You can run out and
      get in an encounter, let them rough you up a bit, and try again, but that
      takes a while...and restaurants like Sam's Maui fill your entire health gauge
      whenever you order!
        There are two alternatives:
         - Go on dates.  The restaurants you can visit with a Cabaret Club Girl are
           strange.  Go there on a date with the girl while romancing them, and
           you'll notice you can suddenly order more than one menu item at once!
           Chances are very good that the girl won't like it, but you can actually
           buy everything on the menu at once.  Trouble is, it only works for those
           specific restaurants.
         - Bait.  This is the only way for you to cause damage to yourself intent-
           ionally.  My advice to those going after this list?  Buy a whole bunch of
           bait from Uonawa Fresh Fish Market on the first floor of the Municipal
           Market in Ryukyu.  When you visit the various restaurants, carry a bunch
           of the stuff with you.  There are 259 items, so you probably don't want
           to eat a piece of bait before each of them, but...it'll really help
           speed up the process, anyway.
    
      2.  TOKYO WEEK 1 MAGAZINE - LAST ITEM FOR SOME MENUS NOT OFFERED.  For some
       reason, some of the restaurants are supposed to have some kind of tie-in
       special with Tokyo Week 1 Magazine.  I know it's a bit silly and you probably
       wouldn't have thought of doing this, but you actually have to enter some of
       the restaurants around both towns with a copy of the magazine on your person
       in order to get the special items.
         Bear in mind that you need it ON YOUR PERSON.  It's no good to buy the
       magazine and then just tuck it away somewhere.  You need it in your inventory
       as you order in the restaurant.
         I'll mark the restaurants that need that appropriately.
    
      3.  WEIRD MENUS - TIME OF DAY, TAKE OUT OR FOR HERE.  Two restaurants (well,
       three, really--one has a chapter both in Kamuro and in Ryukyu) have issues
       with their menus.
         Smile Burger (both locations) has both a "take out" and a "for here" op-
       tion.  I don't know...maybe it's just too weird for other places to have a
       "to go" option?  Anyway, that's the first question you get asked, and to get
       the list finished, you NEED TO ORDER "FOR HERE."  That's the bottom choice.
         The other restaurant with weirdness is Pronto.  Pronto (a real chain, by
       the way) has two menus.  One is essentially a lunch menu, the other is a
       dinner menu, but they're called "Caffe Time" and "Bar Time."  For Caffe Time,
       you need to visit during the day (day or evening).  For Bar Time, you need
       to visit at night.
         In Chapter 12 of the story mode, you can choose whether to order from the
       Caffe Time or Bar Time menus, so it's not too big an issue, really.  In
       Premium Adventure, you have to advance the time of day to night for the Bar
       Time menu.
    
      For completing this list, you get the Dragon Embroidered Shirt armor, which
    might look kinda useless, but it actually helps you out with the Cabaret Club
    Girls.  The girls react to your accessories and armor when you first enter, and
    this one gives you the highest possible bonus for every girl--a bonus of +1
    whole heart to their "tension" gauge.
      Here is the list of restaurants and menu items, in order:
    
    MATSUYA (both locations)
    Beef Rice (Medium)                     380
    Beef Rice (Large)                      480
    Pork Rice (Medium)                     350
    Pork Rice (Large)                      450
    Bibimbap (Medium)                      430
    Bibimbap (Large)                       530
    Original Curry Rice (Medium)           350
    Original Curry Rice (Large)            450
    Beef Curry                             610
    Kimchi Kalbi Bowl (Medium)             490
    Kimchi Kalbi Bowl (Large)              590
    Yamakake Pickled Tuna Rice (Medium)    490
    Yamakake Pickled Tuna Rice (Large)     780
    Grilled Beef Meal                      630
    Grilled Kalbi Meal                     680
    Hamburger and Egg Halves Meal          580
    Grilled Pork Meal                      550
    Grilled Pork and Ginger Meal           580
    
    ALPS TEA HOUSE
    Brand Coffee                           500
    Blue Mountain                          800
    Mocha                                  600
    Earl Grey                              500
    Milk Tea                               500
    Tomato Juice                           450
    Lemon Tea                              500
    Strawberry Parfait                     680
    Chocolate Parfait                      650
    Green Tea Float                        550
    Cake Set                               800
    Toast Set                              800
    Sandwich Set                           950
    Pasta Set                            1,300
    Original Beef Curry                  1,500
    
    SMILE BURGER (in Kamuro)
    (First option is "Take Out," second is "For Here")
    Smile Burger Set                       520
    Smile Cheeseburger Set                 560
    Teriyaki Smile Burger Set              580
    King Smile Burger Set                  690
    Tuna Burger Set                        580
    Kakuni Burger Set                      600
    Smile Shake                            220
    Smile Potato                           240
    Giga Smile Burger Set                  880*
    *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
      in your personal inventory.
    
    SMILE BURGER (in Ryukyu)
    (First choice is "Take Out," second is "For Here")
    Smile Burger Set                       520
    Smile Cheeseburger Set                 560
    Teriyaki Smile Burger Set              580
    King Smile Burger Set                  690
    Goya Burger Set                        620
    Soki Burger Set                        650
    Pig's Feet Burger Set                  650
    Green Caviar Shake                     220
    Purple Yam Shake                       220
    Fried Pig's Ear                        260
    Giga Smile Burger Set                  880*
    *--To make this item available, enter store with issue of "Tokyo Week 1" Maga-
      zine on your person
    
    PRONTO
    (Pronto has two menus:  at day, it's "Caffe Time," and at night, it's "Bar
     Time."  In Chapter 12, when you order, you will be asked which menu to order
     from, but in other chapters, the time of day determines which menu is offered)
    
    (Caffe Time)
    Drink Menu:
    Grape Juice                            300
    Mango Drink                            330
    Hot Coffee                             250
    American Coffee                        250
    Caffe Latte                            300
    Cappuccino                             300
    Cafe Mocha                             350
    Royal Milk Tea                         300
    Milk                                   250
    Cocoa                                  290
    Food Menu:
    Eggplant, Bacon, & Tomato Spaghetti    690
    Shrimp & Tomato Cream Spaghetti        690
    Meat Sauce Spaghetti                   630
    Hakata Spicy Roe Spaghetti             580
    Rich Carbonara with Soft-Boiled Egg    730
    
    (Bar Time)
    Drink menu:
    Ginpack                                480
    Lime Refreshing Tequila Ricky          580
    Tequila Blood Orange                   580
    Campari and Soda                       530
    Kahlua Milk                            580
    12-Year Yamazaki                       630
    12-Year Bowmore                        680
    10-Year Laphroaig                      700
    Suntory Whisky Old                     450
    Early Times                            480
    Food menu:
    Hokkaido Edamame                       400
    Fresh Octopus Carpaccio                480
    Jamon Iberico                        1,000
    Tomato and Mozzerella Salad            480
    Roman Pizza Margherita                 600
    
    GELATERIA KAMURO
    Vanilla Single                         280
    Strawberry Single                      280
    Chocolate Single                       280
    Red Bean Single                        280
    Caramel Single                         280
    Double                                 350
    Triple                                 430
    Quadruple                              780*
    *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
      in your personal inventory.
    
    BLUE SEAL PARLOR
    Vanilla                                260
    Chocolate                              260
    Mango Tango                            260
    Goya                                   260
    Green Tea                              260
    Sugarcane                              260
    Purple Yam                             260
    Sweet Potato                           260
    Banana Pineapple                       260
    Pineapple Ice Cream                    270
    Ube                                    270
    Blue Wave                              270
    
    QUICKLY
    Pearl Milk Tea                         300
    Jasmine Milk Tea                       300
    Green Tea Milk                         300
    Chocolate Cocoa                        300
    Pearl Black Tea                        300
    Peach Juice                            350
    Passionfruit Juice                     350
    Purple Yam Shake                       300
    Two-Colored Shake Peach                300
    Two-Colored Shake Mango                300
    Peanut Soy Milk                        350
    Lychee Pudding                         300
    
    BANTAM
    12-Year Yamazaki                       700
    12-Year Hakushuu                       600
    30-Year The Macallan                 5,250
    12-Year The Macallan                   850
    10-Year Laphroaig                      750
    12-Year Bowmore                        700
    30-Year Glenfiddich                  4,200
    12-Year Glenfiddich                    700
    30-Year Hibiki                       5,180
    17-Year Hibiki                         820
    30-Year Valentine                    4,650
    17-Year Valentine                      920
    Valentine Finest                       580
    Jack Daniel's                          700
    Early Times                            500
    V.S.O.P.                               400
    Courvoisier XO                       3,000
    The Premium Malts                      600
    Carlsberg                              650
    Beefeater                              640
    Lemon Hart Demerara                    740
    Herradura Silver                       730
    Skyy Vodka                             730
    
    AQUA SKY
    12-Year Yamazaki                       800
    12-Year The Macallan                   780
    30-Year Laphroaig                    5,200
    10-Year Laphroaig                      680
    12-Year Bowmore                        680
    30-Year Glenfiddich                  4,080
    12-Year Glenfiddich                    650
    30-Year Hibiki                       5,120
    17-Year Hibiki                         750
    Suntory Whisky Old                     460
    30-Year Valentine                    4,600
    17-Year Valentine                      880
    Valentine Finest                       580
    Jack Daniel's                          690
    Early Times                            480
    V.S.O.P.                               430
    V.O.                                   360
    The Premium Malts                      570
    Beefeater                              640
    Lemon Hart Demerara                    740
    Herradura Silver                       750
    Skyy Vodka                             750
    Zampa Color of the Sea 30%             630
    
    ATENSHI
    12-Year Yamazaki                       700
    12-Year Hakushuu                       600
    Hibiki                                 700
    12-Year Hokuto                         500
    Kakubin                                400
    Suntory Whisky Old                     400
    Valentine Finest                       500
    Early Times                            400
    V.S.O.P.                               400
    V.O.                                   350
    The Premium Malts                      550
    Kyougetsu Green Mineral Water          350
    
    SHELLAC
    25-Year Yamazaki                     5,000
    12-Year Yamazaki                       700
    12-Year Hakushuu                       600
    The Macallan 1946                   40,000
    12-Year The Macallan                   700
    30-Year Laphroaig                    5,000
    10-Year Laphroaig                      600
    12-Year Bowmore                        500
    12-Year Glenfiddich                    600
    17-Year Hibiki                         700
    12-Year Hakuto                         500
    Kakubin                                400
    Suntory Whisky Old                     400
    17-Year Valentine                      800
    Valentine Finest                       500
    Jack Daniel's                          600
    Early Time                             400
    XO Deluxe                              600
    Courvoisier XO                       3,000
    Carlsberg                              600
    Kyougetsu Green Mineral Water          350
    Ryukyu Awamori Churashima              400
    Ryukyu Awamori Tenryuugura             400
    
    KYUSHU ICHIBANBOSHI RAMEN
    Kyushu Pork Bone Ramen                 750
    Kakuni Pork Bone Ramen                 980
    Chaa Siu Pork Bone Ramen               950
    Spice Roe Pork Bone Ramen              860
    Egg Pork Bone Ramen                    820
    Limited Edition Everything Ramen     1,250*
    *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
      in your personal inventory.
    
    KARAI KOREAN BARBECUE
    Salted Beef Tongue                   1,400
    Large Salted Beef Tongue             2,500
    Kalbi                                1,200
    Large Kalbi                          2,700
    Tenderloin                           1,100
    Large Tenderloin                     2,400
    Beef Diaphragm                       1,000
    Large Beef Diaphragm                 2,500
    Sliced Liver                         1,300
    Horumon'yaki                           800
    Assorted Seafood                     1,700
    Assorted Kimchi                        600
    Stone-Grilled Bibimbap               1,500
    Yukgejang Gukbap                     1,400
    Limited Edition Zabuton              2,800*
    *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
      in your personal inventory.
    
    SUSHIYA GIN
    Egg                                    200
    Cucumber Roll                          200
    Maguro Tuna                            300
    Sweet Shrimp                           300
    Flounder Fin Muscle                    300
    Whelk                                  300
    Live Octopus                           300
    Amberjack                              500
    Cold Yellowtail                        500
    Flounder                               500
    Striped Jack                           500
    Alfonsino                              500
    Roe                                  1,000
    Ark Shell                            2,000
    Fatty Tuna                           2,500
    Abalone                              3,000
    Sea Urchin                           3,000
    Meal Coupon Sushi                    1,280*
    *--To make this item available, enter store with copy of "Tokyo Week 1 Magazine"
      in your personal inventory.
    
