hide results

    FAQ/Walkthrough by ThePatrick

    Version: 0.7 | Updated: 03/17/11 | Search Guide | Bookmark Guide

                                    RY GA  GOTOKU 4
                                 Densetsu wo tsugu mono
    
                                  F.A.Q. / Walkthrough
                                         by Patrick Coffman
                                         E-mail: ryled [at] yahoo.com
                                         PSN: hatoriki_kai
                                         YouTube: www.youtube.com/user/ryled
    
    Version 0.7 (March 17th, 2011)--Skeleton.  Bare bones.
    
    WARNINGS!
       This document is for the Japanese game.  In the event that they ever do
        release a "Yakuza 4" in the West, the translations will be different.
        Probably, less literal.  Certain names will be different including:
          Hanaya -> Kage (the "Legendary Informant")
          Kazama Shintar (only mentioned in video recaps) -> Fuma Shintaro
          Sai no Kawara -> Purgatory
        Another problem arose with the localization of Ry ga Gotoku 3 (Yakuza 3),
        where some 20% of content was removed.  Hopefully in the future I'll make
        changes to that FAQ identifying cut content.  For now, however, if you're
        using this for a European/Australian/American "Yakuza 4," please visit the
        boards on GameFAQs.  The people there are very knowledgable and probably
        going through the same thing as you with cut content.
       There are a lot of spoilers in this guide!!  Particularly in the reference
        section about the main characters.  IF YOU DO NOT WANT SPOILERS, please
        see the "spoiler-free character guide" at GameFAQs.
       I talk a LOT.  This is a verbose document full of rambling and pratter.
        If you want to just know where to go, please follow the "step-by-step
        story walkthrough."  If you want to see what to do for each side mission,
        at the end of my text describing the mission and what happens in it, I will
        also list clear, step-by-step instructions with just essential information.
    
    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.  Japanese Names
    2.  The BASICS
      2a.  The Adventure
        2a-I.  Controls
        2a-II.  Display
        2a-III.  Menu Options
        2a-IV.  Building Up
        2a-V.  4 Different Adventures
        2a-VI.  Story Progression
      2b.  Fighting
        2b-I.  Akiyama
        2b-II.  Saejima
        2b-III.  Tanimura
        2b-IV.  Kiry
        2b-V.  General Battle Advice
        2b-Va.  Easy Reference Commands List
        2b-Vb.  Strategies for Enemies by Type
      2c.  Chase Battle
    3.  IN-DEPTH STORY WALKTHROUGH
      3a.  Introduction
      3b.  Part 1:  Akiyama
        3b-I.  Chapter 1:  The Mysterious Moneylender
        3b-II.  Chapter 2:  The Fateful Lady
        3b-III.  Chapter 3:  Trouble in the Tj Association
        3b-IV.  Chapter 4:  Promises
      3c.  Part 2:  Saejima
        3c-I.  Chapter 1:  Run to the Truth
        3c-II.  Chapter 2:  The Tiger and the Dragon
        3c-III.  Chapter 3:  Twenty Five Years Wasted
        3c-IV.  Chapter 4:  The Brothers' Oath
      3d.  Part 3:  Tanimura
        3d-I.  Chapter 1:  The Kamuro District Tick
        3d-II.  Chapter 2:  The Real Culprit
        3d-III.  Chapter 3:  The Door to the Truth
        3d-IV.  Chapter 4:  What Makes a Detective
      3e.  Part 4:  Kiry
        3e-I.  Chapter 1:  Meeting Again
        3e-II.  Chapter 2:  To the Kamuro District
        3e-III.  Chapter 3:  A Chance Encounter
        3e-IV.  Chapter 4:  A Chain of Betrayals
      3f.  The Final Chapter:  Requiem
    4.  STEP-BY-STEP STORY WALKTHROUGH
    5.  APPENDICES
      5a.  Missions
        5a-I.  Overall Mission List
        5a-II.  Akiyama Missions
        5a-III.  Saejima Missions
        5a-IV.  Tanimura Missions
        5a-V.  Kiry Missions
      5b.  Extra Skills & Power-Ups
        5b-I.  Revelations
        5b-II.  Training
          5b-IIa.  Saig Training (Akiyama)
          5b-IIb.  Helping Out the Hermit (Saejima)
          5b-IIc.  Nair Sparring (Tanimura)
          5b-IId.  Komaki Training (Kiry)
          5b-IIe.  IF7-R
      5c.  The Underground Arena
      5d.  Romancing the Cabaret Club Girls
      5e.  Make the No. 1 Cabaret Club Girl!
      5f.  Make a Fighter!
      5g.  Skill Games & Gambling
      5h.  Spoiling Haruka
      5i.  Coin Locker Keys
      5j.  Maps
      5k.  Shops
      5l.  Items
        5l-I.  Weapons
        5l-II.  Armors
        5l-III.  Accessories
        5l-IV.  Effect/Healing Items
      5m.  Weapons and Armor Modification
      5n.  Main Characters List
      5o.  Completion Lists
        5o-I.  Coin Lockers
        5o-II.  Restaurant Menu Items
        5o-III.  Weapons and Armor Modification
        5o-IV.  Allies
        5o-V.  Revelations
        5o-VI.  Mini-Games
        5o-VII.  Cabaret Club Girls
        5o-VIII.  "Make the No. 1 Girl" Girls
        5o-IX.  Make the No. 1 Cabaret Club Girl!
        5o-X.  Saig Training
        5o-XI.  Helping Out the Hermit
        5o-XII.  Nair Sparring
        5o-XIII.  Underground Arena
        5o-XIV.  Make a Fighter!
        5o-XV.  Police Dispatch Radio Battles
        5o-XVI.  Team Encounter Battles
        5o-XVII.  IF7-R
        5o-XVIII.  Heat Actions
    6.  EXTRAS
      6a.  Unlockables
        6a-I.  Unlockable Items
        6a-II.  Premium Adventure Mode
        6a-III.  Ultimate Fighting Mode
        6a-IV.  "Extra Contents"
          6a-IVa.  Versus Modes
          6a-IVb.  Version Updates (DLC)
      6b.  Trophies
      6c.  Demo Walkthrough
      6d.  Trivia
    7.  MAIN STORY CINEMA TRANSLATIONS
    8.  GLOSSARY
    9.  "THANK-YOU"'S
    
    ----------------
    1.  INTRODUCTION
    ----------------
    
    ---------------------------
    1a.  How to Use This F.A.Q.
    ---------------------------
    
    I recommend using the "Find" or "Search" function of your browser or word
    processor when browsing this voluminous document.  The easiest way to quickly
    jump to a section will be to search for the word "contents" with a colon after
    it, which will get you to the table of contents, then to look for the index
    number/letter I have the particular section (or subsection) filed under.
      Because this FAQ is for the Japanese version, and I realize many people using
    this document lack Japanese language skills, there are many instances in which
    I will list things more than one time.  For instance, I will describe each item
    alphabetically (under the name I've given it based on the original Japanese
    name) under "armor" or "weapons."  That way, someone could find it easily if
    they chose to print that portion of the FAQ out.  But then, because hunting for
    the item might be a little hard in the items box, I've also listed the order
    everything is displayed in there to help people try and figure out if they have
    something or not.  In those instances, you may have to cycle through the results
    of a "Find" or "Search" feature.  I'm sorry for that in advance.
      There is a solution but for the time being it is a little time consuming.
    Simply open a new document in a word processor (you can do this with Notepad on
    a PC by going to the Start Menu, then to All Programs, then to Accessories,
    then to Notepad), then select the tables you might need to search through, then
    copy that text and paste it in the new document.  This will be helpful for the
    weapons and armor modification aspect of the game.
      I know a lot of people are reading this and laughing like hyenas right now,
    like "C'mon, Patrick, WTH you gotta even mention this stuff?"  But you know,
    believe it or not, there are a lot of people out there who don't live on their
    computers who might want to look up a few things about this game.
    
    
    ---------------------------
    1b.  A Word from the Author
    ---------------------------
    
    Wow, the fifth game!
      That's right, this is the fifth title, and it's my fifth FAQ for this series.
      For five years now, a few months of my year, I've been almost sequestered in
    my room with my computer and PlayStation, my scant free time lost completely to
    trying to make a document that covers 100% of a game.
      Five years!  Stuck on my eyes!  What a surprise!
      ...My brain hurts a lot!
      *ahem*  Sorry about that.  Anyway, my point was that I've been writing these
    guides for some time now and I feel like taking a vacation.  If I feel like
    this, how must the development team feel?
      Nagoshi, Yokoyama, and crew all push these games out, one every year.  I know
    a lot of people have a lot of criticism to give these guys, and I know that I
    have my own problems with the games that I wish they would address, but I do
    also think we owe them a little credit.  They really do keep coming out with a
    fine product, and they do it quickly.  That's why so much of the game's content
    and system remain the same from year to year.  But I think they've made changes
    and additions here and there that have honestly made a better product from year
    to year, and they've managed to keep engaging and fun stories each time.
      The last game had a mixed reception in the West, but the fact that they
    recycled so much content had little to do with it.  Unfortunately, SEGA of
    America cut some twenty percent of the game's "side" material.  That material
    dwarfs the amount covered in the main story in this series, so it's fair to say
    that about twenty percent of the game was lost.
      The upshot of it is that it has made more people want to import than before.
    My guides are always written based on the Japanese version.  In fact, Kenzan!,
    the one title in the series not set in modern-day Tokyo but in the Edo Period
    (1605 a.d.), never even saw a release in any language other than Japanese and I
    wrote my FAQ still, hoping importers would be able to play the game and use my
    guide to help.
      So if you're wondering why I've done things like list things more than once or
    try to keep everything in the order it's displayed on the screen, thus listing
    things that are already plainly listed, provided this does one day have an
    English-language release....  That's why.  That's why my translations do not
    match verbatim.  That's why names of items and people are different.
      I'm sorry for the confusion it creates but I do hope that importers and those
    buying domestic, English-language product (if it ever does get made) can use
    this guide and get 100% of the game.
      I do have to say, however, as I've always said, that I feel that playing this
    game in a language you can understand will be a much better experience than
    reading summaries in a text document.
    