    WARABAA
    Okinawa Soba                           500
    Pig's Feet Soba                        800
    Soki Soba                              750
    Kakuni Soba                            800
    
    SAM'S MAUI
    Shrimp Cocktail                        800
    Escargots a' la Sam's                  850
    Tenderloin Steak Sam's Cut           2,350
    Tenderloin Steak Maui Cut            2,880
    Spiny Lobster & Tenderloin Steak     3,980
    Fresh Scallops & Tiger Prawns        2,200
    Deluxe Course Dinner Course 1        3,850
    Deluxe Course Dinner Course 2        5,500
    
    UMACHII
    Zampa 25%                              400
    Zampa Color of the Sea 30%             600
    Goya Champloo                          850
    Pig's Ear                              600
    Green Caviar                           500
    Pig's Feet                             750
    Peanut Tofu                            400
    Rakkyou                                350
    Kakuni                                 680
    Fusilier Karaage                       830
    Assorted Sashimi                     1,260
    
    
    5n-IV.  Heat Actions
    --------------------
    
    Let me start off by assuring those of you who played the other two games with
    Heat Action Completion Lists that this time, there are no Heat Actions you can
    "miss" by not doing them at certain points in the story.  You can rush to the
    end of the game and do this entire list in Chapter 12 or in the Premium Advent-
    ure Mode with no worries of weird Heat Actions that need you to be fighting in
    certain action stages.
      Just getting the super moves / Heat Moves / whatever you want to call them
    isn't enough for this list.  You have to do the move in question on a foe dur-
    ing battle on the street or in the Coliseum.  Many Heat Moves have a few dif-
    ferent effects, or Heat Actions, depending on various circumstances.  For in-
    stance, the Environment Mastery ones can be done at all sorts of different
    locations to yield different attacks.  Ramming a guy into a wall is different
    than throwing him over a bridge into the river.
      Note that not all possible Heat Actions are actually on this list.  For ex-
    ample, the Grapple-Breaking Mastery Heat Move actually has three variations,
    depending on if you're grabbed from the front, from behind, or if a foe grabs
    you with one hand by the collar.  But...if you do any of those three, you'll get
    the move checked off on your list.
      That's kinda cool, because otherwise, this thing would take a LOT longer to
    do.  Actually, I think it's one of the easier lists to complete!  The only ones
    that might be snags are the ones with weird weapons like the pliers or the two
    involving tag team match-ups in the Coliseum, which require your partner to
    grab the opponent to set it up.
      For completing this list, you get a very, very powerful item called the
    Brawling God Amulet.  With this item equipped, Kiryuu can use Heat Moves and
    moves that need you to be in Heat Mode such as the Bound Hold without being in
    Heat Mode!  You won't be in "Heat Mode," though, so bear in mind that you'll
    still die when you're out of health and don't have Heat Energy, even if you have
    the Status of the Blue Dragon.
      You switch between the various lists with left and right on the D-Pad, and
    press up and down to look at the various actions on each list.  I'll put them
    here in order, starting with Environment Mastery (the leftmost list), then going
    to the right.  NOTE:  I didn't describe how to get every Heat Move here.  You'll
    find that in the "Extra Skills & Power-Ups" section above.
    
    ENVIRONMENT MASTERY
    -------------------
    WALL CRUSH - Grab an enemy from the front, get near a wall, Triangle
    BACK CRUSH - Grab an enemy from behind, get near a wall, Triangle
    HEADCRUSH (FRONT) - Grab an enemy from the front, get near a waist-high
      object such as a planter, Triangle
    HEADCRUSH (BACK) - Grab an enemy from behind, get near a waist-high object such
      as a railing, Triangle
    PILLAR ATTACK MASTERY - Grab an enemy, get near a telephone pole, Triangle
    THROWING OVER MASTERY - Grab an enemy, get near the balcony of the second
      story of the Municipal Market or near a window in the Tamashiro action stage,
      Triangle
    TAIL-SMASHING MASTERY - Grab an enemy, get near the end of a railing (stand
      at the end, perpendicular to the railing), Triangle
    BACK-BREAKING MASTERY - Grab an enemy, get near the side of a railing (stand
      anywhere but the end of a railing, perpendicular to it), Triangle
    FALL INTO THE KUBOCHI RIVER - Grab an enemy, get near the side of either bridge
      over the Kubochi River, Triangle
    STAIRWAY MASTERY - Grab an enemy, get near the top of a staircase such as the
      one at the Municipal Market's 2nd floor, press Triangle
    CHAIN-LINK GRATING MASTERY - Grab an enemy from the front in the Coliseum, get
      near the chain-link fence, Triangle
    CHAIN-LINK MASTERY - Grab an enemy from behind in the Coliseum, get near the
      chain-link fence, Triangle
    
    WEAPON MASTERY
    --------------
    REPEATED POUNDING MASTERY - With a one-handed weapon such as a Beer Bottle,
      Triangle near foe
    UMBRELLA MASTERY - With umbrella-type weapon, Triangle near foe
    BOWLING MASTERY - With bowling ball-type weapon, which can be found both in
      battles inside and just outside the door to Mach Bowl, stand far away from
      enemy, lock on with R1, Triangle
    FORCED DRINKING MASTERY - With Unknown Liquid type weapon, which can be found on
      the second floor of the Municipal Market in the restaurant near the top of the
      stairs or in the Parking Lot on the east end of Taihei, Triangle near foe
    SYRINGE MASTERY - With Unknown Syringe, which can be found in the Street Fight
      Grand Prix in the Coliseum behind the crates and beer bottles, Triangle near
      foe
    SALT MASTERY - With salt/pepper weapon, which can be found in the Street Fight
      Grand Prix in the Coliseum between the two blue trash cans or on the second
      floor of the Municipal Market near the restaurant near the top of the stairs,
      Triangle near foe
    PORTABLE STOVE MASTERY - With a portable stove, found in the Municipal Fish
      Market and other places, press Triangle near foe
    PLIERS MASTERY (TOOTH) - With Pliers, found near a free-standing, rotating
      magazine rack near the north end of Kariyushi Arcade's east side, Triangle
      near foe
    PLIERS MASTERY (NAIL) - With Pliers, found near a free-standing, rotating
      magazine rack near the north end of Kariyushi Arcade's east side, Triangle as
      enemy attacks (reverse their attack with the pliers)
    ROPE MASTERY - With rope, found near the M Store in First Town or on the second
      floor of the Municipal Market, in the two corners behind the staircase, get
      behind foe and hit Triangle
    DOSU MASTERY - With knife-type weapon, Triangle near foe (out in the open)
    DOSU STABBING MASTERY (WALL) - With knife-type weapon, Triangle near foe near a
      wall
    DOSU STABBING MASTERY (TABLE) - With knife-type weapon, Triangle near foe near a
      waist-high object such as a planter or table
    STUN GUN MASTERY - With stun-gun type weapon, Triangle near foe
    BAT MASTERY - With bat-type weapon, Triangle near foe
    GOLF MASTERY - With golf-club-type weapon, Triangle near foe
    LONG STAFF MASTERY - With rare long pole item NOT considered a "polearm," so you
      don't accidentally get the Lotus House Polearm Technique Mastery, such as the
      spears used by the guys in the action stage against the Se Waa or the "Pylon
      Pole" at the north side of Nakamichi
    HEAD-COVER TO CHOP MASTERY - With a weapon like the crates in the Street Fight
      Grand Prix in the Coliseum or the round, red Darma statues found in various
      places of the game such as the north end of Kariyushi Arcade or the "Dragon of
      the Silver Screen" side mission, Triangle near foe
    LOTUS HOUSE POLEARM TECHNIQUE MASTERY - With long pipes or pole-type weapons,
      Triangle near foe
    HAMMER MASTERY - With hammer-type weapon (which includes the Maguro Tuna in the
      Municipal Market near Uonawa), Triangle near foe (in the open)
    SIGN MASTERY - With a street sign-type weapon, Triangle near foe
    HEAVY ATTACK MASTERY - With a heavy weapon such as a bicycle or the propane
      tanks in the Street Fight Grand Prix in the Coliseum, Triangle near foe
    BREAKING AND PUNCHING MASTERY - With a medium-sized two-handed weapon like the
      wheel of a bicycle, Triangle near foe
    NUNCHAKU MASTERY - With nunchaku, Triangle near foe
    TONFA MASTERY - With tonfa, Triangle near foe
    KALI STICKS MASTERY - With Kali Sticks, Triangle near foe
    
    PURSUIT MASTERY
    ---------------
    PURSUIT MASTERY - Near a fallen enemy, Triangle
    WEAPON PURSUIT MASTERY - With two handed weapons like signs or crates, Triangle
      near downed foe
    COMPRESSION MASTERY - With a heavy weapon such as a bicycle or trash can,
      Triangle near downed foe
    STOMP PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near
      face-up downed foe
    KICK PURSUIT MASTERY - With one-handed or knife or sword weapon, Triangle near
      face-down downed foe
    BRASS KNUCKLES MASTERY - With knuckles weapon equipped, Triangle near downed
      foe
    HAMMER PURSUIT MASTERY - With hammer weapon equipped, Triangle near downed foe
    MOUNTED PUNCHES - While health is flashing red, Triangle near downed foe
    SUPER PURSUIT MASTERY: FACE BREAKING - When fighting a boss or Hitman, when
      their health is low enough, after a normal attack, charge Heat when prompted,
      then hit Triangle 
    SUPER PURSUIT MASTERY: HUMAN TEN-PIN - When fighting a boss or Hitman, when
      their health is low enough, after a normal attack, charge Heat when prompted,
      then hit Square
    SUPER PURSUIT MASTERY: HELL ON THE GROUND - When fighting a boss or Hitman,
      when their health is low enough, after a normal attack, charge Heat when
      prompted, then hit Circle
    
    POWER MOVES
    -----------
    THROWING CRUSHING MASTERY (FACE) - Grab foe from the front, near fallen foe,
      Triangle
    THROWING CRUSHING MASTERY (BACK) - Grab foe from the back, near fallen foe,
      Triangle
    SWING MASTERY - Grab fallen foe's foot, Triangle (in the open)
    DEVIL SWING - Grab fallen foe's foot, near a wall, Triangle
    HEAVEN'S SWING - Grab fallen foe's foot, near telephone pole, Triangle
    CYCLOPS ROLL - Grab fallen foe's foot, near waist-high object such as a planter,
      Triangle
    CAR SMASHING MASTERY - Grab fallen foe's foot, near the front of a parked car,
      Triangle
    TWO-HEADED MASTERY - Grab an opponent, near another opponent, Triangle
    HERCULEAN MASTERY (FRONT) - Grab a foe from the front, with Red Heat, Triangle
    HERCULEAN MASTERY (BACK) - Grab a foe from the back, with Red Heat, Triangle
    
    KOMAKI-STYLE MOVES
    ------------------
    KOMAKI-STYLE SWORD SLASH MASTERY - With a sword weapon equipped, Triangle near
      foe
    KOMAKI-STYLE UNARMED REVERSAL (DARK WARRIOR) - When a normal opponent attacks
      from the front, Triangle
    KOMAKI-STYLE UNARMED REVERSAL (RED PHOENIX) - When a normal opponent attacks
      from behind, Triangle
    KOMAKI-STYLE UNARMED REVERSAL (BLUE DRAGON) - When a normal opponent attacks
      from the right side, Triangle
    KOMAKI-STYLE UNARMED REVERSAL (BLUE TIGER) - When a normal opponent attacks from
      the left side, Triangle
    KOMAKI-STYLE HARQUEBUS MUFFLER (DESTROYING A SHORT GUN) - Near a handgun-
      wielding foe (or one with a machine gun), Triangle
    KOMAKI-STYLE HARQUEBUS MUFFLER (KNOCKING AWAY A LONG GUN) - Near a shotgun-
      wielding foe, Triangle
    KOMAKI-STYLE SWORDLESS REBIRTH - As sword-wielding foe attacks, hit Triangle
    KOMAKI-STYLE PLANTING SMASH - Grab foe, near a knee-high object such as the
      stage in Komaki's dojo, Triangle
    KOMAKI-STYLE DRAGON KING MASTERY - In front of a foe dizzied by the Flowing
      Catch (Circle reversal), in Red Heat Mode, Triangle
    
    SURE-KILLING SWORDS
    -------------------
    SECRET SWORD: ENSNARING KITE SLASHES - With sword equipped, when sword-wielding
      foe attacks, Triangle
    SECRET SWORD: WILD BULL - When in Red Heat Mode, far away from enemy, lock on
      with R1, Triangle
    SURE-KILL SWORDS: DANCING CAT - With kali sticks equipped, far away from enemy,
      lock on with R1, Triangle
    SURE-KILL SWORDS: TWO HEAVENS - With kali sticks equipped, in Red Heat Mode,
      Triangle
    POWERFUL SWORD: MAKING FLIES CRY - With hammer equipped, with opponent near
      wall, Triangle
    COMBINED KODACHI: ILLUSORY WOLF - With knife equipped, running towards a group
      of 4 or more enemies, Triangle
    
    MISCELLANEOUS
    -------------
    COWERING MASTERY - Near standing, armed foe with purple aura from fear, Triangle
    CIGARETTE MASTERY - While taunting with down on the D-Pad, near a foe, Triangle
    TEAM DROP MASTERY - Near tag-team partners Jinno Keigo or Hiyama Ooji while
      they grab a guy from the front, Triangle (in the tag matches at the Coliseum)
    TEAM RISING MASTERY - Near tag-team partner Hatae Masayuki while he grabs a foe
      from behind, Triangle (in the tag matches at the Coliseum)
    LEAPING MASTERY - With opponent on the other side of a railing, Triangle
    POLE DANCE MASTERY - While drunk, run towards foe, Triangle
    FORWARD ROLL MASTERY - While rolling towards opponent (X, forward + X), Triangle
    SELF-DESTRUCT MASTERY - While opponent with heavy, sign, or box-sized, two-
      handed weapon attacks, Triangle
    GRAPPLE-BREAKING MASTERY - When grabbed by opponent, in Red Heat Mode, Triangle
    TURNOVER MASTERY - When knocked down, lying on the ground, near foe, Triangle
    DRUNKEN IRON MOUNTAIN MASTERY - When drunk, far from opponent, lock on with R1,
      then Triangle
    SURPRISE MASTERY - When running towards a group of 4 or more enemies, Triangle
    ULTIMATE MASTERY - When in front of a stunned opponent, such as one hit by the
      Down Reversal or one picked up while rolling around in pain on the ground,
      in Red Heat Mode, Triangle
    
    
    5n-V.  Underground Coliseum Opponents
    -------------------------------------
    There are fifty normal combatants and 20 tag teams.  For this completion list,
    your title, battle points, how many tag team partners--none of that matters.
    The only thing that matters is whether or not you've defeated foes.
      You can tell if people have shown up who you haven't defeated yet because
    they'll have a big "NEW!" written next to their portraits when you enter a
    tournament.  You can back out of that screen and enter again until the person
    you want to fight shows up...but beyond that, it's all just luck.
      I'll list how to face the opponents and what tournaments they enter here, but
    all this information will also be available in the Underground Coliseum section.
      For completing this list, you'll get the Dragon Sarashi, a powerful armor.
      First, I'll list the fifty Singles Tournament entrants, then athe 20 Tag Team
    participants.  I list them left to right, then top to bottom, like so:
    
    SINGLES                         TAG TEAM
     1  2  3  4  5  6  7  8  9 10    1  1   2  2   3  3   4  4   5  5
    11 12 13 14 15 16 17 18 19 20    6  6   7  7   8  8   9  9  10 10
    21 22 23 24 25 26 27 28 29 30   11 11  12 12  13 13  14 14  15 15
    31 32 33 34 35 36 37 38 39 40   16 16  17 17  18 18  19 19  20 20
    41 42 43 44 45 46 47 48 49 50
    
    SINGLES
    1.  VALERY GARRETT.  Maximum.  Defeat all other opponents in Single Tournaments.
    2.  KOMAKI SOUTAROU.  Magnum Force.  Complete Komaki training.
    3.  OOKAWA MAMORU.  Maximum.  Win Maximum at least 3 times.
    4.  HOUZOUIN INZEN.  Weapon Master.
    5.  FREDERICK BLACKS.  Maximum.
    6.  LAOS WAIWATT.  Hyper, Magnum Force, Maximum, Golden Glove.
    7.  MINOTAUR OOTAKI.  Hyper, Magnum Force.
    8.  YONASHIRO SHOUJI.  Weapon Master.  Complete Yonashiro training.  Remember to
      talk to him after getting all techniques so he talks about wanting to fight
      again and leaves the beach.
    9.  NORMAN "CRAZY" WADE.  Golden Glove, Maximum.
    10.  YAMAMOTO NOBUYOSHI.  Magnum Force, Hyper, Golden Glove.
    11.  STRONG YAMAZAKI.  Hyper, Bomber, Maximum.
    12.  MIKE BERHEART.  Golden Glove, Maximum.
    13.  HUNTER OZAWA.  Weapon Master.
    14.  SCORPIO KITOU.  Golden Glove, Magnum Force, Hyper, Heat.
    15.  KIRISHIMA KEIJI.  Magnum, Maximum.
    16.  LIONEL KLINSMANN.  Golden Glove, Heat.
    17.  MON AMOUR KOMIYAMA.  Hyper, Bomber, Maximum.
    18.  JOHN CARTER.  Magnum Force, Golden Glove, Bomber.  Beat Ookouchi Ken'ichi
      in the Golden Glove tournament.
    19.  ONIGASHIMA TORAKICHI.  Hyper, Magnum Force.
    20.  THE GREAT JACK.  Magnum Force, Hyper, Bomber, Breakout, Maximum.
    21.  PRINCE IGARASHI.  Maximum, Burning.
    22.  DEAD BOY.  Burning, Bounding, Street Fight.
    23.  TAKI RYUUICHI.  Weapon Master.
    24.  WILLIAM CLERC.  Golden Glove.
    25.  NAGAI SOUSUKE.  Golden Glove, Bounding, Breakout, Street Fight.
    26.  OOKOUCHI KEN'ICHI.  Magnum Force, Golden Glove, Bomber, Bounding, Burning.
    27.  KAMIYAMA RENJI.  Weapon Master.  Complete Yanashiro training.  Remember to
      talk to Yonashiro after getting all techniques from him, so he talks about
      wanting to fight and leaves the beach.
    28.  TOMAHAWK MITSUI.  Hyper, Bomber, Bounding.
    29.  DON CARPACCIO.  Golden Glove, Bomber, Bounding, Street Fight.
    30.  BRUCE EBINUMA.  Bomber, Burning.
    31.  MUGURUMA KYOUSUKE.  Burning, Street Fight.
    32.  ISAKA GINJIROU.  Golden Glove, Bomber, Burning, Street Fight.
    33.  TACHIBANA GUNJI.  Bomber, Bounding, Burning.
    34.  MIKE LONG.  Breakout, Street Fight.
    35.  ANTONIO VAQUERO.  Golden Glove, Bomber, Burning, Exhibition.
    36.  PARK DONGJU.  Street Fight.
    37.  MAMMOTH TATSU.  Magnum Force, Maximum, Burning, Breakout, Street Fight,
      Exhibition.
    38.  THE BIG DANDY.  Golden Glove, Street Fight.
    39.  MIYAMA SHINGO.  Bounding, Exhibition.
    40.  AXE ISHIGURO.  Weapon Master.
    41.  HIYAMA DAIJI.  Burning, Breakout, Street Fight, Exhibition.
    42.  MAXIM SOLDADOV.  Golden Glove, Burning, Street Fight.
    43.  TANIGUCHI HIGASHIGO.  Weapon Master.
    44.  YUKI MENDEROS.  Burning, Street Fight.
    45.  UEMATSU KEISUKE.  Exhibition.
    46.  MARCUS ZEFAL.  Weapon Master.
    47.  GRAND CHEF JEUNG.  Weapon Master.
    48.  HOMERUN KEN.  Weapon Master.
    49.  SAKODA JUUZOU.  Street Fight.
    50.  TAKEO KAZUHIRO.  Breakout, Exhibition.
    
    TAG TEAM
    1.  VALERY GARRETT & MINOTAUR OOTAKI.  Unlock Valery Garrett in singles?
    2.  FREDERICK BLACKS & NORMAN "CRAZY" WADE.
    3.  LAOS WYWATT & MIKE BERHEART.
    4.  OOKAWA MAMORU & THOMAS LLOYD.
    5.  JOHN CARTER & LIONEL KLINSMANN.
    6.  ONIGASHIMA TORAKICHI & THE GREAT JACK.
    7.  ANTONIO VAQUELO & SCORPIO KITOU.
    8.  STRONG YAMAZAKI & PRINCE IGARASHI.
    9.  YAMAMOTO NOBUYOSHI & NAGAI SOUSUKE.
    10.  REX ANZAI & CERBERUS FUJISHIRO.
    11.  TACHIBANA GUNJI & WILLIAM CLERC.
    12.  YISHAN & ERSHAN.
    13.  MAMMOTH TATSU & THE BIG DANDY.
    14.  OOKOUCHI KEN'ICHI & ISAKA GINJIROU.
    15.  USUI SHOUGO & HOKUCHI SEIJI.
    16.  JUSTIN WOODS & PARK DONGJU.
    17.  YUKI MENDEROS & MON AMOUR KOMIYAMA.
    18.  TOMAHAWK MITSUI & SAKODA JUUZOU.
    19.  TAKEO KAZUHIRO & UEMATSU KEISUKE.
    20.  MIYAMA SHINGO & DEAD BOY.
    
    
    5n-VI.  Weapons and Armor Creation
    ----------------------------------
    
    I'll warn you that this is a very costly endeavor, and it takes a lot of time
    and effort.  You'll need to do well at the golf course, at Mack Shinozuka's
    training, and at the Batting Center to get everything.  The Batting Center is
    the worst--you have to get 1,800 points in EX Hard once, and you also have to
    get 1,600 in EX hard *three* times.
      When you finish this list, you get a powerful sword called the Dragon Crest
    Sword.  Not the greatest of rewards, but, not horrible.
      The weapons are listed on the left, the armors and accessories on the right.
    I'll list them in order here, but you'll want to check the section on creation
    in the FAQ above for details.
    
    WEAPONS
    -------
    GROUP HEAD'S DRIVER
    NAIL BAT
    GROUP HEAD'S BAT
    BLUE DRAGON BAT
    COMPACT OCTAGONAL STAFF
    SLASHING BLADE STAFF
    ASSASSIN SPEAR
    IRON INSTRUCTIONAL STAFF
    THORN SPEAR
    THREE PURGATORIES STAFF
    WHITE DRAGON SPEAR
    NOISY KNIFE
    MAIL-ORDER MAGIC SWORD
    PHOTON BLADE RG
    KACHOUFUUGETSU BLADE
    OPTICAL ILLUSION HAMMER
    BONK! HAMMER
    MIGHTY DRAGON HAMMER
    THREATENING KNUCKLES
    PEPPER KNUCKLES
    KAISER SPIKE
    RISING DRAGON GAUNTLETS
    CARBON TONFA
    SWORD TONFA
    RETRO-ACTION TONFA
    RETRIBUTION DRAGON TONFA
    SUPER-THICK NUNCHAKU
    TWIN HANGERS
    CARBON NUNCHAKU
    STEEL NUNCHAKU
    ONI DRUMSTICKS
    NAIL DRUMSTICKS
    DOUBLE SHAFTS
    DOUBLE STUN
    DOUBLE COILS
    PREMIUM DOUBLE SHAFTS
    DOUBLE JAPANESE SWORDS
    DOUBLE CHENG LUNG DOU
    TWIN DRAGON DRUMSTICKS
    SLIMEY SHOTGUN
    SMOKEY SHOTGUN
    REALISTIC FAKE GUN
    SANDMAN NO. 55
    SURPRISE BEER BOTTLE
    POP-UP BLACKJACK
    KAMIYAMA POLICE BATON
    FAKE DYNAMITE
    SLIMEY SPRAY
    MODIFIED STUN LIGHTER
    
    ARMORS & ACCESSORIES
    --------------------
    KAMIYAMA JACKET
    SUPER-LOW REBOUND JACKET
    YAKUZA MUSCLE TRAINER
    NEWLY-DEVELOPED MATERIAL PROTECTOR
    NONCONDUCTIVE SHIRT
    STIMULANT SHIRT
    DUSTPROOF SHIRT
    STRONG MUSCLE TRAINER
    STEEL SHOULDERS
    FIREPROOF SHIRT
    KAMIYAMA ARM
    KAMIYAMA SHIN GUARDS
    SUPER CONTACTS
    VISION-STRENGTHENING CONTACTS
    HIGH-TECH ARM
    BACK-TO-A-WALL TALISMAN
    ACHALA BELT
    HIGH-TECH SHIN GUARDS
    SPIKE SHOES
    BUTTERING-UP SHOES
    SPRING ARM
    STRIKER SHIN GUARDS
    RUNNER'S NECKLACE
    BULLETPROOF GLASS AMULET
    BULLHORN NECKBAND
    SPECIAL PHONE BOOK
    RUMP PINCUSHION
    
    
    5n-VII.  Revelations
    --------------------
    
    This is a very simple list to complete.  You should aim to get all techniques
    before finishing story mode, anyway, in my opinion, and that's where the
    Revelations come in.
      For completing this list, you get the Substitution Stone, an accessory that
    resurrects you automatically when you die (if you have it equipped).  It then
    disappears, though.  If you do use it, you can get another one from Bob, but
    you can pretty much only have that one substitution stone at a time in this
    game.
      For more details on how to do the revelations, please see their sub-section
    in the "Extra Skills & Power-Ups" section.
    
    LEAPING MASTERY (CHOUYOKU NO KIWAMI)
    GRAPPLE-BREAKING MASTERY (KAIBAKU NO KIWAMI)
    POLE-DANCE MASTERY
    SUPER PURSUIT: HUMAN TEN-PIN (CHOU OIUCHI - JINCHUUGI)
    FORWARD ROLL MASTERY (ZENTEN NO KIWAMI)
    SELF-DESTRUCT MASTERY (JIBAKU NO KIWAMI)
    TURNOVER MASTERY (GYAKUTEN NO KIWAMI)
    SURPRISE MASTERY (KYOUGAKU NO KIWAMI)
    DRUNKEN IRON MOUNTAIN MASTERY (SUITETSUZAN NO KIWAMI)
    SUPER PURSUIT: HELL ON THE GROUND (CHOU OIUCHI - YUKAJIGOKU)
    
    
    5n-VIII.  Mini-Games
    --------------------
    
    So, you want to complete the Mini-Games....
    I have to warn you, it's not exactly a simple task.  It basically involves get-
    ting the highest scores in all mini-games (kinda).
      Yes.  That includes "those games" you weren't so good at or so interested in.
    Pretty much, it includes everything.
      There is some good news.  Some of the requirements to "complete" some games
    aren't really so bad.  For instance, shogi seems like a daunting task, since
    there are so many players.  You would think they'd want you to beat everyone,
    right?  But, they don't--you just gotta win 5 games total.
      Others can be a bit of a pain.  Darts and billiards, for instance, need you to
    beat all available oppenents in each different kind of game.  Strangely, the
    easy and medium-level darts opponents are utter saps, while the two top-ranked
    guys are almost so hard in each type of darts game that you practically have to
    get perfect games to beat them.
      For going through all of this, you'll get the Sacred Tree Chestplate, which is
    a fairly high-powered armor.  When you wear it with the Sacred Tree Shin Guards
    and Sacred Tree Gauntlets, you'll automatically guard bullets.
      First, here is the main list of games, just so you know what you're missing.
    Then, I'll list them again, in the same order, with the various things you need
    to complete for each game. Press the Circle button when highlighting the game
    you want and you'll be able to scroll the window on the right that tells you
    what requirements you need to meet to clear that game.  Whenever you reach one
    of your goals, it'll turn red.
    