    SUPER CRAZY EDIT!!!
    
    *thinks of the wrestler, Supercrazy, remembers ECW*
    
    So, like, it's been an ENTIRE YEAR.
      It's been almost an entire year since I looked at this document.  Since then,
    the game has come out in America!  I understand almost nothing was cut this time
    just Answer x Answer (the arcade trivia side game) and the "Butterfly City"
    track
    used as the opening theme.  If you get a remix of "For Faith," consider yourself
    lucky.  I actually prefer that song and think it fits with the game.
      However, this walkthrough is far from complete!  I'm sorry, but I'll have to
    just give the bare-bones version, which is practically nothing.  But, I want to
    have something for St. Paddy's Day so Happy Let's-All-Pretend-To-Be-Irish Day!
    (ThePatrick is actually only 1/4 Irish, but he's not pretending, folks)
      A better FAQ will be up at some point in the future.  I promise, it's coming.
    It'll be on THE SELFLESS DAY (there's no freedom~~)
    *ahem*
    --ThePatrick 3/17/2011
    
    
    ----------------
    1c.  Mini-F.A.Q.
    ----------------
    
    Q:  What is this series?  Is it GTA in Japan?  Is it Shenmue?
    A:  No....  Shenmue does fit more than GTA does, but it's really neither game.
      It's most like an "action/RPG" title, where the setting is a crime/action
      movie, and the random encounters and bosses are handled by brawling (think
      Final Fight, Streets of Rage, or even Def Jam Fight for New York).
    
    Q:  What's this crap, they don't have full voice?!!?
    A:  Did you see how much text you have to swim through in this title??  It's
      actually something I don't like about this series, but there's a huge amount
      of chatter going on.
        I don't just mean in the main story parts.  I mean, when you go to play
      darts, people talk to you.  When you go to modify weapons, Kamiyama talks to
      you.  I know it sounds like a weak argument but there really is a lot they'd
      need to record in a year's development time (that is, assuming they start on
      development immediately after the previous title is finished, which most
      likely is not the case).
        If you can't stand text, then you probably also can't stand the fact that
      there are invisible walls in some places.  You probably also can't stand the
      fact that you have to muck around so much to collect tons of items in various
      mini-games and in the many stores about town to bring them to a location and
      have a guy build you better weapons.  It seems like a tedious and unpolished
      game, yet it's really the lack of polish that keeps these titles from taking
      three years to come out.  By comparison, Final Fantasy XIII had years of
      development and received very vocal complaints about the lack of towns and
      such--the kinds of things that would have complicated the game and delayed it
      even more, if they wanted to keep it polished.
        I understand the complaint about full voice, but I also think it's just a
      cosmetic problem and I believe everyone's put up with this before.  In the
      end it's up to you whether you can stomach a game like this or not.
    
    Q:  What's the deal with four protagonists?
    A:  Up until now, this series has only had one playable character for the main
      story:  Kiry Kazuma, the "Dragon of Djima."  Even in Kenzan!, it was Musashi
      Miyamoto, who went under the alias "Kiry Kazumanosuke."
        That's not true anymore.  This game has four playable characters, as I'm
      sure people following gaming news may have heard.  I'll explain it all later,
      but the basic idea is that you play through one person's story, then
      another's, then another's, and then finally Kiry's.  Then, the last chapter
      is basically a "you can tie ends up or just beat the boss" idea, where you can
      switch to whichever character you want so you can go around and take care of
      unfinished business.
        This is good for two reasons:  it breaks up the action by switching between
      four different styles of fighting and it allowed them some freedom in writing
      the narrative.  If it were only Kiry, we would basically want to focus on
      Kiry's life and how the events of this game impact him.  However, we now have
      four different perspectives.  Three of those characters were like fresh starts
      to Yokoyama and his writing staff, and I think they were opportunities to
      write new backstories and character designs.
        In a way, the three new characters breathed some life into this series.
        Anyway, as I said before, I'll explain as the FAQ progresses, but each
      character does have his own fight style, and his own specific nuances to the
      activities available about town.
    
    Q:  Kamuro again??  Is there anywhere else to go in this game??
    A:  You've probably already heard that there is the underground shopping area
      (between subway stations...a common thing in Tokyo really), the sewers, and
      the rooftops.  There's also "Asian Alley," an area of back alleys where
      foreigners live and have businesses.
        But the fact is that no, this time, there is no "other city."  Ry ga Gotoku
      2 had Osaka, 3 had Okinawa's Naha.
        So why no additional city this time?  I can't say for sure.  But why did
      they keep Kamuro?
        I know skeptically it could be said that they want to keep the same map so
      they can lazily recycle material, and that's partly true, but there's another
      reason:  the Kabuki District.
        In real-life Shibuya in Tokyo, there's a district known for its adult
      entertainment, bars, and its yakuza, called the Kabuki District.  The Kamuro
      District, in which all four modern-day Ry ga Gotoku titles have been set, is
      a lampoon of this area.  Seriously, go to maps.google.com, put in "Kabukicho,"
      and as you type you should see a selection offered that says something like
      "Kabukich, Shinjuku Ward, Tokyo, Japan."  If it doesn't show up just type
      that thing in.  Zoom in two or three times, then grab the little orange man
      near the zoom in/out gauge and drag him over to the southwest corner of the
      7-11 in the southwest of the map.  Turn so you're facing north.  Look
      familiar?
        So...yeah, I do agree that part of the reason for them reusing the same
      map is because they want to recycle code and designs and churn out sequels
      more easily.  There's good and bad to that philosophy itself, but at the same
      time, what's going on here is that they're just reusing a map based on the
      area most famous for yakuza stuff.  It's like, if you played a series of games
      about swashbuckling pirates...you'd expect every one of them to be set in the
      "Spanish Main" (the Caribbean), right?  I mean, unless it's just a fantasy
      game with a pirate theme, it's not too surprising.  Or how about a World War
      II game, you'd expect they'd pick either the European, Japanese, or African
      theatres, right?
        But this time, there is only the Kamuro District, unfortunately.  Honestly,
      with all the weird restrictions on side materials, though, it did leave a bit
      more finagling when there were two cities you had to switch between.  I think
      in this title, the main idea was to focus on having four protagonists, while
      streamlining the rest of the game and it helps, in that respect, to not have
      to come up with solutions to the problem of jumping from city to city.
    
    Q:  Is there multiplayer this time?  Online??
    A:  So far, there are only offline versus games, just like in Ry ga Gotoku 3
      (where they were available as updates).  These head-to-head titles are still
      all based on side content; there's no way to fight against, nor alongside,
      another player.
        However, there are now leaderboards for the various side games, so you can
      see how you rate against the rest of the fans.
    
    Q:  How hard is it to Platinum this game?
    A:  Not as bad as it was with #3.  I think it's actually not too hard this
      time around thanks to the removal of the "complete all mini-games" Trophy
      that took a long, long time to achieve in #3.  I will warn you that you will
      need to play through the story mode 3 times, as one Trophy needs you to play
      on Normal without being demoted to Easy by continuing, and another needs you
      to play Ex-Hard, which is unlocked after beating Hard.  So you will need to
      play on Normal, Hard, and EX-Hard.
        Refer to the section on Trophies for more information.
    
    Q:  I can't speak Japanese--let alone read it!  How hard is this game to play
      for importers?
    A:  I can't speak for myself but I know people have completed both Ry ga Gotoku
      Kenzan! and Ry ga Gotoku 3 using my guides.
        If those games were possible, this game is definitely possible.  It's much
      easier to get 100% in than the others because it's been streamlined quite a
      bit.  Besides Akiyama's side missions becoming unavailable after you complete
      his part of the story because of a certain character leaving, everything else
      is "get-able" by the end of the story.  After the story, you can just go into
      Premium Adventure and finish up the stuff you didn't do.
        But besides that, there's less side stuff.  Less complications.  There's
      just not as much convoluted things that will demand you know exactly what is
      said at what time--especially because "failing" or "succeeding" at side
      missions no longer matters so much; just that you went through them.  So,
      saying the wrong thing at the wrong time should no longer be too big an
      issue.
        There are only four things you will need to be able to recognize Japanese
      (or Chinese) text in order to complete.  One is mahjong, for which you will
      need to be able to recognize six commands and 9 numbers.  One is the hostess
      creation sidegame, for which you will need to be able to recognize six diff-
      erent words given as clues on how to dress up your girl.  The last one is the
      ability to recognize the names of the various streets around town, which you
      will only need for Tanimura's radio dispatches.  The name of the area with a
      disturbance will appear in a pinkish color, so if you can memorize most of
      the names about town you should be able to recognize the place you're supposed
      to go and figure it out.
        The fourth one may be hard until I can upload enough stuff on YouTube or as
      images at GameFAQs or something.  I'm talking about the items.  You'll need
      to know what items you have and which ones you're using, of course--especially
      if you want to complete the weapons and armor modification list.
        The thing is...if an English version does come out and you speak, read, and
      write English, I believe you will probably find that a much more enjoyable
      experience.
    