    MINI-GAMES LIST
    ---------------
    AROMA MASSAGE
    DARTS
    BILLIARDS
    KARAOKE
    BOWLING
    CHINCHIRORIN
    CHOUHAN GAMBLING
    KOIKOI
    OICHOKABU
    ROULETTE
    POKER
    BLACKJACK
    U.F.O. CATCHER
    ANSWER X ANSWER
    SHOGI
    MAHJONG
    BATTING CENTER
    GOLF
    FISHING
    SHOOTING (Boxcelios)
    
    AROMA MASSAGE
    -------------
    Standard Massage Course: (get the highest rank)
    Oil Massage & Ear Cleaning Course: (get the highest rank)
    
    DARTS
    -----
    Kamuro:
    Oogata Susumu (easy)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    Hayashida Satoru (medium)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    Iba Kouji (hard)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    Ryukyu:
    Hatano Kouta (easy)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    Hirai Kazuhiro (medium)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    Honma Shigeru (hard)
      01 (beat him at any "01" game)
      Cricket (beat him at Cricket)
      Count Up (beat him at Count Up)
    
    BILLIARDS
    ---------
    Kanou Makoto
      Nine-Ball (beat him at Nine-Ball)
      Rotation (beat him at Rotation)
      Eight-Ball (beat him at Eight-Ball)
    Niihama Shun'ichi
      Nine-Ball (beat him at Nine-Ball)
      Rotation (beat him at Rotation)
      Eight-Ball (beat him at Eight-Ball)
    Hirakawa Toshiko
      Nine-Ball (beat her at Nine-Ball)
      Rotation (beat her at Rotation)
      Eight-Ball (beat her at Eight-Ball)
    Nakazato Seiji
      Nine-Ball (beat him at Nine-Ball)
      Rotation (beat him at Rotation)
      Eight-Ball (beat him at Eight-Ball)
    
    KARAOKE
    -------
    Kitto Change Myself  (get Karaoke Dragon rank--900+ points)
    Kamuro Setsugekka  (get Karaoke Dragon rank--900+ points)
    Yubi no Yukue  (get Karaoke Dragon rank--900+ points)
    Shooting Star  (get Karaoke Dragon rank--900+ points)
    Saturday Night Lover  (get Karaoke Dragon rank--900+ points)
    Summer Memories  (get Karaoke Dragon rank--900+ points)
    
    BOWLING
    -------
    Get 200 points in 10-Frame
    
    CHINCHIRORIN
    ------------
    Win 20,000 cumulative total points
    
    CHOUHAN GAMBLING
    ----------------
    Win 20,000 cumulative total points
    
    KOIKOI
    ------
    Win 10,000 cumulative total points
    
    OICHOKABU
    ---------
    Win 10,000 cumulative total points
    
    ROULETTE
    --------
    Win 20,000 cumulative total chips
    
    POKER
    -----
    Win 10,000 chips in one sitting
    
    BLACKJACK
    ---------
    Win 10,000 chips in one sitting
    
    U.F.O. CATCHER
    --------------
    Peep
    Dark Peep (note: it's hidden behind the Huge Peep in one setup near Mach Bowl)
    Sky Blue Peep
    Pink Peep
    Li'l Kitty (Tiger)
    Li'l Kitty (American Shorthair) (note: white with black stripes)
    Li'l Kitty (Blue)
    Li'l Kitty (Calico)
    Li'l Bear (Brown)
    Li'l Bear (Grey)
    Li'l Bear (Blue)
    Li'l Bear (Pink)
    Delicious Bar (Corn) (note: green)
    Delicious Bar (Cheese) (note: yellow)
    Delicious Bar (Nattou) (note: purple)
    Chura (note: means "pretty" in Okinawan; shield-wielding, pink-haired girl)
    Huge Peep
    Huge Kitty (Tiger)
    Huge Kitty (American Shorthair) (note: white with black stripes)
    Huge Kitty (Blue)
    Huge Kitty (Calico)
    Huge Bear (Brown)
    Huge Bear (Grey)
    Huge Bear (Blue)
    Huge Bear (Pink)
    
    ANSWER X ANSWER
    ---------------
    Speed-Button Quiz (win 5 times)
    Hint Combination Quiz (win 5 times)
    Chicken Race Quiz (win 5 times)
    Multiple-Answer Finish Quiz (win 5 times)
    
    SHOGI
    -----
    Win 5 cumulative total matches
    
    MAHJONG
    -------
    Win 50,000 points in one sitting
    
    BATTING CENTER
    --------------
    Easy Course (get 1,800+ points)
    Normal Course (get 1,800+ points)
    Hard Course (get 1,800+ points)
    EX Hard Course (get 1,800+ points)
    
    GOLF
    ----
    Get -5 or better in a tournament (Competition Mode)
    
    FISHING
    -------
    Maguro Tuna
    Fusilier
    Porcupine Pufferfish
    Grouper
    Blue Parrotfish
    Green Turban
    Coral
    Umbrella
    
    SHOOTING (Boxcelios)
    --------
    Get to level 50
    
    
    ----------
    6.  EXTRAS
    ----------
    
    ----------------
    6a.  Unlockables
    ----------------
    
    6a-I.  Unlockable Items
    -----------------------
    
    When you beat the game, you will be rewarded.  First of all, you should know
    that your reward depends on what difficulty level you have it set to:
    
      EASY - 1,000,000 Yen
      NORMAL - 2,000,000 Yen
      HARD - 3,000,000 Yen + "EX-HARD" difficulty option
      EX-HARD - Dragon Nunchaku
    
    You'll also unlock three new modes the first time you play through the game's
    story.  You'll unlock "Premium New Game," which allows you to start the game
    again with your items, abilities, experience, and money (but nothing completed
    on the "Completion Lists"), and "Premium Adventure," which lets you go through
    the events of the game without the main story (you can do all the side quests
    and such), "Ultimate Fighting (Kyuukyoku Tougi)," which has 35 missions in
    which you try to meet certain goals to get high grades, and "Reminisce
    (Kaisou)," a mode that lets you view all the cinemas from the game--including
    those from side missions, provided you've cleared the mission in question.
      Besides those new modes, you will also be able to unlock special items by
    completing the completion lists, as mentioned above.  Those items will be then
    given to you by Bob Utsunomiya, a strange man in a suit and clown makeup (com-
    plete with wig and false nose), who's a friend of Sayama Kaoru's (apparently?).
    Note that those items carry over into Premium New Games as well as any other
    normal item (only story items don't carry over).
      Here's a quick run-down of those items you can unlock during gameplay (plus
    the one for the Ultimate Fighting):
    
      Cabaret Club Girls (10/10) - Seven Luck Gods Sarashi (Shichifukujin no
       Sarashi).  This will sometimes give you 777 or 7777 yen when you win random
       battles.
      Coin Lockers (100/100) - Lucky Beads (Kaiun no Juzu).  With this equipped,
       random battles will cease appearing on the map.
      Restaurant Items (259/259) - Embroidered Dragon Shirt (Ryuushishuu no shatsu)
       +1 heart to cabaret club girls.
      Heat Actions (88/88) - Brawling God Amulet (Kenkashin no OMamori).  With this
       equipped, you can use Heat Actions regardless of being in Heat Mode or not.
       It also appears to make Heat Mode into Red Heat, but, that's a moot point
       since you can use Red Heat Moves regardless of Heat.
      Underground Fight Arean (70/70) - Dragon Sarashi (Ryuu no Sarashi).  Defense:
       12, Blades: 12, Bullets: 12.
      Remodelled Equipment (76/76) - Dragon Crest Katana (Ryuumon no Katana).
       Attack: 140, Endurance: 60.  Sword Type.
      Revelations (10/10):  Resurrection Stone.  Accessory with 10 defense against
       bullets that will revive you one time when you are defeated, then break.
      Mini Games (20/20):  Sacred Tree Chestplate (Shinju no Dou).  Defense: 0,
       Blades: 5, Gun: 10.
      
      Sub Stories (123/123):  Golden Gun (Ougonjuu).  800 Attack, infinite
       Endurance, infinite bullets.  Gun type.
      Hitman (20/20):  Muramasa  130 Attack, 30 Endurance.  Sword Type.
    
      Ultimate Fighting (all 35 to S rank):  War God Seal (Toushin no OFuda).
       Heat Gauge is always at maximum.
    
    
    6a-II.  Premium Adventure Mode
    ------------------------------
    
    Man...so, you didn't get 100% on your first play, huh?  Still a few side miss-
    ions to go through?  Didn't feel like raising Haruka's trust for a billion
    years and/or playing all the little gambling games and such to get 100% of the
    overly complicated Completion Lists?  Miss a mission because you didn't do it at
    the exact moment in the story when you could?
      Don't worry!  After you play through the story mode once, you'll unlock a new
    menu that includes the "Premium Adventure" Mode.  This is basically the game,
    sans story.  You can go wherever you want and do whatever you feel like doing!
      When you first choose this mode, it'll ask whether you want to use a Clear
    Data Save or just start from scratch.  To complete stuff you couldn't do during
    the "regular" game, you might want to use a Clear Data Save so you don't have to
    build Kiryuu up and do all the other stuff you did in the story mode.
      Here's the thing:  unlike "Premium New Game," in which you only keep your
    items, money, experience, power-ups, and ability to get bonus items you unlocked
    in the story mode from Bob Utsunomiya, you'll keep EVERYTHING in Premium Ad-
    venture.
      Have a Completion List partially finished?  Missions left to do?  Cool!  Pop
    that save into Premium Adventure and away you go.  KEEP IN MIND, though, that if
    you have failed some missions (gotten "finished" instead of "completed"), those
    missions will still be failed and you won't be able to redo them.  Before you
    get bent out of shape, I should mention that, reportedly, you do NOT need to
    have the "completed" in order to get the last mission to become available (the
    one where you fight Amon), nor to get the Golden Gun bonus item for completing
    all missions, nor to get the Trophy.  So...don't worry!  This time around, it
    looks like they just had the "pass/fail" for ego's sake only.
      Here are some of the points about this mode:
    
    TIME OF DAY.  You start this mode in Kamuro at night.  As you've probably al-
      ready guessed from the story mode, you can take the taxi to go back and forth
      between the two cities.
        But, what about things like the golf course, which is only open during the
      day?  What about missions that only take place at Evening or Day or Night? 
        The answer is simple:  you can change the time of day in Premium Adventure
      Mode at your hideouts.  Talk to certain people, and they'll ask if you want
      to rest.  That will advance it to the next time of day (from Morning/Day ->
      Evening -> Night, of course).
        - In New Serena, talk to the matron behind the bar.
        - In the Sai no Kawara area (Majima Group headquarters), talk to Nishida,
          the construction worker member of the Majima Group you met in Chapter 1.
          He's just to the west of the hideout's entrance, at the corner of the
          little shack.
        - At the Morninglory Orphanage, talk to Saki.  She's near Kiryuu's room, in
          the little hallway.
        - At the Ryuudou House Headquarters, talk to Mikio, sitting in a chair.
    
    PARTNERS.  Because you need them for a few missions, and because you can build
      Haruka's trust up to get some items, you can take both Rikiya and Haruka
      around town with you, if you want.  They're in both New Serena and the Mor-
      ninglory Orphanage.  Talk to them, and they'll ask to go around with you.
        If you want to drop them back off again, go back to New Serena or the
      orphanage, talk to them again, and tell them you want to go alone.
        In fact, there's one kinda important thing you can ONLY do in Premium
      Adventure Mode.  With the final update to v1.08, you can raise Haruka's trust
      higher than the maximum in story mode to "EX."  Details are in that section
      above.
    
    CLEAR DATA CREATION.  Still want to tackle Premium New Game Mode, say, to get
      through EX Hard difficulty, but you want to finish a few lists and get some
      bonus items first?  Yes you can!
        One of the coolest things about this mode is that you can make a Clear Data
      Save in it.  If you've finished a list off and gotten a bonus item, or if
      you've finally gotten enough experience to build Kiryuu up completely and you
      want that data to carry over into story mode, talking to the right person will
      make a new Clear Data Save.  In Premium New Game, all your completion lists
      and finished missions will be nulled out, of course (as usual), but you'll
      keep the items--and you'll still get mails from Sayama telling you that you
      can go and get your items from Bob Utsunomiya if you lose them.
        This way, you can finish off the Heat Actions Completion List, get the
      Brawling God Amulet, and create a Clear Data Save.  Then, you can start a
      Premium New Game with that save in EX Hard, have the Brawling God Amulet, and
      use Heat Actions and moves that require you to be in Heat Mode like the Bound
      Hold at will.  Makes it a lot easier to muscle through it!
        - In New Serena, talk to Date, sitting at the bar.
        - At the Morninglory Orphanage, talk to Nakahara, who's sitting at the
          entrance.
    
    There are also a few changes from the story mode of the game in Premium Adven-
    ture.  Besides shops having more items, there are a few new modes added in the
    system updates.  Here's a brief run-down on the differences:
    
    DIFFICULTY.  You can't change the difficulty of this mode.  It's always at
      "Normal."  I guess that only matters to people who like the challenge of
      "Hard" and "EX Hard," since you can't unlock the Dragon Nunchaku here, anyway
      (there's no way to finish the game in Premium New Adventure because there's no
      story!).
    
    SHOPS.  A couple of shops around town have slightly different inventories.  This
      is cool for the "Suspicious Man" who hangs out near the main entrance/exit at
      the above-ground part of the Sai no Kawara area.
        Why?  If you're trying to create all the weapons and armors at Kamiyama's so
      you can finish that Completion List, you may have noticed that you need to get
      "Brooch" items.  In story mode, those are only available at the Underground
      Coliseum, and they're quite expensive!  The Coliseum only accepts Battle
      Points, which are earned at a fairly low rate by winning tournaments.  So,
      it'll take forever and a day to get them that way
        But in this mode, the Suspicious Man sells the brooches for cash!  That's
      much easier to get.  In fact, if you're trying to complete that list, I
      recommend doing it in Premium Adventure rather than the story mode for that
      reason alone.
    