    Q:  Where's the shogi parlor?
    A:  You can find answers to questions like this in the Maps section.  Please
      open this file in Notepad or view it online and have a look...looking on Word
      or other programs might switch fonts and destroy the spaces that glue the
      streets and such in place, so to speak.
    
    Q:  Is there "New Game+?"  Can I carry items over?
    A:  All will be revealed in good time.
        Seriously, yeah; there's a mode of mission-like challenges, a new game+-like
      mode in which you keep all your skills and power-ups and items (not the story
      ones, though, of course), levels, experience, and money, and a storyless mode
      in which you can start from scratch or keep literally everything vfrom your
      play through the story.
        If you don't know what that stuff means don't worry about it; you can find
      out all the information in this FAQ.  Near the end, there's a section on stuff
      that unlocks after you beat the game.
    
    Q:  What the hell's up with Bob Utsunomiya?  And...um, why are there two of
      him?!  I mean, seriously who is this guy?!
    A:  Um...he's a totally normal person?  Hello?  You act like you've never seen
      a guy in a white leisure suit with clown makeup on, who's also got a lot of
      other hims hanging around with him before or something!
        Man, I mean, what kind of character would YOU put in a crime story game?
      A cop?  A guy in a regular suit?  Pshh.
    
    Q:  I wrote you an e-mail, but you never replied.  What gives?
    A:  I have tons of e-mails.  If you were just giving me respect, that's awesome,
      and thank you.  I really do appreciate it.  If you were reporting a problem,
      I'm sorry I didn't reply.
        But I'm a very busy man with work and personal issues on top of FAQ writing
      and video games, so I also find myself short on time to respond to e-mails
      and I'm sorry to all those people who had messages fall through the cracks.
    
    
    -------------------
    1d.  Japanese Names
    -------------------
    
    I know it's the days when everyone and their little brother is taking Japanese
    in high school and all that, but there are still people who scratch their heads
    over Japanese terms and names.
      First of all, I will almost always state a person's name in the order they
    would state it.  In other words, for an American or European name, I'll probably
    give their personal name first and their family name last.  That's the accepted
    way to do so.
      For East Asian names, I'll give them in the reverse order.  Family names gen-
    erally come first in East Asian countries, then comes the personal name.
      Almost all of the time, when I refer to a Japanese character in the game,
    since it's awkward to type out their entire name, I will be using their family
    name.  So, if you're wondering why I keep calling Kiry Kazuma "Kiry" and not
    "Kazuma," or if you're wondreing why I call Akiyama Shun "Akiyama," etc, that's
    just because that's how they generally do it in that country.  For instance, if
    you pay attention to what's being said in Yakuza 2 or Yakuza 3, even though the
    subtitles may say "Kazuma," you'll notice that everyone's saying "Kiry."
      Maybe it'll take a bit of listening because many people still can't pronounce
    Japanese, or haven't had much practice hearing it.  I know I, myself, have an
    American accent in Japanese, but I think that's mostly because it's hard to go
    from speaking English directly into speaking Japanese.  So if you watch my vids,
    I might sound a little bad...well besides my horrible voice.
      There are tons of resources online on how to pronounce the words I write here,
    including a section in my previous 4 FAQs.  I know that most people skip that
    section or roll their eyes at that section but if you're slightly curious about
    how to say those words in front of you, it's worth it to look around online.
      Just about all answers can be found online.
      Still I'll give a few little pointers here for those interested:
    
    "Stress."  There's no "stress" in most words in Japanese, and when there is,
      it's not too heavy.  You generally don't want to go around stressing syllables
      as you do in English.  For instance, the word "yoshimura" is not really
      "yo-shi-MUR-ra," as a lot of native English speakers would like to say, but
      just "yo-shi-mu-ra."
    
    "Spanish" vowels.  In English, it's often hard to figure out how to say a
      vowel, but in Japanese, it's like in Spanish.  It's easy.  They're generally
      pronounced the same way...almost always, in fact.  And they follow the simi-
      lar pattern of "a" = "ah," "e" = "eh," "i" = "ee," "o" = "oh," and "u" =
      "ooh," you know?  It's usually like this with foreign languages, actually.
    
    "Long" vowels.  There's a difference between what an English-speaker considers
      a "long" vowel and the "long" vowel found in Japanese.  Any time you see a
      circumflex (that's the little "") over a word in this document, it means that
      the vowel is said for a longer period of time than usual.  About double the
      time, they usually say.
      There are a couple of problems, though.  It is true that "" will always be
      "u" + "u," for a longer "u" sound.  But "."  This time around, I'm not going
      to use the same Romanization style I used to and include different ways to
      write "."  The problem is, sometimes it's "o" + "o," and sometimes it's "o"
      + "u."  It's almost always "o" + "u."  But it's not "ow" as in "cow."  I know
      some people see "shirou" and think it's like "shee-row," where the "ow" is
      like in "cow," but it's not...it's "oh" + "ooh," which comes out sounding
      like an elongated "o" sound anyway.
      The other problem...well, isn't really a problem, but other long vowels do
      exist.  "Ii," for instance, is two "ee" sounds.  Meanwhile, "ee" is two "eh"
      sounds, and "ei" is "eh + ee," but it usually sounds like a long "eh" to
      most people anyway.
      The other diphthongs, you must just read the two sounds, one after the
      other.  "Ai" = "ah" + "ee."  Most people read this as "eye," which isn't a
      bad approximation and works, though it's not 100% perfectly exactly what
      Japanese people say...or whatever *shrug*.
    
    "Double" consonants.  How do you say "atta?"  Well, you make a bit of a "stop,"
      they say.  You're saying the two "t" sounds...but like, without a break be-
      tween them.  Say the "ah," stop the sound off, hold it for a beat, then say
      "tah."  They say this is "stressing" the sound, but that's actually a little
      different.  Stressing the consonant is what they do in Korean.  But...that's
      neither here nor there, the thing is, it's not just "ata," it's "atta."
    
    The "r or l??" problem.  It's not just some racist joke, Japanese people have
      difficulty when learning English between "r" and "l."
      Why is that?  Well, it's because Japanese only has one phoneme there.  They
      think of a letter that we would normally write in the Roman alphabet as "r,"
      and they use it to write out both what we would call "r" and what we would
      call "l."
      In reality, they don't have an "r" sound like the English "r."  Most languages
      don't, actually.  They have a "flap," which is where you touch your tongue
      to the little ridge behind your teeth.  It sounds like a soft "d," almost.
      That sound also only comes in the middle of words.  At the start of a word or
      phrase, Japanese uses a sound very much like our "l."  I know it's a bit
      confusing, but because of the way the rules of their language are, they
      "think" of them as the same sound.
    
    Is the Street Fighter character "RYE-you" or "REE-you??"  Neither.  There is no
      vowel sound before the "y."
      Just like when we say the letter "q," we say "kyoo."  We don't say "kee-yoo."
      It's the same for the Japanese "kyu" an it's the same for the Japanese "ryu."
    
    Whispered "u."  You may have heard that the word "desu," which comes at the end
      of many Japanese sentences, is pronounced "dess."  Well that's not really
      100% true but if you say it like that it's not going to ruffle too many
      feathers.
      The truth is that the "i" and "u" sounds in the Japanese language are some-
      times muted to the poin that it sounds like they were just whispered, or not
      even said at all.  This happens between "voiceless" consonants (ones you
      don't use your vocal cords for, such as "s" or "k") and at the ends of words.
      You can still distinctly pick up the sound sometimes, especially when someone
      is deliberately speaking properly.
    
    Nasal "n."  There are really two "n" sounds in Japanese, and they write them
      differently and conceive of them as separate.  But when written in Roman
      letters, "n" is used in both cases.
      First, there is the "n" that sounds much like the English "n," which is always
      at the start of a syllable (really a mora, but that's a little technical).
      It's always followed by a vowel.
      However, there's the other one, the stand-alone, which is the only consonant
      that stands by itself in Japanese.  This "n" is nasalized, like the French
      "n," meaning that you say it through the nose.  The tongue typically does not
      touch the roof of the mouth.
      That sound also occurs in the middle of words.  When followed by a "b" or a
      "p," since those close your mouth, the mouth is also closed during the "n,"
      which basically makes it a "m."  Sometimes, I will write it "m" and sometimes
      I may forget and leave it as "n."  I'm sorry in advance.
      If it occurs in the middle of a word I will put a an apostrophe "'" after it,
      and it should be said as a separate sound.  "Ine" is read "i" + "ne," but
      "In'e" is read "i" + "n" + "e," as three mora/syllables instead of two.
    