    OUTFIT CHANGE.  In the various hideouts around town, a new option has been
      added to the menu at the actual "Hideout" where you save the game, view
      results, and watch cut scenes.
        The very last option is to change outfits for Kiryuu, Rikiya, and Haruka.
      Select the character, hit Circle, and then move the option from their normal
      outfit (which changes whether they're in Tokyo or Okinawa) to "changed."
        The game will then show you the different outfits.  Move to the one you
      want and hit Circle again to have it switched to that outfit.  When you've
      changed outfits, you won't automatically switche between Okinawan and Tokyo
      suits when traveling between the two cities anymore, but you'll have the
      outfit you've selected.
        The last outfit choice for Kiryuu and the last one for Rikiya, Dragon Mask
      and Ricky Mask, respectively, were added in the systems updates, so make
      sure you install the updates if you want those.  The same goes for the final
      outfit for Haruka, um...one that makes her look like a "non-nude model."  She
      has a bikini top and jeans shorts.
    
    SURVIVAL ONIGOKKO.  "Onigokko" is the game of tag.  In Japanese, they call the
      person who's "it" the "oni" (or sometimes the "oya," which means "parent").
        This game's a *little* different from tag, though.  It's true that you want
      to avoid the "oni" (a bunch of Bob Utsunomiya, in actuality), and not let them
      come in contact with you at all.  Just like tag, it's "Game Over" when they
      catch you!
        But, most of the time, you'll just be running around town, getting direc-
      tives.  When you get a directive, you'll need to run to the location described
      to you and perform a task--usually to press Circle at a building entrance or
      to find something in first-person view mode.
        I'm afraid these directives will all be in Japanese, and they'll be orders
      to go places you'll only have noticed if you really pay close attention to the
      signs and such around town.  So...if you don't know Japanese, you might not be
      able to make it through this, since they don't mark them on the map and
      they're randomly assigned.
        Once you get spotted by a Bob, you'd better get away from him.  When he's
      after you, he'll appear on the map.  Otherwise, he doesn't.  One Bob gets
      added to the map ever 5 minutes of play, so get through those ten directives
      as fast as possible!
        Note that you can run around with the R2 button, but that it's a different
      running around from the Chase Battles until a Bob shows up and sees you.  I
      kinda wish he had a way to run around like that during the regular game!
        What do you get?  You can only get one reward: money.  Not too shabby, not
      too exciting, to be 100% honest.
        To start this game, talk to the weird, hooded soothsayer sitting at a table
      covered in a velvet cloth next to the Suspicious Man in the Sai no Kawara
      area (near the entrance/exit) in Kamuro or sitting near the top of the stairs
      at the second level of the Municipal Market in Ryukyu Village.  The top choice
      is the Survival Onigokko game.
    
    ALL-STAR TOURNAMENT.  Bored of normal fights at the Coliseum?  Well, in Premium
      Adventure Mode, they've added a new tournament for you to enter.  You can
      face the bosses of the game with the same rules as the regular tournaments at
      the Coliseum.  You'll fight three guys, get about a third of your health back
      after each fight, and be unable to use items or equipment.
        Note that these bosses will not show up on your list of opponents at the
      Coliseum, they will not show up on your Completion List, and you won't even be
      able to see your win/loss record.  You don't get Battle Points, either--just
      money.  Here is a brief run-down on how much money you get:
           MINE YOSHITAKA: 200,000 yen
           ANDRE RICHARDSON: 150,000 yen
           KAZAMA JOUJI: 150,000 yen
           MAJIMA GOROU: 150,000 yen
           LAU KARLUNG: 100,000 yen
           HAMAZAKI GOH: 100,000 yen
           KANDA TSUYOSHI: 100,000 yen
           SHIMABUKURO RIKIYA: 50,000 yen
           TAMASHIRO TESSEI: 50,000 yen
        Yeah--you read that right!  Even though he doesn't appear as a boss in the
      story mode, Hamazaki Goh appears in this tournament!  Ever fight those guys
      in the Coliseum who act kinda like sumo wrestlers in that they break throws
      quickly, do headbutts and horizontal chops, but they also have these three or
      four quick punches?  You know, the ones where after you stop blocking, they
      immediately throw out some slow punch move that typically absorbs hits?
      That's his style.  Makes you wonder if they originally had planned to have
      him as a regular boss.
        Anyway, you get that money above, plus 500 yen for each "popularity point"
      you got.  Popularity is gained the same way as it is in the Coliseum; don't
      get knocked down, knock the opponent down, hit him with long combos and Heat
      Moves--that kind of stuff.
        To start this mode, go to the soothsayer sitting at the table with the
      crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or
      near the top of the stairs on the second floor of the Municipal Market in
      Okinawa.  The tournament is the second choice.
    
    ALL-STAR TAG TOURNAMENT:  This is similar to the All-Star Tournament, only you
      take on teams of harsh boss characters.  Your partner is Majima Gorou.
        Just like the All-Star Tournament, you get money as a reward, based on the
      opponents you defeat.  But this time, the opponents are different.  Here is a
      list of the opponents:
          THE STARDUST:  KAZUKI & YUUYA - 50,000 yen
          BATTLE MASTERS:  KOMAKI SOUTAROU & YONASHIRO sHOUJI - 200,000 yen
          THE THIRD HEAD OF NISHIKIYAMA:  KANDA TSUYOSHI & HASEBE - 100,000 yen
          THE AGENTS:  KAZAMA JOUJI & ANDRE RICHARDSON - 200,000 yen
          YOKOHAMA WARRIORS:  LAU KARLUNG AND HAMAZAKI GOH - 150,000 yen
          NAKAHARA & CO.:  SHIMABUKURO RIKIYA & MIKIO - 100,000 yen
          THE HEELS:  MINE YOSHITAKA & TAMASHIRO TESSEI - 200,000 yen
        Just like in the All-Star Tournament, you also get 500 yen per "popularity
      point."  That adds up to a lot of yen!
        Kiryuu and Majima can do the "Rising" tag team Heat Action, just like the
      one you can do with Hatae in the Coliseum.  Majima must grab the opponent from
      behind.  Then, get close in Heat Mode and hit Triangle.
        Note that Majima apparently has no knife, however.... :/
        To start this mode, go to the soothsayer sitting at the table with the
      crystal ball near the Suspicious Man in the Sai no Kawara area of Tokyo or
      near the top of the stairs on the second floor of the Municipal Market in
      Okinawa.  The tournament is the third choice.
    
    SURVIVAL BATTLE:  This is probably a survival mode, as the name implies.  It
      will probably also be initiated by talking to the robed, hooded lady at the
      magician's table.  Most likely, you fight until you lose, and get a reward
      based on how many people you beat and such.  The reward will probably be
      money.  Losing probably won't count as a Continue, just like how it doesn't
      count at the Coliseum or the other extra modes in Premium Adventure.
        For now, I don't know.  We'll have to wait and see.
    
    
    6a-III.  Ultimate Fighting Mode
    -------------------------------
    
    Ever play one of those fighting games like Guilty Gear XX, where you have these
    extra modes that put you in battles with difficult goals?
      That's what this is, basically, except that you also get graded.  Grades go
    from E, the lowest grade, to D, C, B, A, and S, the highest grade.  Get an "S"
    on all modes and you'll get the Fighting God Talisman, a powerful accessory that
    puts you constantly in Heat Mode.
      Sound easy?  It's not.  The problem is that you don't have a fully built-up
    character to work with all the time.  More often than not, in fact, you'll only
    have some of your abilities.  It can be a little frustrating, but...it is what
    it is.  There are Niko Niko Douga vids out there of people clearing everything
    with an "S," so, it can be done!
      Anyway, there are 35 missions.  Here's the way I'll list them:
    
    1. FREE-FOR-ALL BATTLES.  1-1  1-2  1-3  1-4  1-5
                              1-6  1-7  1-8  1-9  1-10
    
    2. DUELS.                 2-1  2-2  2-3  2-4  2-5
    
    3. TRIAL BATTLES.         3-1  3-2  3-3  3-4  3-5
                              3-6  3-7  3-8  3-9  3-10
    
    4. TEAM BATTLES.          4-1  4-2  4-3  4-4  4-5
    
    5. ULTIMATE BATTLES.      5-1  5-2  5-3  5-4  5-5
    
      The last row of battles, the "Ultimate Battles," are all missions you must
    unlock.  5-1 to 5-4 are unlocked by beating all missions in each of the four
    other of battles.  Beat all "Free-For-All Battles," for instance, and you'll
    unlock 5-1.  You can get any grade, just so long as you beat all missions in
    that set.
      5-5 is unlocked by beating 5-1 through 5-4.  Once again, you can get any
    grade in those other four.
      So, here is a list of the missions and what you need to do to get "S" in them.
    Good luck!
    
    TIP: If it's too hard, check and see if you have weapons!  For some fights,
      Kiryuu will have weapons equipped.  You'll see them at the start of the fight
      in the upper left-hand corner of the screen.
    
    1-1.  Beat all enemies.
      Clear Time - 1:20 remaining for "S."
    1-2.  Beat all enemies.
      Clear Time - 2:30 remaining for "S."
    1-3.  Beat all enemies.  You have the Golden Gun.
      Clear Time - 1:30 remaining for "S."
    1-4.  Beat all enemies.  You have an infinite-use Modified Lighter.
      Clear Time - 3:00 remaining for "S."
    1-5.  Beat all enemies (including Tamashiro Tessei).  No Healing Items.
      Clear Time - 4:00 remaining for "S."
    1-6.  Beat all enemies without losing Heat Mode.
      Clear Time - 1:30 remaining for "S."
    1-7.  Beat all enemies.  Kiryuu's Health gradually depletes.
      Clear Time - 0:40 remaining for "S."
    1-8.  Beat all enemies.  Kiryuu's Health gradually depletes.
      Clear Time - 3:00 remaining for "S."
    1-9.  Beat all enemies.
      Clear Time - 1:00 remaining for "S."
    1-10.  Beat all enemies.  You're at the brink of death; one hit kills Kiryuu.
      (Automatic "S" for clearing mission)
    
    2-1.  Defeat Shimabukuro Rikiya.
      Damage - Under 600 points for "S."
    2-2.  Defeat Lau Karlung (all of him).
      Damage - Under 700 points for "S."
    2-3.  Defeat Kazama Jouji.
      Damage - Under 700 points for "S."
    2-4.  Defeat Andre Richardson.  No Healing Items.
      Damage - Under 700 points for "S."
    2-5.  Defeat Mine Yoshitaka.
      (Automatic "S" for clearing mission)
    
    3-1.  Chase Battle: run from Tenkaichi to Sai no Kawara.
      Clear Time - 0:55 for "S."
    3-2.  Beat all enemies in as few hits as possible.
      Number of hits on enemies - 15 or less for "S."
    3-3.  Follow the director's commands and act in the time limit.
      (Automatic "S" for clearing mission.  People who can't read Japanese might not
       be able to do this one....)
    3-4.  Do as the children call out to you within the time limit.  Your hits must
      connect.
      Clear Time - 1:00 for "S."
    3-5.  Hit all opponents at once to defeat them.
      Clear Time - 1:30 for "S."
    3-6.  Destroy all weapons in the time limit.  Do not defeat all enemies before
      doing so.
      Clear Time - 2:49 for "S."
    3-7.  Beat all enemies in the time limit without breaking equipped weapons.
      Clear Time - 2:00 for "S."
    3-8.  Beat only the enemies in red withint the time limit.  Defeating an enemy
      of any other color fails mission.  (Great news for color-blind people....)
      Clear Time - 3:29 for "S."
    3-9.  Chase Battle against Mack Shinozuka.
      Clear Time - 1:00 remaining.
    3-10.  Taunt at least once every 5 seconds and defeat all enemies.  Being in
      "Yellow Dragon Status" (charging Heat with R2) is considered taunting.
      Damage - Under 300 points for "S."
    
    4-1.  Partnered with Date Makoto, defeat all enemies.  Don't let your partner
      get defeated.
      Clear Time - 2:00 for "S."
    4-2.  Partnered with Ricky Mask, defeat all enemies.  Don't let your partner
      get defeated.
      Clear Time - 1:30 for "S."
    4-3.  Partnered with Shimabukuro Rikiya, defeat all enemies.  Don't let your
      partner get defeated.
      Clear Time - 2:30 for "S."
    4-4.  Partnered with Majima Gorou, defeat all enemies.  Don't let your partner
      get defeated.
      Clear Time - 1:30 for "S."
    4-5.  Partnered with Akimoto, defeat all enemies.  Don't let your partner get
      defeated.
      (Automatically "S" for clearing mission)
    
    5-1.  Beat all enemies.
      Clear Time - under 7:00 for "S."
    5-2.  Beat all enemies.  No Healing Items.
      Clear Time - under 10:00 for "S."
    5-3.  Beat all enemies.
      Damage - under 1,000 points for "S."
    5-4.  Beat all enemies.
      Clear Time - under 8:00 for "S."
    5-5.  Beat all enemies.
      (Automatically "S" for clearing mission)
    
    
    --------------------
    6b.  The Hidden Boss
    --------------------
    
    -------------
    6c.  Trophies
    -------------
    
    Special thanks to Colemanc for pointing me to where I could find the Japanese
    list of Trophies before the game's release!
    
    Platinum Trophy (Platinum)- Get all the game's Trophies
    Boss 01 (Majima) (Bronze) - Defeat Majima in Chapter 1 (secret trophy)
    Boss 02 (Rikiya) (Bronze) - Defeat Rikiya in Chapter 2 (secret trophy)
    Boss 03 (Tamashiro) (Bronze) - Defeat Tamashiro in Chapter 3 (secret trophy)
    Boss 04 (Hasebe) (Bronze) - Defeat Hasebe in Chapter 4 (secret trophy)
    Boss 05 (Mysterious Foreigner) (Bronze) - Defeat the Man in the Black Suit in
      Chapter 5 (secret trophy)
    Boss 06 (Kanda) (Bronze) - Defeat Kanda in Chapter 6 (secret trophy)
    Boss 07 (Majima II) (Bronze) - Defeat Majima in Chapter 7 (secret trophy)
    Boss 08 (Lau Karlung) (Bronze) - Defeat Lau Karlung in Chapter 8 (secret trophy)
    Boss 09 (Kazama) (Bronze) - Defeat Kazama in Chapter 10 (secret trophy)
    Boss 10 (Defeat Mine) (Silver) - Defeat Mine in Chapter 12 (secret trophy)
    Thank You From the Staff (Bronze) - Clear Story Mode (secret trophy)
    Substory 10 (Bronze) - Clear 10 Substories
    Substory 30 (Bronze) - Clear 30 Substories
    Substory 50 (Bronze) - Clear 50 Substories
    Substory 80 (Bronze) - Clear 80 Substories
    All Substories (Gold) - Complete all Substories (missions)
    Tough Guy Hunter (Bronze) - Catch all Hitmen
    Big Spender (Bronze) - Spend 300,000 yen in one visit to a Cabaret Club
    Good Coordinating (Bronze) - Get a Cabaret Club Girl's fashion, etc. set up well
      in the "Groom A Cabaret Club Girl" side game
      NOTE:  You have to max one stat out, basically.  See section for details.
    Key Wanderer (Bronze) - Open the top row of coin lockers both in Kamuro and
      Ryukyu
    Gourmet Master (Bronze) - Order the most expensive dish at all restaurants
    Heat Action Master (Bronze) - Finish a battle with a Heat Action 50 times
    Legendary Champion (Bronze) - Win all tournaments at the Arena
    Trial Special (Bronze) - Make one weapon at Kamiyama's
    Started A Blog (Bronze) - Have one Revelation
    The Path to Training (Bronze) - Meet all three masters (Yonashi, Komaki, and
      Mack--when he sets up the Chase Battle training stage)
    Salon Craze (Bronze) - Play the two massage modes at Love In Heart
    Hat Trick (Bronze) - Get a Hat Trick at Darts (three bullseyes in one turn)
    Break Ace (Bronze) - Get a Brake Ace at 9-ball billiards (when breaking at the
      beginning of a match, sink the 9-ball and win)
    Karaoke King (Bronze) - Sing all karaoke songs
    Boiled Turkey (Bronze) - Get a Turkey in Bowling (three strikes in a row)
    Exceptional Gambler (Bronze) - Get 10,000 cumulative points at Chinchirorin,
      Koikoi, and Oichokabu
    Great Gambler (Bronze) - Get 10,000 cumulative points at Roulette, Poker, and
      Blackjack
    Pro Gamer (Bronze) - Get the trophies at the three games in the arcade. For the
      UFO Catcher, get 10 dolls. For Anser x Anser, win 10 rounds. For the shooting
      game, get the High Score.
    Immovable Shogi Player (Bronze) - Win shogi without moving the "King" piece
    Exposed Dragon (Bronze) - Use a Naked Pair Wait (Hadakatanki) in Mahjong
    Nice Hitter (Bronze) - Hit two targets at once in the Hard Course at Yoshida
      Batting Center
    Powerful Driver (Bronze) - Hit a 350-yard drive in Competition Mode in Golf
    Tuna Lord (Bronze) - Catch a tuna when Fishing
    Mini-Game Master (Gold) - Complete all Mini-Games
    Ultimate Challenger (Bronze) - Play all unlockable Ultimate Fighting modes
    Proof of Being the Strongest (Gold) - Clear the game on the unlockable EX Hard
      difficulty
    Marathon Runner (Bronze) - Run 42,195km
    Runaway Train (Bronze) - Knock down 100 people while running around town
      (secret trophy)
    People Watcher (Bronze) - Start 10 battles by staring at people in first-person
      mode (R3) (secret trophy)
    Destroyer (Bronze) - Break 100 weapons in battle (secret trophy)
      NOTE:  Break weapons by using them up or kicking them
    Walking Bank (Silver) - Have over 10,000,000 Yen on your person
    Volunteer (Bronze) - Pick up 5 pieces of trash at the beach in front of the
      Morninglory (secret trophy)
      NOTE:  This is only trash; items washed ashore in boxes don't count.  You
      can just check the beach for trash, start fishing, then quit fishing and it'll
      reset the beach's items.  Do that over and over.
    Eco-Master (Silver) - Pick up 30 pieces of trash from the beach in front of the
      Morninglory Orphanage (secret trophy)
      NOTE:  This is only trash; items washed ashore in boxes don't count.  You
      can just check the beach for trash, start fishing, then quit fishing and it'll
      reset the beach's items.  Do that over and over.
    
    
    ---------------------
    6d.  Demo Walkthrough
    ---------------------
    
    After pressing start, you'll have three options: "NEW GAME," "OPTION," and
    "Warnings," whichs is more like "legal information."  Don't worry about it too
    much...it's just stuff like "make sure you update your Playstation," and "dude,
    Dolby is copyrighted to the Dolby Corporation."
      Just in case you wanna set them, here are the options:
    
    Camera Control (Vertical) - Normal / Reverse (default: Reverse)
    Camera Control (Horizontal) - Normal / Reverse (default: Reverse)
    First-Person View (Vertical) - Normal / Reverse (default: Reverse)
    First-Person View (Horizontal) - Normal / Reverse (default: Reverse)
    Mini-Map Display - Surroundings / Straight Ahead (default: Surroundings)
    Subtitles - Off / On (default: On)
    Event Skip - Off / On (default: Off)
    Brightness
    Font - Auto / Mincho / Gothic (default: Auto)
    
      Once you start the game, it'll obviously ask you if you want Easy or Normal
    (which should be self-explanatory).
      In the demo, some things are available, but...most places won't let you go in.
    Kiryuu only has access to the southern part of Kamuro.  You can't use the coin
    lockers or the phones, so...no saving, no items boxes.
      Here's a walkthrough for the story:
    
    Kiryuu comes to Kamuro again, after so much time.  He notes how little things
    change there....  And then he sees the patrons of the Stardust Host Club getting
    tossed out on their rears by a burly yakuza.  They say things like, "Someone,
    please--call the police!"
      So, Kiryuu's left to investigate Stardust.  But, before you can do anything,
    you'll get a mail explaining the demo (a little).  Here's the rundown:
      
    - You have the following mini-games available:
      -- Cabaret Club Girls (really, only the ones at Club Ageha)
      -- Karaoke
      -- Video Game Arcade (3 kinds:  Answer X Answer, UFO Catcher, and Boxcelios)
    
    - Your basics will be described when you hit select (I'll get to that in a bit).
      -- The basic adventure controls
      -- Basic combat conrols
      -- Basic combat techniques
    
    - You can press start to access the pause menu (note that not all options will
      be available.)
      -- You can use items and equip weapons and armor
      -- You can check your map
      -- You can check your e-mails
      -- You can check your next story objective
    
    (Just so you know, you start needing only 10 levels of experience to build up,
    with all your stats at level 5)
    
    Indeed, should you press "Select," you'll not only be able to return to the
    title screen or cancel, but you'll also be able to choose "controls" with the
    rightmost choice.  There's a lot there, and I've pretty much covered it in the
    "Controls" section of the FAQ.  It explains the basic controls for exploring
    Kamuro, the controls for fighting, and how you can do weak attack strings,
    follow them with a heavy attack to finish the string, grapple, and how you can
    use Heat Actions by grabbing people and ramming them into environmental hazards,
    by using a weapon on them with Heat Mode, and by pursuing a downed opponent.  It
    also explains about grappling, picking up weapons, and switching equipped
    weapns with the D-Pad.
      Anyway, back to the story.  You can go and talk to the people around Stardust
    if you want, or you can just go straight in.  You can also walk north to get
    into a random fight with some yakuza nuts.  Oh--and make sure you stop to pick
    up the Staminan X on the ground near the intersection south of Matsuya, or to
    go in and buy stuff at the Poppo Mart.  If the random fights don't show up,
    just walk in and out of Poppo Mart or Matsuya and see if they appear.  It is
    random, after all.
      Once inside, you'll see Hasebe, Kanda Tsuyoshi's lieutenant, harassing Kazuki
    and Yuuya.  He's trying to buy up all the spots in Kamuro under Kanda's orders.
      But, Kazuki won't hear of it.  When Kiryuu comes in, Yuuya and Kazuki look
    surprised, and Hasebe turns.  "Who the heck's this?" he asks, but Yuuya informs
    him that you're the former 4th Chairman of the Toujou Association.
      He asks you not to interfere, but, Kiryuu isn't just gonna let them do that.
    So, he then says that you're causing him trouble, so it's your fault if there's
    a fight, and there is!
      Beat him.  Don't forget to use weapons once he gets his sword out.  Wait for
    him to do his iaidou attack or triple slash, sway, and get close.  Use light
    attack strings.  Make sure you bring some healing items...you might need them.
      Before he passes out, Hasebe says that you'll be too late and that Kashiwagi's
    gonna buy the farm.  "The war has begun!" he says.
      Kazuki gets the police off your trail, telling them it was just a brawl
    between hosts, and apologizing.  Meanwhile, Kiryuu wants to go to the Millen-
    nium Tower and meet up with Kashiwagi at the Kazama Group's office.  But, Yuuya
    tells him to wait while Kazuki talks to the cops, so there's no trouble.
      Kashiwagi calls, and talks to Kiryuu, telling him he needs him to come to
    Tokyo right away because there's something he needs to talk to him about.  Of
    course, Kiryuu's already in town, so, he's gonna head over there right away.
      Kashiwagi mentions that there are cops all over the place at Stardust.  When
    Yuuya checks, the cops have now gone and blocked ways to the Millennium Tower.
    Yuuya suggests you go to Nakamichi, then to Pink, then up through the little
    alley behind Kotobukiya Pharmacy and try to get in that way.  That's your next
    place to go.
      Before you can go, though, why not check out the area some more?  You'll find
    dead ends wherever a cop is, and a lot of stores aren't open.  But the ones
    that are open are worth checking out.  As mentioned before, you can see cabaret
    club girls, play games at the arcade, go buy stuff at the various convenience
    stores and Don Quijote, eat, or go sing at the karaoke box.
      Pretty fun stuff.
      You should know that once you go to the back alley behind Kotobukiya, that'll
    end the demo.
      Before you can do anything, though, you'll get another mail explaining the
    Revelations system.  There are two Revelations in the demo: the one with the
    drunk harrassing the girl across the street from Stardust, and the one in
    southern Nakamichi with the girl handing out tissues.
      Get into first-person with R3, pass the reticle over the target, and confirm
    to view the cut scene.  Hit the correct button inputs to take pictures, and
    then choose the correct pearl of wisdom to walk away with and you'll get two
    techniques.  If you don't wanna bother checking, the girl being harrassed by
    the drunk's revelation is the bottom choice and the tissues girl's revelation is
    the middle choice.
      Anyway, you'll need to run down to Nakamichi, then to Pink Street, then back
    to the side alleys between the two, north of the Poppo Mart, and then go to the
    back alley behind Kotobukiya Pharmacy.  You'll get a phone call from Sakurai
    at Club Ageha, asking you out to the Karaoke-Kan. There's a tuna onigiri lying
    on the ground north of Club Ageha.  There's also a Toughness Z on a chair in
    Smile Burger.
      Not too much else to do besides play games, go to Club Ageha, or go up to
    fight the demo's boss.  When you do finally get there, Kiryuu is suddenly
    surrounded by mysterious Americans dressed in black suits and sporting sun-
    glasses.
      The middle guy--the big, blond one who jumps around a lot--is pretty rough.
    Use weak attack strings on him...as he won't block 100% of the time.  He'll also
    try to sidestep, and so, you wanna keep using weak attacks to follow him
    around.  Don't forget to use the objects lying around or weapons in your in-
    ventory.
      Once they're defeated, Kiryuu asks who hired them.  Suddenly, the blond guy
    draws his gun and aims it right at Kiryuu.
      The sounds of police sirens frighten them away.  To find out what happens
    next, you gotta buy the actual game!
    
    
    -----------
    6e.  Trivia
    -----------
    
    KIRYUU KAZUMA'S TRUE IDENTITY?
    The name "Kiryuu Kazuma" is taken directly from an old television show in Japan
    called "Seibu Keisatsu," or "The Western Police Division."  The show focused on
    a bunch of detectives known as the "Daimon Corps," because their chief was named
    Daimon Keisuke.
      Oh, by the way, that chief?  He was played by Watari Tetsuya, the guy who
    played Kazama Shintarou.  Also, Kiryuu's actor is named "Kanou Ryuu."  Though
    Kanou is a very common name in Japan (Mortal Kombat fans should probably know
    that "Kano" ostensibly has this name--though it's mispronounced), there is
    actually the slight possibility that the guy who wanted to become a yakuza in
    the first game (Kanou) takes his name from this actor.
      Special thanks to Ancaryvan for the tip about Seibu Keisatsu.
    