    One final note on Japanese names is that whenever a word is Japanese but it has
    a standard spelling in English, I'll use that spelling instead.  For instance,
    the capital of Japan is written "Tokyo" commonly, but as it turns out, both "o"
    sounds are really long "o" sounds.  I would normally Romanize such a word
    "Tky," but since everyone knows it as "Tokyo," I'll just leave it alone.
    Similarly, if they're just using their writing system and language rules to say
    a non-Japanese word, I'll write out the accepted English spelling.  For
    instance, I don't write "geemu" or "ge-mu" or some such thing; I'll just put
    the word "game."  I find writing it out, like how they released the Japanese,
    original version of "The Ring" as "Ringu" in the U.S., to be ugly, confusing,
    unneccessary, and maybe even a bit arrogant or misleading.
    
    
    --------------
    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.
      As Kiry, pressing down will cause him to light a cigarette to taunt the
      enemies.
      Also used to navigate menus and in various mini-games, such as setting the
      area of the ball to strike in golf.
    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 your character get up
      when knocked down.
    Triangle:  Use for heavy attacks.  Rapidly tap this to help your character 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).
    Circle:  Use to confirm selections in menus, talk to people, or to examine
      items.  Press while talking to someone to speed up their text.
      Use to grapple people or pick up objects in battle.  Rapidly tap this to help
      your character get up when knocked down.
      Press during a conversation with R1 held down to skip the entire conversation
    X Button:  Use to back out of menus.  Press while talking to someone to speed up
      their text.
      Use to sway (sidestep).  If you don't hold a direction on the Left Analog
      Stick, your character 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 your character 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.  Since the targeting system is not
      clear, this will often just result in having your character "strafe" in one
      direction.
      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 your char-
      acter during battle, or, during adventure mode, to enter First-Person View.
    
    
    2a-II.  Display
    ---------------
    
    During regular gameplay, the screen should look something like this:
    
    ++++++++++++++++++++++++++++++++++++++
    +                                    +
    +                                    +
    +                                    +
    +                                    +
    +                                    +
    +                                    +
    +                                    +
    +  ,--,                              +
    + |    |                             +
    +  '--'                              +
    ++++++++++++++++++++++++++++++++++++++
    
    
    Well..except not a crappy ASCII art attempt, obviously, and hopefully with,
    like, your character and the city and stuff.
      Not too much to talk about here, except that the circle in the lower left is
    your mini-map.  You're obviously the blue thing, the cone coming out of you
    represents your field of vision, and the other stuff is buildings.  The red
    dot is telling you where to go...if it's off the map, it will be turned into a
    red arrow along the map's edge.  That's the place that advances the story...not
    necessarily somewhere you wanna go to wrap up a side quest, or whatever.
      Sometimes there will be a green round thing behind you with an arrow shape
    inside.  That's the person following you, plus the direction they're facing.
    The red "non" symbols that sometimes appear are obviously places you can't go,
    and the red "A" symbol that means "Asia" (don't worry about it too much if you
    can't read kanji) is for Asia Alley.  The only other thing I can think of that
    shows up on the mini-map while not in battle is the cops, whom you must avoid
    when you play as Saejima.  But...there may be a few others.  The name of the
    street you're on shows up briefly as you enter that area of the map, too.
      The way the map is situated depends on how you have your options set.  The
    default setting has up on the circle representing north on the map, but the
    other setting is to have up be the direction you're facing.  I almost always
    just stick to the default setting.
      Sometimes you'll see a Circle button and a Japanese word appear in the upper
    right.  This is when you can perform an action, such as talking to someone or
    investigating a piece of the scenery.
    
    When you get into battle, however, the screen will look something like this
    (well, without all the people and stuff):
    
    ++++++++++++++++++++++++++++++++++++++
    + -----                              +
    + ============                       +
    + ,,,,,, , , ,                       +
    +                                    +
    +                                    +
    +                                    +
    +                                    +
    +  ,--,                              +
    + |    |                        @@#$ +
    +  '--'                   ========== +
    ++++++++++++++++++++++++++++++++++++++
    
    The --- in the upper left is your experience gauge.  The === in the upper left
    is your health gauge.  The ,,,,, , , is your Heat Gauge.
      In the lower right, you will see your opponent's health gauge as === and his
    or her name (@@#$).  Enemies will also appear on the map during a battle.
      Sometimes you will see a Circle button appear in the upper right with a
    Japanese word next to it.  That is to pick something up or to grab ahold of an
    enemy.
      Sometimes you will also see a Triangle button appear a bit to the left of
    where the Circle button does, more to the center of the screen, with a kanji
    next to it.  That is your special attack prompt.
    
    
    2a-III.  Menu Options
    ---------------------
    
    First of all, the Main Menu.  I mean, after you hit Start on the title screen,
    of course.
      You will see a number of options.  Some will unlock after you play through
    the game's story one time.  For more information on these modes, please check
    the unlockables section.  Most options will be self-explanatory.
      Here are those options:
    
    NEW GAME - Self-explanatory.  Starts a new play through the story.  You will
      then be prompted to select a difficulty.  In the beginning, you will only
      have Easy, Normal, and Hard to choose from, but you will unlock EX-Hard if
      you beat the game on Hard.
      EASY - Enemies rarely attack, do little damage.
      NORMAL - The normal A.I. for the game.  If you die and choose to continue a
        certain number of times, you will be asked to play on EASY.
      HARD - Enemies attack often, guard often, and do heavy damage.
      EX-HARD (unlocks after clearing the game on Hard) - Slightly more difficult
      than Hard.  Also in this mode, YOU CANNOT CONTINUE WHEN DEFEATED.
    
    LOAD GAME - Choose to load a saved game file.  Note that you cannot load a
      Clear Data (the saves with black icons that are created when you clear the
      game's story or when you choose to create such a data in Premium Adventure
      Mode).
    
    PREMIUM NEW GAME (unlocks after clearing the game once) - Choose to start a new
      game playing through the game's story, but launched from Clear Data.  You
      will keep your items, money, experience, gambling points and casino chips,
      Eco Points, and e-mails from Bob Utsunomiya from checking off all the items in
      the various Completion Lists.  The lists will appear with the "king" mark,
      but if you check them, they'll actually be reset so you can complete them
      again, if you so choose.
      Just like in New Game, you will be able to select a difficulty.
    
    PREMIUM ADVENTURE (unlocks after clearing the game once) - Choose to start a
      game in Premium Adventure Mode.  After selecting, use the top choice to start
      playing from a Clear Data Save.  Unlike Premium New Game, you will keep just
      about everything, including side missions and Completion List items.
      Make the bottom selection to start from scratch at ground zero.
      Premium Adventure is always set to Normal difficulty so you won't be prompted
      to select your difficulty here.
    
    ULTIMATE FIGHTING (KYKYOKU TGI) (unlocks after clearing the game once) - This
      is a separate mode from story or adventure in which you can undertake 35
      challenges.  Please refer to its section under Unlockables for more infor-
      mation.
    
    REMINISCE (KAIS) - Use to view the cut scenes unlocked during the main story.
      The first three selections have cinemas summarizing the stories of the three
      previous modern-day titles.  There's a Trophy for watching all of these recap
      movies, but you can simply select each one and then quit to remove the "NEW"
      mark and get the Trophy.
      Hit Triangle when selecting a set of cut scenes for each chapter, recap, or
      side mission and you can play them all back-to-back automatically.  Hitting
      Start in this mode will skip the scene and move on to the next.
      Hitting the cancel button will go back to the Reminisce menu.
    
    SPECIAL GAMES - There are two other side modes you can unlock.  The top choice
      is a set of two-player, versus-style games.  These are not online games.  You
      must first obtain the Trophy for each of five side games (Billiards, Darts,
      Answer x Answer, Golf, and Bowling) to unlock them here.  Refer to the Troph-
      ies section for more information.
      The bottom choice is for Special Karaoke.  These are unlocked during system
      updates (DLC).  Before you beat the game, only Haruka singing "Kitto Change
      Myself" will be available.  The others require you to first clear the game.
      AS OF APRIL 22ND, 2010 (v.1.05), here are the three special karaoke games:
        Harkua "Kitto Change Myself" (requires a system save from Ry ga Gotoku 3
          or online update)
        Hana (Epilogue Version) "rain drops" (unlocked after beating the game)
        Akiyama & Hana (Epilogue Version) "Kamuro True Love Song" (unlocked after
          beating the game and after an update)
      Note that this is just for fun and the score does not seem to be recorded
      anywhere in the game.
    