    THE KABUKI DISTRICT
    You may or may not know this, but there's a spot that looks incredibly like
    Kamuro.  I guess they built it to honor this game.
      ....
      OK, *ahem*.  Sorry about that.  The truth is that it's the actual spot in
    Shinjuku in Tokyo famous for being a yakuza stomping ground.  It's been
    featured in films and is quite well-known in Japan, so, you'd be abel to
    recognize it if you were familiar with famous Japanese stuff.
      To have a nose around the Kabuki District, you can use Google Maps' street-
    view.  Type in "Kabuki-cho, Shinjuku, Tokyo, Japan."  Right now, the Toyoko Inn
    shows up.  Zoom in.  You should be able to see "Kabukicho" on the map.  Grab
    the little man icon and put him down on that yellow street near the 7-11 and
    you'll be right at the front gate at the southwestern corner of Kamuro.
    
    MUTSUMIBASHI IN MAKISHI
    The town of Ryukyu doesn't exist.  That's an old name for the kingdom that used
    to run the archipelago south of "mainland" Japan (which is also a bunch of
    islands, but that's neither here nor there).  That's why the area is often
    called the Ryukyu Archipelago.
      But, the area in the game?  You guess it; it's based off a real location.
    It's in Naha, the capital of Okinawa.  There's a part of Naha called "Makishi,"
    and a major street that runs through there called "Kokusai-Doori" ("The Inter-
    national Highway").
      If you type in "makishi, naha, japan" in google maps, you'll be pretty much
    right there.  The Mitsukoshi is off to the east, as is Sam's Maui.  To the south
    is the "First Municipal Makishi Market," near an arcade called "Mutsumibashi
    Shopping District."
      It's all kinda to the east of a McDonald's.
      Unfortunately, at the time I write this, you can't use street view for this
    area.
    
    REAL GA GOTOKU
    Many products, brands, stores, and restaurants in the game actually exist in
    reality.  Suntory products, for example, are all real.  The same is true of the
    "Ryukyu Shuugou Densetsu" turmeric drink and other products.
      Shops that really exist include Don Quijote, Matsuya, Sam's Maui, Karaoke-
    Kan, Blue Seal ice cream, Quickly tea stands, and Pronto.  If you have a keen
    eye, or have some experience living in Japan, you'll probably recognize a lot of
    product placed in our little game here.
    
    LET'S SEE WHAT'S IN THE SONG BAG
    For those curious, here is the information on the vocal tracks and karaoke songs
    in the game (except for vocals that are obscured and weird like the ones from
    the battles against the guy who keeps bumping into people to extort money from
    them (the song is called "D 2 A," by the way).  I've translated (did someone say
    "mangled?") these myself, so, don't think these are some kind of official
    lyrics.
      I dunno if this counts as "trivia," but, I didn't wanna make another appendix
    just for song lyrics.
    
    LOSER
    (Opening Theme Song)
    Lyrics by TAKAHASHI Ken
    Music by YAZAWA Eiji
    Sung by YAZAWA Eiji
    
      Kizudarake da ze Your Heart **
      (It's covered in scars, your heart)
      Machikadoni tachitsukusu **
      (You stand on the street corner like you're nailed to the floor)
      Kieteshimatta Chance Chance **
      (It's gone forever now, chance, chance)
      Okimari no warui shinario sa **
      (It's just that same old story, same bad situation) (*scenario)
    
      Surikiresouna Your Dreams **
      (Looks like they're getting worn out, your dreams)
      Owarenai kono mama ja **
      (This won't ever end, if things stay the same)
      Kaetemisero yo more more (*English word "more"--not capitalized in lyrics) **
      (Show them you can change--more, more)
      Jikan nara mada nokotteiru **
      (You know, you still have time)
    
      Hashiridase kobushi wo katamero Loser
      (Get moving, clench your fists, Loser)
      Kizuato no kazu dake tachiagare
      (Rise up, so you won't get any more scars)
    
      Daitemiru kedo more more (*English word "more"--not capitalized in lyrics)
      (You try to grab hold if it, more more)
      Aiyorimo hayai no sa
      (But it's even more fleeting than love)
      Iraira suru ze no no (*English word "no"--not capitalized in lyrics)
      (It really pisses you off, no, no)
      Aserutabi kibaga nukareteku
      (You're getting flustered, your teeth are being pulled out)
    
      Itsumademo makeinu na no ka Loser
      (Are you always gonna get defeated, loser?)
      Kamitsuite ashitawo tsukamitore
      (Bite down hard, cling to your tomorrow)
    
      Karamitsuku kusariwo tachikitte **
      (Break the chains that bind you)
      Shimeppoi kinouwo keriagero alright **
      (Shake off the dust of the gloomy yesterday, alright!)
    
      Kamitsuite ashitawo tsukamitore Loser yeah **
      (Bite down hard, cling to your tomorrow, loser!  Yeah!)
    
      Kizudarake da ze Your Heart
      (It's covered in scars, your heart)
      Machikadoni tachitsukusu
      (You stand on the street corner like you're nailed to the floor)
      Tsumetai machini Chance Chance
      (In these cold streets, chance, chance)
      Ikurademo nemutteru
      (There's limitless opportunity sleeping here)
    
      Tachiagaru no sa Yeah Yeah
      (I'll rise up, yeah, yeah....)
    
    **--These are the lines that appear in the edit for the game.
    
    
    Jikan yo, Tomare (Stop, Time!)
    (Used in the cinema at the end of Chapter 11)
    Lyrics by YAMAKAWA Keisuke
    Music by YAZAWA Eiji
    Sung by YAZAWA Eiji
    
      Tsumi na yatsu sa Ah Pacific
       (I'm a sinful guy, Ah Pacific)
      Aoku moeru umi douyara
       (You glistening, blue ocean...it looks like)
      Ore no make da ze mabuta wo tojou
       (It's my loss, I'll close my eyes)
    
      Natsu no hi no koi nante maboroshi to
       (Summer love, I guess you can call it an illusion)
      Warainagara kono hitoni kakeru
       (I'll laughing fall for this person)
    
      Asewo kaite gurasu no  hieta jinyori
       (I get more drunk off the scent of your bright skin)
      Hikaruhade no kaoriga orewo yowaseru
       (Than the cool gin in the glass, sweating with dew)
    
      Maboroshide kamawanai
       (I don't mind if it's just an illusion)
      Jikan yo, tomare inochi no memai no naka de
       (Stop, time, here in this dizzying life)
      Maboroshide kamawanai
       (I don't mind if it's just an illusion)
      Jikan yo, tomare inochi no memai no naka de
       (Stop, time, here in this dizzying life)
    
      Tsumi na yatsu sa Ah Pacific
       (I'm a sinful guy, Ah Pacific)
      Tokai no kusaiwo wasurekaketa
       (You've made me forget the stench of society)
      Kono ore tada no otoko sa
       (After all, I'm just a man)
    
      Omoide ni naru koi to nishikazega warau keredo
       (The West Wind laughs, "This love will soon be a memory")
      Kono hitoni kakero
       (But I'll fall for this person)
    
      Mm Stop the world
      Mm Stop the world
    
    
    Omoiga Afuretara (When the Feeling Overtakes Me)
    (Song used for ending credits)
    Lyrics by TAKAHASHI Ken
    Music by YAZAWA Eikichi
    Sung by YAZAWA Eikichi
    
      Aa, todokanai yume da to shittemo
       (Ah, we know it's just a dream we can't reach)
      Oretachiwa naze kyoumo yumewo miteiru
       (So, why are we still reaching for it?)
    
      Omoiga afuretara kokoroni itakute
       (Everyone spends lots of restless nights)
      Nemurenai yoru daremoga kazuneteiru no sa
       (Where it hurts to much, when they feeling overtakes them)
    
      Baby kotaewa dokonimo nai
       (Baby, there's just no answer out there...)
      Sagashitsuzukeru kotoga subete no Answer
       (Just continuing to look for it, is the answer)
      Kotae da kara
       (Because, that's the answer....)
    
      Soshite yokubouwo kibouni kaenagara
       (And so, turning "desire" to "hope")
      Aruiteyuku yo omaewa kodokuna nagai michiwo
       (You walk down this long, lonely road)
    
      Baby namidaga yattekitemo
       (Baby, even if the tears come)
      Yumewo shinjiru kimochi nagashiteshimawazuni itekure
       (Don't let the belief in our dream flow with them)
      Sono yume no nakae kanashimi no umi no nakae
       (Head towards our dreams, into this sea of sorrow)
    
      Aa, hohoemini kisetsumo kikaete
       (Ah, seasons change in your smile)
      Kazeni ashita no kaoriwo kanjiteiru no sa
       (I can smell tomorrow in the wind)
    
      Baby kotaewa dokonimo nai
       (Baby, there's just no answer out there...)
      Atsumetsuzukeru kotoga subete no Answer
       (Just continuing to search for it, is the answer)
      Kotae da kara
       (Because, that's the answer....)
    
      Aa namidaga yattekitemo
       (Ah, even if the tears come)
      Yumewo shinjiru kimochi nagasanaide kanashimi no umie
       (Don't let the belief in our dream flow with them, as you head into the sea
        of sorrow)
    
    Kamuro Setsugekka (The Natural Beauty of Kamuro's Scenery)
    (Kiryuu's karaoke song)
    Lyrics and music by ATSUSHI Hidenori
    Sung by KURODA Takaya
    
      Nagareyuku / yoru no chou / ayashiku madowasete
       (Butterflies of the night / flying around / sinisterly leading people astray)
      Yokujou mo / aijou mo / junrenka ni / aa / Kamurochou
       (Songs of true love / of desire / and caring / ah! / Kamuro)
    
      Yasashiku yoru ni dakare / namida / hororihorori...
       (I'm embraced by gentle night / with tears / running down my cheeks)
      Maichiru yuki wa kazaru / hito de yogoreta machi de sae mo
       (Dancing, falling snow decorates / even these streets, sullied by mankind)
    
      Hana sakitemo / hana chirutomo / mabushii setsugekka
       (Whether flowers bloom, / or flowers fall. / There's a dazzling beauty of
        the natural scenery here)
    
    
    Kitto Change myself (sic) (Definitely Change Myself)
    (Haruka's karaoke song)
    Lyrics by HORII Ryousuke
    Music by SAKAMOTO Hideki
    Sung by KUGIMIYA Rie
    
      Kitto muri kanau hazumo nai nante kimetsukete
       (It's definitely impossible, I told myself my dream won't come true)
      "Daisuki"to kaita me-ru "soushin" no botanga osenai
       (I can't press the "send" button on the e-mail that says "I love you")
    
      Koukai nante mou takusan na no
       (I've already got plenty of regrets)
      Saigo yo chansu nigasitakunai fumidasou anatae
       (My last chance...I don't wanna let you go, I'll step closer to you)
    
      Kitto! Getto dekiru yo watashiwa kawareru
       (I'll definitely be able to do it, I can change myself)
      Takasugita kabemo kitto imawa toberu
       (I'll definitely jump over that wall, even if it looks too high)
      Zutto! Yume miteta no Kamisama onegai...
       (I've just been dreaming, please, God....)
      Dokki!  Muneutsu kodou shinjite ima let's change myself
       (Flutter, flutter, my heart beating, believe me, now--let's change myself!)
    
    
    Don Quijote Boogie Woogie
    (Played in Don Quijote)
    (I'm sorry, I don't have the lyricist, composer, or musicians listed!)
    
      Omoidattara itsu datte  Don Kiho-te de machiawase
       (Whenever you think of it, let's meet at Don Quijote)
      Dokan! to afureru yume wo kaimashou
       (and buy some dreams that'll fill us up 'til we burst!)
      Kibun wa takarasagashi da ne
       (It feels just like a treasure hunt!)
    
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Boryu-mu manten, gekiyasu janguru! (Janguru da!)
       (It's a fully stocked, super-cheap jungle!  [It's a jungle!])
      Don!  Don!  Don!  don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Nandemo sorotte benri na omise, Don Kiho-te!
       (The convenient shop where you can get anything, Don Quijote!)
    
      (Don!  Don!  Don, Don!  Don!  Don!  Don Ki-!)x2
       ([Don!  Don!  Don Don!  Don!  Don!  Don Qui!])x2
    
      Hayaimono kachi paradaisu  Don Ki meguri wa kuse ni naru
       (It's a paradise where the early bird gets the worm!  It'll become a habit,
          browsing Don Quijote!)
      Shoudouteki demo tokushita ne
       (It may be an impulse buy, but I saved a lot!)
      Kon'ya wa nani ga aru no ka na~?
       (What will we find there tonight...?)
    
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Itsudemo mantan fushigi na janguru!  (Janguru da!)
       (You'll always get your fill at this mysterious jungle!  [It's a jungle!])
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Mayonakasugitemo tanoshii omise, Don Kiho-te!
       (The store that's fun even past midnight, Don Quijote!)
    
      Hei, doku iku no? --Don Kiho-te iku no!
       (Hey, where're you goin'?  --Why, I'm going to Don Quijote!)
      Yappari!
       (I knew it!)
    
      (Don Kiho-te...!  Don Kiho-te...!  Don Kiho-te...!)
        ([Don Quijote...!  Don Quijote...!  Don Quijote...!])
    
      (Un!  Ha!  Un!  Ha!  Un, ha, ha~!)
    
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Boryu-mu manten, gekiyasu janguru! (Janguru da!)
       (It's a fully stocked, super-cheap jungle!  [It's a jungle!])
      Don!  Don!  Don!  don Ki-, Don Kiho-te!
       (Don!  Don!  Don!  Don Qui-Don Quijote!)
      Nandemo sorotte benri na omise, Don Kiho-te!
       (The convenient shop where you can get anything, Don Quijote!)
    