    NETWORK - I'm mad as hell and I'm not taking it anymore?  No, no...after each
      update, this mode will explain what got upped.  That's the top choice.  You
      can also choose the bottom selection to manually make it look for updates.
      Below that, in the lower right-hand corner, your version should be displayed.
      Here is a list of updates AS OF APRIL 22ND, 2010 (v.1.05):
        ABOUT THE NETWORK (explains updates)
        HARUKA "KITTO CHANGE MYSELF" - Choose from Special Games in the main menu.
        AKIYAMA & HANA (EPILOGUE VERSION)"KAMURO TRUE LOVE SONG" - Choose from
          Special Games in the main menu.
        ADDITIONAL COSTUME (AKIYAMA) - The fourth outfit for Akiyama in Premium
          Adventure Mode.  Change clothes in hideouts.
        ADDITIONAL COSTUME (KIRY) - The fourth outfit for Kiry in Premium Adven-
          ture Mode.  Change clothes in hideouts.
        ADDITIONAL COSTUME (HARUKA) - The fourth outfit for Haruka in Premium
          Adventure Mode.  Change clothes in hideouts.
        UNDERGROUND ARENA SP "INSTANT KILL KING TOURNAMENT" - Talk to Bob Utsuno-
          miya in Naomi's Mansion in Premium Adventure Mode to play.
        UNDERGROUND PARKING SPEED RACE KING TOURNAMENT - Talk to Bob Utsunomiya in
          Naomi's Mansion in Premium Adventure Mode to play.
        SPOILING HARUKA ADDITIONAL RANK "EX" - Haruka's trust can reach level EX-
          SSS in Premium Adventure.
        ITEM PACK 01*
           Staminan Royale
           Tauliner ++
           Toughness Emperor
           Titan Driver
           Bulletproof Breastplate
        ITEM PACK 02*
           Staminan Royale
           Tauliner ++
           Toughness Emperor
           Hyper Stun Gun
           Gambler's Sarashi
        ITEM PACK 03*
           Staminan Royale
           Tauliner ++
           Toughness Emperor
           Compact Street Sign
           Blood-Stained Sarashi
        ITEM PACK 04*
           Staminan Royale
           Tauliner ++
           Toughness Emperor
           Konpeit
           Tourmaline Bracelet
        ITEM PACK 05*
           Staminan Royale
           Tauliner ++
           Toughness Emperor
           Cherry Blossom Blizzard
           Payback Ring
        S-ITEM PACK 01*
           Heart Ring
           Popularity Bracelet
           Fine Swiss Wristwatch
        S-ITEM PACK 02*
           Spiral Amulet
           One Hit Sit Talisman
           High Yield Stone
        S-ITEM PACK 03*
           Tigerskin Belt
           Staminan Spark
           Staminan Spark
        S-ITEM PACK 04*
           Gold Hawk
           Master's Ball
           Spiny Lobster
        S-ITEM PACK 05*
           Triple One Talisman
           Even Stevens Prayer Beads
           Bias Brand Cigarettes
      *Note that both regular items packs and "S-Item Packs" are available from
       Bob Utsunomiya in Naomi's Mansion, just like items unlocked from completion
       of side material.  However, "S" packs require you to have beaten the game
       first.
    
    OPTION(S) - Here are the options you can adjust:
        Camera (Vertical) - Normal / Inverted (default)
        Camera (Horizontal) - Normal / Inverted (default)
        First-Person Camera (Vertical) - Normal / Inverted (default)
        First-Person Camera (Horizontal) - Normal / Inverted (default)
        Mini-Map Display (Up) - North (default) / Straight Ahead
        Subtitles - Off / On (default)
        Event Skip - Off (default) / On
          Once this has been set you can press Start during cut scenes to skip.
          I highly recommend setting this option to "on!"
        Brightness
        Font - Auto (default) / Mincho / Gothic
          If you don't know what these are, don't worry about it.
    
    Of course, once you start a game, you'll probably want to know what the options
    on your pause menu are.  It might help a little.  Thankfully for the non-
    Japanese-speaking folk, they put the options in English, too!
      Note that on the top of the screen in all sub-menus of the pause menu, you
    will see your current health, experience, and heat meters on the left and your
    money on the right.  You will also see the sub-menu you're in on the lower left,
    the area you're in to the right of that, and what buttons do what to the right
    of that.  If you can't read Japanese and you have the Japanese version, this
    may not be of too much interest to you.
      Also appearing on the pause menu's top menu, next to your character's name, is
    your current level.  You can go up to level 20.  On the right, you will also see
    a map of your current area, with a small dialogue box below telling you what's
    going on in the main story.  It may say something like "I'd better head back to
    Sky Finance," which is a hint (albeit a very obvious one) as to where to go to
    advance the main plot.
    
    ITEM - Here, you can use the items you are carrying, or change your equipment.
      The right window, obviously, has the 20 items you are carrying.  Select one
      and press the Confirm button (Circle for the Japanese game) to either use or
      equip it.  Press the Square button to select it and move it to a new spot.
      Press the Triangle button to unequip an equipped item, or to throw away an
      item that is not equipped.  It will ask "Yes / No," and the cursor will be on
      "no."
        The three items in the top part of the box on the left ar your equipped
      weapons.  The one on the left in a sky blue is the weapon you have assigned to
      "left" on the D-Pad.  The one in the middle (in green) is the one you have on
      "up" on the D-Pad, and the one on the right in purple is the one assigned to
      "right" on the D-Pad.
        The three items below the weapons slots are where you equip defensive items.
      The box on the left in red is your armor.  You can only have one armor on at a
      time.  The other two boxes are for accessories.  Below those are written
      numbers.  That is the basic defense added per item, and the total written
      below represents the total of those three numbers.  There are two other values
      that can be assigned by defensive items:  defense against blades and defense
      against bullets.  Unfortunately, you can't see those in this display.
        Instead, if you have the cursor over a defensive item, it will display the
      values there in the description window on the bottom of the screen.  The
      left number is the basic defense, the middle is blade defense, and the right
      is bullet defense.
        That window also shows a description for all items, whether they are equip-
      ment, usable items, or just items you can sell or use for weapons and armor
      modifying.  If you have the Japanese version of the game and cannot read
      Japanese, this window may be useless to you.
        On the lower right, next to the description window, you will see a little
      box.  This tells you who can equip the current item.  The top is Kiry, the
      second is Akiyama, the third is Saejima, and the bottom is Tanimura.  If a
      character can equip an item, a colored orb will appear next to their name
      (white for Kiry, red for Akiyama, green for Saejima, and blue for Tanimura).
      If he cannot equip it, an "X" will appear.  This is really only for certain
      weapons.
        Hitting R1 will get you to a different set of items.  These are your "prec-"
      ious" items, a term a lot of RPG-ers may be familiar with.  They're story
      items that do not (thankfully) take up a slot in your normal items menu, so
      you can still have them without needing to go to your items box, retrieve
      them, and use them at the right time.  You can select one and hit Circle to
      look at it...that's about all this is for.  Things like card keys to open
      certain doors and glam-shot posters won in the batting cages go here.
        Your points for Japanese-style gambling and chips for Western-style gambling
      also go here, as well as your Eco-Points, but they're not always displayed.
      For instance, if you start a Premium New Game or a Premium Adventure Game,
      although all your points and chips are still there, you curiously might not
      have them listed here because you have not yet bought them with that char-
      acter.  The best way to check that is still to go to their respective places
      of redemption.
    
    MAP - This will show you the map you're currently in.  If you're indoors, it's
      not going to do much more than just move the map that was already in the
      little window to the right on the pause menu over to the center of the
      screen, but if you're outdoors, you get the map to the city.
        You then have a few options.  You can hit the "Confirm" (Circle on the
      Japanese game) button, L2, or R2 button to zoom in, the Square, L1, or R2
      button to show the four "levels" about town (rooftops, street-level, under-
      ground, and sewers), so you can select different maps, or Triangle to call up
      a list of points of interest in that particular map.
        When you zoom in, Square, "Cancel" (X in the Japanese version), L1, or R1
      will zoom back out.  It will display your current position, if you're on the
      map.  From there, you can move around with the left analog stick or the D-Pad.
      Pass the cursor over a street, area, or a point of interest and its name will
      be displayed in the text box below the map.  You can still press Triangle in
      this mode to bring up the points of interest.
        When you "zoom out" to the four-level map selection, move up and down on the
      D-Pad or left analog stick to cycle through the different maps.  Once you've
      selected the map you want, hit the "Confirm" button (Circle on the Japanese
      version).  Hitting "Cancel" (X in the Japanese game) on this screen will quit
      back to the pause menu.
        The greyed-out buildings are not so important, but the colored ones are your
      points of interest.
        The little taxi icons (with a T below the taxi) are obviously taxis; you can
      take them as shortcuts to other taxis on the map for a fee.  You can also take
      them to reach the Docks and Golf Course areas.
        The blue "S" symbols represent save points.  You can save your game here or
      access your items box to store items on your possession or retrieve items and
      put them in your personal inventory.
        The key icon represents the coin lockers.  All keys for the lockers on the
      street level (the one near the Millennium Tower on Taihei) are found on the
      street level map and its various points of interest, whereas the ones in the
      Kamuro Underground Shopping Area are are found on the other three maps and
      in Cuez Bar.
        The big, blue "up" arrows are ways up to higher levels, the big, red "down"
      arrows lead to a level down, and the smaller, green "down" arrow icons (with
      the little bar over the arrow) represent manholes.  These manholes go to the
      lowest map (sewers).
        The red icons....  There are two of them, depending on where you are in the
      story.  They may be hard to discern at first.  Some of them will be "non"
      symbols--you know, like in a "no smoking" sign.  Those mark dead ends.  You
      cannot go past this area in that part of the story.  The other red icons have
      a Chinese character in them (usually read "ah").  This is the first Chinese
      character in the word "Asia," when they write it out in Chinese characters.
      These represent entry points to the "Asia Alley" area that is unlocked after
      you reach Tanimura's point in the story.
        The glowing, red dot on the map is your objective.  Go to this area to ad-
      vance the main plot.
        When you hit "Triangle," the points of interest will appear as a list on
      the left side of the screen.  The yellow pointer that appears on the map is
      marking the selected point of interest's location.  If you press the "Confirm"
      button here, you can zoom in to show it a little better.
        The orange-colored buildings are restaurants and bars.  The yellow-colored
      buildings are shops.  The violet buildings are mini-game spots, such as the
      bowling alley and pachinko parlor.  The magenta ones are "night spots;"
      places that offer adult entertainment such as cabaret clubs and the massage
      parlor.  The blue areas are story places--except maybe Naomi's Mansion, which
      is mostly used to retrieve bonus items or to play bonus games.
    
    ABILITY - This is where you spend your souls to buy power-ups and special moves.
      I'll go into more detail about that in the "building up" section, but there
      are a few things I can mention here.
        First of all, the upper left shows you how many souls you have to spend.
      The right gives you a list of skills and moves you can purchase.  Hitting L1
      or R1 will toggle to the left or right of different lists.
        The default list, on the very left, shows you ALL moves and power-ups
      available for that character.  Ones you've already purchased will have their
      orbs filled in.  Otherwise, the orbs will be grey.
        From there, from left to right, it's:  1-Soul Items, 2-Soul Items, 3-Soul
      Items, 4-Soul Items, Mind Items, Technique Items, Body Items, and Extreme
      Items (these are your Heat Moves).
        Use the "Confirm" button (Circle in the Japanese game) to purchase an item
      and the "Cancel" button (X in the Japanese game) to back out of this menu.
        The text below the list explains the selected item, while the little box to
      the left of the text shows you your level, current experience, and experience
      needed to reach the next level.
        Hitting Triangle will bring you a list of all your skills and power-ups for
      that character.  This is not a screen where you purchase power-ups, but just
      a screen that explains everything that character can get.  It's useful for
      two reasons:  it explains moves (even default moves your character had to
      begin with), and it can be used to figure out what you have left to get for
      that character.  I'll list everything in order in the "building up" section
      so you can figure out what you still have left for each character.
    
    CELLULAR PHONE - This calls up your inbox, so you can check your messages.  The
      red ones are unread.  They are filed by sender.  Select all unread messages
      to get rid of the little envelope icon on the normal game screen.
      (NOTE:  Saejima has no cell phone, so this option is greyed out and is not
      selectable for him)
    
    CHARACTER - This lists the major players.  You can use the L1 and R1 buttons to
      shift between different factions of the story.  Which characters are avail-
      able, along with what text is displayed for their information, will change
      depending on where you are in the main story.  Press the "Confirm" (Circle in
      the Japanese game) button to call up the character's information, or the
      "Cancel" button (X in the Japanese game) to go back.
    
    SUB STORY - These are your missions.  The game will call up the missions avail-
      able for the character you're currently playing, but you can check all four
      characters' missions here by pressing left or right on the left analog stick
      or D-Pad.  Place the cursor on a side mission to read some information on it
      that will usually give you a hint such as "The fortune-teller near Stardust on
      Tenkaichi, huh...?  Sounds like nonsense, but I'll go check it out."
        The side missions with white bullets next to them are still unfinished, and
      purple markers mean they're over with.  There's a Chinese character on the
      right to tell you if you've finished it correctly or not.  A "kan"
      ("complete") marker means you finished it "correctly," whereas the "sh"
      ("finished") marker means you didn't get the best ending possible for that
      side story.  If you can't read Chinese characters, don't worry about it.
        That's a trivial piece of information anyway; you can still complete all
      side missions and receive the according Trophies and bonus items regardless of
      whether you did the right thing or not.
        The problem with side missions is that the game does not alert you in any
      way to side missions that you have not completed, but that you also have not
      yet initiated.  This might not be a very useful list, therefor, for someone
      who cannot read Japanese who is playing the Japanese version.  See the
      "missions" sections for more details.
    
    COMPLETE - These are the completion lists.  You will basically get the special
      items in this game as rewards for completing certain tasks.  As you complete a
      list, a little, gold crown mark will appear next to it.  There are 18 display-
      ed here.  I'll go into detail on each of them more in the completion lists
      section of this document, but for now, I'll let yo know what they are:
    
         1  2  3  4  5  6
         7  8  9 10 11 12
        13 14 15 16 17 18
    
      1.  Coin Lockers
      2.  Restaurant and Menu Items
      3.  Weapons and Armor Modification
      4.  Allies
      5.  Revelations
      6.  Mini-Games
      7.  Cabaret Club Girls
      8.  "Make the No. 1 Girl" Girls
      9.  Make the No. 1 Cabaret Club Girl!
      10.  Saig Training
      11.  Helping Out the Hermit
      12.  Nair Sparring
      13.  Underground Arena
      14.  Make a Fighter!
      15.  Police Dispatch Radio Battles
      16.  Team Encounter Battles
      17.  IF7-R
      18.  Heat Actions
    
    TIPS - This is where the various information in your memo pad is stored.  You
      will find people about town with a blue marker over their head.  Talk to them
      and you will get 500 experience, plus some information on the various things
      to do in the game.
        Once you collect a tip, look at it here in this menu to remove the "NEW!"
      flag.  Once you have collected all of them and removed all of the "NEW!" tags,
      you will get a Trophy.  Refer to the Completion Lists section for more
      details.
    
    OPTION - Here are the options you can adjust:
        Camera (Vertical) - Normal / Inverted (default)
        Camera (Horizontal) - Normal / Inverted (default)
        First-Person Camera (Vertical) - Normal / Inverted (default)
        First-Person Camera (Horizontal) - Normal / Inverted (default)
        Mini-Map Display (Up) - North (default) / Straight Ahead
        Subtitles - Off / On (default)
        Event Skip - Off (default) / On
          Once this has been set you can press Start during cut scenes to skip.
          I highly recommend setting this option to "on!"
        Brightness
        Font - Auto (default) / Mincho / Gothic
          If you don't know what these are, don't worry about it.
    
    
    2a-IV.  Building Up
    -------------------
    
    As is the fashion these days, you do not start out with a fully-powered guy to
    beat dudes' faces in with.  You will need to build your character up as the
    story progresses--especially if you want to get all Trophies!
      There are some moves your character will learn by training or by revelation,
    but other than that, you will need to build him up naturally by gaining exper-
    ience points.
      Every enemy you defeat gives you experience points.  In previous games, land-
    ing a Heat Move would grant you an experience bonus, but that does not seem to
    be the case anymore.  The other principle way to gain experience points is to
    finish side stories, called "missions" in this document.
      There are other ways to get experience, of course.  It's just that the other
    methods, with the exception of dating girls and beating tournaments, don't
    usually give too much experience.
      Here is a brief list of some of the other ways to get experience:
         Breaking "found" weapons.  Every weapon lying around the map when you're
          in battle will give you experience when you use up all of its uses and
          destroy it.  You can do this by hitting the weapon when it's on the ground
          (usually done with Triangle, like Kiry's "Bound Kick" attack) and drop-
          ping it over and over, if you want, rather than hitting enemies.
         Ordering food or drink from restaurants and bars.  You get a healthy
          bonus the first time you order something from a menu and a pittance every
          time after that.
         Getting a cabaret club girl's hearts to 20 and then going on their final
          date, then completing it correctly.  Note that Saejima won't visit the
          clubs.
         Winning a tournament in the arena.  Again, you get a healthy reward the
          first time you win a specific tournament, and then much less each time
          after that.  Only Kiry and Saejima can enter the tournaments.
         Beating an opponent in IF7-R.  You must first donate 200,000 yen to the
          IF7-R machine's development in order to get experience points.  You also
          get a nice reward the first time, and then a small reward each consecutive
          time you beat an opponent.
         Completing a certain training offered by Saig (Akiyama only).
         Defeating each gang's boss in Team Encounter Battles (Kiry only).
         Completing each of the two special dispatches sent to you over the police
          radio (Tanimura only).
      Once you reach certain amounts of experience points, you will automatically
    reach a new level.  You'll see "LEVEL UP!" on the screen, plus it will show 3
    "Skill Souls" get added to your total.  You can use these souls to purchase new
    techniques, skills, and power-ups in the "Ability" submenu in the start-button
    pause menu.
      In the "Ability" menu, you can switch between groupings the game will display
    by hitting the L1 and R1 buttons.  From left to right, they are:  All, 1-Soul,
    2-Soul, 3-Soul, 4-Soul, Mind, Skill, Body, and Extreme (Heat Moves).  I'll list
    them in the order they appear under "all," but the game makes this list by
    combining the mind, skill, body, and extreme sorts, one after the other, so
    they're still grouped by type, if you're curious.  Not sure if that will help
    if you don't read Japanese, but I'll mark the divisions in case you wanna look
    at each individual list for whatever reason.
      Here is a list of what items you can purchase and how much they cost:
    