    
    ----------------------------------
    7.  MAIN STORY CINEMA TRANSLATIONS
    ----------------------------------
    
    HOW TO NAVIGATE:  Since these are LONG, I'm going to try and do something to
    help navigation a little.  Before each cut scene, I'll put the title of the
    scene, and six +'s before and after the title.  I'll then put six ='s before and
    after the name of the chapter they're found in, then the cut scene number.
    
    For example:
    
    ++++++ Example ++++++
    ====== Chapter X.Y ======
    
    Where X is the chapter and Y is the cut scene number.
    
    This way, a "Find" search should be able to locate the right cut scene.
    
    Sorry for formatting errors, grammatical mistakes, typos...stuff like that!
    This is my translation and it will be different from the official one (if an
    official English-language version ever comes out, of course).  It's also my
    translation and cannot be copied without permission--certainly without credit.
      First of all, however, I'll give you the prologues posted to the official
    website.  These aren't cinemas, but, well...they might be an interesting read
    anyway.
    
    
    OFFICIAL PROLOGUE (from ryu-ga-gotoku.com)
    In January of 2007, Haruka and Kiryuu left Kamuro-chou, and began living a new 
    life. Heading down to Okinawa, they founded the Morninglory Child Welfare Facil-
    ity, and lived modest-yet-happy lives with the children of various special cir-
    cumstances.
    
    However, they were suddenly met with a new threat: people buying up the land.
    Two plans suddenly took Okinawa by storm: the plan to expand the military base
    and the plan to build a new resort. With his restful solace now in the sites of
    the absurd power of the government, Kiryuu alone faced the local crime organ-
    ization involved in the land purchases.
    
    It was a small struggle in the frontier of the southern islands. However, it
    would become an incident that involved the Toujou Association...and even the
    entire country....
    
    Two years later, in March of 2009, sparked by two attacks with guns at the same
    time in Okinawa and Tokyo, matters again became violent.*
    
    Kiryuu, with the people he trusts and loves attacked, returns to Kamuro because
    he must find the truth behind the events. He returns to find the "man who looks
    just like Kazama"** witnessed at both scenes....
    
    *--this is hard to translate, because they use that "jiken" word a lot in Japan
      and it carries a little more weight than it does in English. It's kinda like 
      "Kiryuu's gonna be on the case again!" or something.
    
    **--official U.S. name "Fuma"
    
    OFFICIAL CHAPTER 1 PROLOGUE (from ryu-ga-gotoku.com, posted 02/06/2009)
    
    - Kiryuu, Headed for Okinawa -
    
    In January of 2007, after he had brought the struggles with the Kansai Omi
    Alliance and the war with the foreign-based Jin'gweon Force to an end, Kiryuu
    made a silent resolution to himself.  After paying respects at the graves of
    those who had lost their lives in the violent, 2-year struggle, Kiryuu confides
    his resolution to Sayama Kaoru, a female detective for the Osakan police who had
    fought beside him during the struggles.
    
    (Sayama:  You're leaving today, right...?)
    (Sayama:  I've come to say goodbye, myself.)
    
    This resolution of Kiryuu's was to watch after oprhans, who bore the same hard-
    ships he had when he was a child.  When he was recommended to run an orphanage
    in Okinawa, Kiryuu decided to take Haruka and leave Tokyo to go down a new path
    in life.
    And so, Kiryuu bid farewell to Sayama, who in turn said goodbye to him, since
    she was leaving for a new land to pursue her dream of being a detective.
    Leaving the future of the Toujou Association in the hands of Doujima Daigo,
    Kiryuu heads for Okinawa.
    
    (Sayama:  There's a person I just have to go talk to.)
    (Sayama:  I sure hope I can convince him....)
    (Sayama:  Take care of yourself!)
    
    Half a year later, in a coastal, residential area, Kiryuu and Haruka run an
    orphanage known as the "Morninglory."  They've brought eight children there to
    live with them, each with their own special circumstances.
    
    (Sign:  Asagao ["Morninglory"])
    
    A boy's struggle because of the color of his skin.  A girl's suffering because
    of the fire that burned her arm and took her parents' lives.  The closed heart
    of a girl who's trying to deal with the pain of having no parents--Kiryuu has to
    overcome each child's deep suffering with them.  Whenever Kiryuu's care reaches
    these children, Asagao comes a bit closer to being a family.
    
    (Mitsuo:  WHAT? **--I can't quite make out the first character so I could be
     wrong about this one)
    (All:  Let's eat! ["Itadakimasu," actually a set prayer of thanks before eat-
     ing])
    (Taichi:  Three!)
    (Kouji:  Mitsuo...that guy's been around here a lot lately, hasn't he?)
    
    The threat of land purchase comes to the Morninglory.  For the sake of his be-
    loved children, Kiryuu boldly stands before the absurd plan of purchasing his
    land....
    
    (Haruka:  I guess I've gotten kinda good through practice!)
    (Haruka:  Do we really have to leave...?)
    
    To Be Continued
    
    OFFICIAL CHAPTER 2 PROLOGUE (from ryu-ga-gotoku.com, posted 02/13/2009)
    
    - The Morninglory and the Ryuudou Family -
    
    Early spring, 2008. It's been one year since Kiryuu and Haruka left Kamuro.
    Haruka and Kiryuu have started to get used to life at the Morninglory Orphanage
    they opened in Okinawa, and live happy lives with the kids there, who are grow-
    ing up nice and healthy.
    One day, however, a letter arrives, urging they leave. It was sent by the Ryuu-
    dou Family, the local syndicate and owner of all the land in the area.
    
    (Haruka: We got one of these again....)
    (Haruka: Do we have to leave...?)
    (Haruka: These strange men keep coming around here, too.)
    
    The letters offer one-sided arguments, advising them to leave. Kiryuu sets out
    for Ryukyu Village, stronghold of the Ryuudou Family, so that the children can
    continue in their peaceful lives.
    When Shimabukuro Rikiya, lieutenant of the Ryuudou Family, and Mikio, his
    junior, try to get in Kiryuu's way, he lays them out flat and is led directly to
    their headquarters. There, he meets a girl drawing in a sketchbook, and the man
    who looks after her, the old-fashioned, chivalrous head of the Ryuudou Family,
    Nakahara Shigeru.
    
    (Rikiya: *I'm sorry guys, but, I can't really read this so well becaue they used
     white subtitles on bright colors. He might either be talking about the
     tattooes, or he might be talking about people bearing hardship--I can't be sure
     until I see this part in the actual game and hear what he says. I'm pretty sure
     this line's not in the videos I've seen. I just remember him saying "It's not
     just any snake; it's a habu!' and 'We hate you guys who've slinked down here
     from the mainland...get the **** out of Okinawa!'"*)
    (Rikiya: In here....)
    (Nakahara: I see you've taught our Rikiya a lesson.)
    
    Everyone in the Ryuudou Family loves Okinawa and values the trust of the locals,
    so they are fiercely loyal in their duties to them. Nakahara reveals to Kiryuu
    that the land the Asagao is on is a prospective location for the large-scale
    resort planned to be built in Okinawa. He explains to Kiryuu that he had the
    best interests of the Okinawan people in mind, but Kiryuu just turns that idea
    down flat.
    "If you love Okinawa so much, can't you think of any better way, other than
    forcing us out of here?" he says, and turns and leaves.
    
    (Nakahara: *I'm afraid white, tiny, low-res text on bright background colors win
     again, but he says something about Kiryuu being a mainlander and cautions him
     that he may be old, but he's not exactly senile*)
    (Kiryuu: Are you really OK with that?)
    (Kiryuu: ...can't you think of any better way, other than forcing us out of
     here?)
    
    A few days later, Rikiya comes to the Asagao to see Kiryuu. Thinking the Ryuudou
    Family has come to force him off his land again, Kiryuu comes to send Rikiya
    back home.
    But, that's not why Rikiya came. It seems there was an abduction at the Ryuudou
    Family. A land war involving authority has come, and those with honor have
    struck at those who act honorably. Kiryuu's manly action of springing into
    action for the sake of the Ryuudou Family and a young girl started to form a
    new bond....
    
    *sorry about that horrible last sentence, but it's kinda horribly cheesy in
     Japanese, too*
    
    (Rikiya: There's something I desperately need your help with today, brother
     Kiryuu...)
    (Rikiya?: What should I do?)
    
    One year later--March, 2009. Shocking news reaches Kiryuu and Haruka, who had
    been living peaceful days after gaining the Ryuudou Family's trust.
    "The old man...he's been shot."
    Upon hearing this news from Rikiya, Kiryuu and Haruka race to the hospital
    Nakahara's been admitted to. However, Kiryuu would find even more shocking news
    there. Nakahara's adopted daughter, Saki, was present at the shooting and drew
    a sketch of the assailant. The drawing in her sketchbook depicted someone who
    looked exactly like the man who had raised Kiryuu like a father, Kazama
    Shintarou.
    
    (Rikiya: The old man...)
    (Mikio: Uncle Kiryuu!)
    (Haruka: *again, the subtitles are so hard to read, I'm really not sure on this
     one* This person has come and upset your life with him....)
    (Rikiya: Is he someone you know, brother?)
    
    To Be Continued 
    
    OFFICIAL CHAPTER 3 PROLOGUE (from ryu-ga-gotoku.com, posted 02/26/2009)
    
    - Kiryuu, Returning to Kamuro, and the Heads of the Toujou Association Groups -
    
    As if the news of the Nakahara getting shot wasn't shocking enough, a call
    suddenly comes from the second-in-command of the Toujou Association, Kashiwagi
    Jun.  "Kiryuu, the Chairman's been shot!"
    The case had spread from Okinawa to Kamuro, where the 6th Chairman of the Toujou
    Association, Doujima Daigo, had been shot.  What's more, the man who shot Daigo
    apparently looked like Kazama, just like in the Nakahara incident....
    In order to figure out just who this mysterious man is who's threatening his
    peaceful days, Kiryuu decides to once again go to the Kamuro District.
    
    (Kashiwagi:  Kiryuu!  It's me, Kashiwagi!)
    (Rikiya:  I won't do anything to get in  your way!)
    (Kiryuu:  I'm heading out to Tokyo today, for a week or so.)
    (Kiryuu:  I gotta do something I can't get out of in Tokyo.)
    (Kiryuu:  So, I'm gonna leave it up to you out here.  *I can't read the last few
     characters, so, I'm probably a little wrong*)
    
    Meanwhile, at the Toujou Association Headquarters, an emergency meeting of the
    various group heads is called to discuss a plan of action.
    And so, the present group heads meet.  There's Kashiwagi Jun, second head of the
    Kazama Group and current second-in-command to the Toujou Association.  There's
    the leader of the Hakuhou Group, Mine Yoshitaka, who amassed great wealth in
    real estate and the stock market, and is assigned as chief of finance for the
    Toujou Association.  There's Kanda Tsuyoshi, third head of the Nishikiyama
    Group, who's been expanding his influence with his rough battles.  There's
    Hamazaki Gou, head of the Hamazaki Group, who's earned the nickname "Emperor
    Hama," because he controls all of Yokohama.
    
    (Kashiwagi:  *I can't read this very well and I couldn't hear it properly in the
     video, but....*  If Daigo is taken out of the picture, the Toujou Association
     might be shaken to its foundations.)
    (Kashiwagi:  Assuming the worst, our first order of business is to leave the
     Toujou Association in the hands of someone who knows about the other organizat-
     ions.)
    (Mine:  I think the best course of action would be to call our former Chariman,
     Kiryuu, to come help us.)
    (Kanda:  What??)
    (Hamazaki:  You know, as gangsters, we gotta take care of something else first.)
    
    ...and then there's the man Kiryuu left to watch over the Toujou Association in
    his place after he left Kamuro behind him, the head of the Majima Group, Majima
    Gorou.
    Kashiwagi and Mine had hurriedly called the group heads together to bring Kiryuu
    back to act in place of the fallen Daigo.  Opposed to them, however, stand Kanda
    and Hamazaki, who feel that the Association must concern themselves with aveng-
    ing Daigo.  Kanda, who sees this as the opportunity to make his play for the
    title of seventh Chairman of the Association, refuses to ask for Kiryuu's par-
    ticipation because of grudges in the past, and pledges to take Kiryuu's head
    with his own hands and become top of the Toujou Association.
    As each of these plots came crashing together, Majima just watched silently from
    the sidelines.
    
    (Hamazaki:  I got some information that the one who went after the Chairman....)
    (Mine:  What's important for the Toujou Association now is to get its feet
     planted firmly on the ground.)
    (Kanda:  Rather than that, I wanna go take Kiryuu out!)
    (Majima:  If they can get into our stronghold....)
    
    No sooner does Kiryuu set foot in Kamuro than he runs across some of Kanda's men
    causing a scene in the Host Club, Stardust.
    Learning in the struggle at Stardust that Kanda is going after Kashiwagi, he
    races to the Millennium Tower to meet with him.
    There, he meets Kashiwagi for the first time in two years.  They meet to discuss
    who this man who shot Nakahara and Daigo really is.  However, an unknown heli-
    copter suddenly appears....
    
    (Kazuki:  No deal!)
    (Hasebe:  Then, you know...it'll be *you*, former Chairman, who started the
     fight here with us!)
    
    To Be Continued
    
    
    ++++++(Promotional Movie from 01/23/2009)++++++
    
    - March, 2009 -
    - Tokyo -
    
    Doujima Daigo: "I told you 'no.' I don't care if you add a billion to that 
      billion; it's still 'no.'"
    
    - The Toujou Ass