    = AKIYAMA =
    (Mind)
    STATUS OF THE WHITE TIGER - 1 Soul
      Akiyama gains Heat Energy when taunting an opponent with R2.
    STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
      Akiyama gradually gains Heat Energy automatically when his Health Gauge is
      low and flashing red.
    STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
      Akiyama gains Heat Energy when successfully guarding enemy attacks with L1.
    STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
      As long as Akiyama is in Heat Mode, when he runs out of health, he cannot
      die.  NOTE: Akiyama will not enter Blue Dragon Status with the War God Seal
      equipped.
    MOCKING CROUCH - 1 Soul  *Status of the White Tiger required
      Akiyama can taunt an opponent who has been knocked to the ground by hitting
      R2 near them.
    CHASTISING GLARE - 1 Soul  *Status of the White Tiger required
      Akiyama can taunt with R2 while holding them (after grappling with Circle).
    ROUSING RISE - 1 Soul  *Status of the White Tiger required
      When lying on the ground, Akiyama can get up taunting the opponent with R2.
    TAUNT MASTER - 3 Souls  *Mocking Crouch, Chastising Glare, and Rousing Rise
        required
      Raises the amount of Heat Energy gained by all taunt abilities.
    SECRET OF DRUNKEN POWER - 1 Soul
      Makes all attacks do more damage when Akiyama is in the drunken state.
    (Skill)
    RISE KICK - 1 Soul
      When lying down, hit Square to get up with an attack.
    REVERSAL SLIDING - 1 Soul  *Downed Recovery required
      Hit Triangle while in the air after being hit with an enemy attack to have
      Akiyama recover with an attack rather than end up lying down.
    DOUBLE BLOW KICK - 2 Souls
      Hit Triangle again after a Blow Kick (Triangle) for a 2-hit string.
    DOUBLE FINISH KICK - 4 Souls
      After ending a Weak Attack string with a Heavy Attack, hit Heavy Attack again
      to extend the combo.
    TRIPLE FINISH KICK - 3 Souls  *Double Finish Kick required
      After Square (x 4), Triangle, Triangle string, press Triangle for a final
      attack.
    COUNTER KICK - 4 Souls  *Must be Level 12 or higher
      When Shifting and facing an enemy (locked on with R1), press Triangle as they
      attack to counter with a reversal.
    SWAY ATTACK - 2 Souls
      Hit Triangle during a Sway for an attack.
    COMBO SPEED UP - 3 Souls
      Makes Akiyama's attacks faster.
    (Body)
    DOWNED RECOVERY - 1 Soul
      Hit X while in the air after being hit with an enemy attack to have Akiyama
      land on his feet and be standing rather than lying down.
    REGUARD - 1 Soul
      After your guard has been broken, release L1 and hit L1 again to guard the
      next attack (usually you're defenseless when your guard is broken).
    DOUBLE SWAY - 2 Souls
      Press X (plus a direction) to have Akiyama Sway again during a normal Sway.
    SWAY EVASION UP - 2 Souls
      Lengthens the distance traveled in a sidestep.
    CANCEL SWAY - 2 Souls  *Sway Evasion Up required
      Press X (plus a direction) to have Akiyama Sway during most attack strings
      when not in Heat Mode.
    CANCEL SWAY+ - 2 Souls  *Cancel Sway required
      You can use Cancel Sway in or out of Heat Mode.
    (Extreme)
    ULTIMATE PURSUIT - 1 Soul
      Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
      Triangle.
    GUARDRAIL CRUSH - 3 Souls
      Heat Move:  When near an enemy who is near a guard rail, when prompted, hit
      Triangle.  AN ADDITIONAL ATTACK CAN BE LEARNED BY USING THIS MOVE OVER AND
      OVER!
    POLE CRUSH - 3 Souls  *Guardrail Crush required
      Heat Move:  When near an enemy who is near a lamppost or tree, when prompted,
      hit Triangle.
    WALL CRUSH - 3 Souls  *Pole Crush required
      Heat Move:  When near an enemy who is near a wall, when prompted hit Triangle.
      AN ADDITIONAL ATTACK CAN BE LEARNED BY USING THIS MOVE OVER AND OVER!
    
    = SAEJIMA =
    (Mind)
    STATUS OF THE WHITE TIGER - 1 Soul
      Saejima gains Heat Energy when taunting an opponent with R2.
    STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
      Saejima gradually gains Heat Energy automatically when his Health Gauge is
      low and flashing red.
    STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
      Saejima gains Heat Energy when successfully guarding enemy attacks with L1.
    STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
      As long as Saejima is in Heat Mode, when he runs out of health, he cannot
      die.  NOTE: Saejima will not enter Blue Dragon Status with the War God Seal
      equipped.
    STATUS OF THE IRON BODY - 1 Soul
      When in Heat Mode, many of the enemy attacks that would normally knock Saejima
      down will cause him to simply stagger instead.
    TRUE STATUS OF THE IRON BODY - 2 Souls  *Status of the Iron Body required
      When in Heat Mode, even more enemy attacks that would normally knock Saejima
      down will cause him to simply stagger instead.
    STATUS OF THE VAJRA - 4 Souls  *True Status of the Iron Body and Status of the
        Dark Tortoise required, plus must be Lvl 15 or above
      Saejima will continue moving, uninterrupted by enemy attacks, during attacks
      while in Heat Mode. ("Super armor" in fighting games jargon)
    STATUS OF THE YELLOW DRAGON - 2 Soul  *Status of the White Tiger required
      Hold R2 to gradually charge Heat Energy.
    STATUS OF THE YELLOW DRAGON EXTREME - 2 Souls  *Status of the Yellow Dragon
        required
      After holding R2 to gruadually charge Heat Energy until the vibration kicks
      in on the controller, release to gain an additional boost of Heat Energy.
    THE DRAGON GOD'S PROTECTION - 2 Souls  *True Status of the Iron Body and Status
        of the Dark Tortoise required
      When in Heat Mode, Saejima can guard bladed attacks with L1.
    (Skill)
    DASH TACKLE - 1 Soul
      While running, hit Triangle for an attack.
    CHARGE TACKLE - 2 Souls  *Dash Tackle required
      Continue holding Triangle during the Dash Tackle to throw enemies when in
      Heat Mode, at a slight Heat Energy cost.
    DOUBLE CHARGE FINISH - 4 Souls
      During a Charge Finish, hit Triangle again for a follow-up attack.
    TRIPLE CHARGE FINISH - 2 Souls  *Double Charge Finish required
      After Square (x 3), (hold) Triangle, (release), Triangle, hit Triangle again
      for a final attack.
    DOWN GRAPPLE - 1 Soul
      When near an downed enemy, hit Circle to either grab their foot or to stand
      them up.
    CHARGE KNEE KICK - 2 Souls
      While grappling an enemy, hold Triangle to charge the knee attack's power.
    REPELLING - 2 Souls
      Just after successfully guarding an enemy's attack with L1 (and not having
      your guard broken), hit Triangle for an attack.
    COMBO SPEED UP - 3 Souls
      Makes Saejima's attacks faster.
    (Body)
    REGUARD - 1 Soul
      After your guard has been broken, release L1 and hit L1 again to guard the
      next attack (usually you're defenseless when your guard is broken).
    QUICK STAND - 1 Soul
      Less tapping of buttons is required to stand up when lying on your back.
    SWAY EVASION UP - 1 Souls
      Lengthens the distance traveled in a sidestep.
    GRAPPLE STRENGTHENING - 1 Soul
      Less tapping of Circle is needed to throw enemies.
    HERCULEAN GRAPPLE - 1 Soul  *Grapple Strengthening required
      Makes it so enemies who normally would automatically and instantly break your
      grapple can be grappled.
    ESCAPE GRADE UP - 1 Soul
      Less tapping of X is required to break enemy grapples.
    (Extreme)
    ULTIMATE PURSUIT - 1 Soul
      Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
      Triangle.
    ULTIMATE SWING - 2 Soul  *Requires Down Grapple
      Heat Move:  When holding a fallen enemy by the foot, in Heat Mode, when
      prompted, hit Triangle.
    ULTIMATE HERCULEAN STRENGTH - 2 Souls
      Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
      flashing red, when prompted, hit Triangle.
    ULTIMATE DOUBLE-HEADER - 2 Souls  *Requires Ultimate Herculean Strength
      Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
      flashing red, near another enemy, when prompted, hit Triangle.
    ULTIMATE MOUNT - 2 Souls  *Ultimate Pursuit required
      Heat Move:  When low on health so the Health Guage flashes red, near a fallen
      enemy, when prompted, hit Triangle and then repeatedly tap Square.
    ULTIMATE STACKING THROW - 2 Souls  *Ultimate Herculean Strength required
      Heat Move:  When grappling an enemy, near a fallen enemy, when prompted, hit
      Triangle.
    
    = TANIMURA =
    (Mind)
    STATUS OF THE WHITE TIGER - 1 Soul
      Tanimura gains Heat Energy when taunting an opponent with R2.
    STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
      Tanimura gradually gains Heat Energy automatically when his Health Gauge is
      low and flashing red.
    STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
      Tanimura gains Heat Energy when successfully guarding enemy attacks with L1.
    STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
      As long as Tanimura is in Heat Mode, when he runs out of health, he cannot
      die.  NOTE: Tanimura will not enter Blue Dragon Status with the War God Seal
      equipped.
    STATUS OF THE YELLOW DRAGON - 2 Soul  *Status of the White Tiger required
      Hold R2 to gradually charge Heat Energy.
    STATUS OF THE BODHISATTVA - 3 Souls  *Lvl. 10 & up
      When standing still during battle mode or an action stage, Tanimura will
      gradually regain Health.
    STATUS OF THE YAKSHA - 3 Souls  *Lvl. 12 & up PLUS Status of the Yellow Dragon
        required
      When parrying an enemy with L1, Tanimura gains Heat Energy.
    (Skill)
    SWAY ATTACK - 2 Souls
      Tanimura can attack while Swaying with Triangle.
    DROP KICK - 1 Soul
      While running, hit Triangle to perform a drop kick.
    ARM HYPEREXTENSION - 2 Souls
      When grappling a foe in the Armlock, hit Square to pull on their arm, damaging
      them.
    RISE KICK - 1 Soul
      When lying on the ground, hit Square to get up with a sweep.
    ADDITIONAL COMBO ATTACK - 4 Souls
      Adds a fifth attack to Tanimura's weak attack string, and an additional heavy
      attack after that.
    COMBO SPEED UP - 3 Souls
      Makes Tanimura's attacks faster.
    (Body)
    DOWNED RECOVERY - 1 Soul
      Hit X while in the air after being hit with an enemy attack to have Tanimura
      land on his feet and be standing rather than lying down.
    REGUARD - 1 Soul
      After your guard has been broken, release L1 and hit L1 again to guard the
      next attack (usually you're defenseless when your guard is broken).
    DOUBLE EVASION - 2 Souls
      While Swaying, hit X (plus a direction) to roll.
    QUICK STAND - 1 Soul
      Less tapping of buttons is required to stand up when lying on your back.
    SWAY EVASION UP - 2 Souls
      Lengthens the distance traveled in a sidestep.
    GRAPPLE POWER UP - 2 Souls
      Raises the damage of grapple attacks.
    THROWN ENEMY STRENTHENING - 2 Souls
      Makes it so normal enemies hit when you throw another enemy at them will get
      knocked down.
    PARRY STRENGTHENING - 3 Souls
      Makes Tanimura invulnerable to other enemy attacks when he is successfully
      parrying an enemy's attack.
    (Extreme)
    ULTIMATE PURSUIT - 1 Soul
      Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
      Triangle.
    ULTIMATE ARREST - 3 Souls  *Ultimate Pursuit required
      Heat Move:  When near a fallen enemy writhing in pain on the ground in Heat
      Mode, when prompted, hit Triangle, then follow on-screen prompt.
    ULTIMATE ADDITIONAL COMBO ATTACK - 4 Souls
      Heat Move:  When in Heat Mode, hit Triangle after a heavy-attack-finish to a
      weak attack string.  ADDITIONAL ATTACKS (for each combo ender except the
      final one!) CAN BE LEARNED BY USING THIS MOVE OVER AND OVER!
    ULTIMATE ARREST DIFFICULTY DOWN - 2 Souls  *Ultimate Arrest required
      When performing the Ultimate Arrest Heat Move, the time the button prompt
      stays on the screen is increased, making it easier to do.
    ULTIMATE ARMBAR - 2 Souls
      Heat Move:  When in Heat Mode, facing an enemy who is rising from the ground
      after being knocked down, hit Triangle when prompted.
    
    = KIRY =
      NOTE:  Kiry has some power-ups and moves already purchased when you reach
      his part of the story.  I'll mark those as "Already purchased."
    (Mind)
    STATUS OF THE WHITE TIGER - 1 Soul  (Already purchased)
      Kiry gains Heat Energy when taunting an opponent with R2.
    STATUS OF THE RED PHOENIX - 2 Souls  (Already purchased)
      Kiry gradually gains Heat Energy automatically when his Health Gauge is
      low and flashing red.
    STATUS OF THE DARK TORTOISE - 1 Soul
      Kiry gains Heat Energy when successfully guarding enemy attacks with L1.
    STATUS OF THE BLUE DRAGON - 1 Soul  *Status of the Dark Tortoise required
      As long as Kiry is in Heat Mode, when he runs out of health, he cannot
      die.  NOTE: Kiry will not enter Blue Dragon Status with the War God Seal
      equipped.
    STATUS OF THE IRON BODY - 1 Soul
      When in Heat Mode, many of the enemy attacks that would normally knock Kiry
      down will cause him to simply stagger instead.
    TRUE STATUS OF THE IRON BODY - 1 Soul  *Status of the Iron Body required
      When in Heat Mode, even more enemy attacks that would normally knock Kiry
      down will cause him to simply stagger instead.
    THE DRAGON GOD'S PROTECTION - 1 Soul  *True Status of the Iron Body and Status
        of the Dark Tortoise required
      When in Heat Mode, Kiry can guard bladed attacks with L1.
    STATUS OF THE YELLOW DRAGON - 1 Soul
      Hold R2 to gradually charge Heat Energy.
    SECRET OF THE WIND GOD - 4 Souls
      When not in Heat--and unarmed--the Sway's distance is increased.
    SECRET OF THE THUNDER GOD - 4 Souls  *Secret of the Wind God required
      When running while in Heat Mode, enemy attacks will not cause Kiryuu to flinch
      or to be knocked down.
    STATUS OF ASURA - 4 Souls  *Status of the Yellow Dragon required
      When Kiry's health is low and the gauge is flashing red, when in Heat Mode,
      hit L3 and R3 to restore a small amount of Health in exchange for Heat Energy.
    (Skill)
    DROP KICK - 1 Soul  (Already purchased)
      While running, hit Triangle to perform a drop kick.
    COMBO SPEED UP - 1 Soul  (Already purchased)
      Makes Kiry's attacks faster.
    LOTUS HOUSE FLASHING ENERGY PALM - 1 Soul
      Hold Triangle longer than the charge for the Charge Kick and release for a
      different attack.
    DOUBLE FINISH BLOW - 1 Soul
      Hit Triangle during a Finish Blow (Heavy Attack at the end of a Weak Attack
      string) for an additional attack.
    DOWN REVERSAL - 1 Soul
      Hit Triangle while in the air after being hit with an enemy attack to have
      Kiry recover with an attack rather than end up lying down.
    BOUND HOLD - 1  Soul
      In Heat Mode, after a Finish Blow (after ending a Weak Attack string with a
      Heavy Attack), hit Circle to grab the enemy at a slight cost of Heat Energy.
    KOMAKI-STYLE PUNISHING STRIKE - 1 Soul
      Kiry can attack while Swaying with Triangle.
    BREAKING THROW - 1 Soul
      When grappled by an enemy, hit the Circle button to reverse and throw
      them instead.
    KOMAKI-STYLE REPELLING - 4 Souls  *Must be Level 10 or higher
      Just after successfully guarding an enemy's attack with L1 (and not having
      your guard broken), hit Triangle for an attack.
    KOMAKI-STYLE TIGER KILLER - 4 Souls  *Komaki-Style Repelling required
      When Shifting and facing an enemy (locked on with R1), press Triangle as they
      attack to counter with a reversal.
    KOMAKI-STYLE FLOWING CATCH - 4 Souls  *Komaki-Style Tiger Killer required
      When Shifting and facing an enemy (locked on with R1), press Circle as they
      attack with a weapon or with a punch to counter with a reversal.
    (Body)
    SWAY EVASION UP - 1 Soul  (Already purchased)
      Lengthens the distance traveled in a sidestep.
    KOMAKI-STYLE CATFLIP - 1 Soul  (Already purchased)
      Hit X while in the air after being hit with an enemy attack to have Kiry
      land on his feet and be standing rather than lying down.
    KOMAKI-STYLE DHARMA EVASION - 1 Souls  (Already purchased)
      While Swaying, hit X (plus a direction) to roll.
    GRAPPLE POWER UP - 2 Souls  (Already purchased)
      Raises the damage of grapple attacks.
    THROWN ENEMY STRENTHENING - 3 Souls  (Already purchased)
      Makes it so normal enemies hit when you throw another enemy at them will get
      knocked down.
    QUICK STAND - 1 Soul  (Already purchased)
      Less tapping of buttons is required to stand up when lying on your back.
    REGUARD - 1 Soul  (Already purchased)
      After your guard has been broken, release L1 and hit L1 again to guard the
      next attack (usually you're defenseless when your guard is broken).
    ESCAPE GRADE UP - 2 Souls  (Already purchased)
      Less tapping of X is required to break enemy grapples.
    GRAPPLE STRENGTHENING - 2 Souls  (Already purchased)
      Less tapping of Circle is needed to throw enemies.
    CANCEL SWAY - 3 Souls  (Already purchased)
      Press X (plus a direction) to have Kiry Sway during most attack strings when
      not in Heat Mode.
    (Extreme)
    ULTIMATE PURSUIT - 1 Soul  (Already purchased)
      Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
      Triangle.
    ULTIMATE HERCULEAN STRENGTH - 2 Souls  (Already purchased)
      Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
      flashing red, when prompted, hit Triangle.
    ULTIMATE STACKING THROW - 2 Souls  (Already purchased)
      Heat Move:  When grappling an enemy, near a fallen enemy, when prompted, hit
      Triangle.
    ULTIMATE SWING - 3 Souls  (Already purchased)
      Heat Move:  When holding a fallen enemy by the foot, in Heat Mode, when
      prompted, hit Triangle.
    ULTIMATE MOUNT - 3 Souls  (Already purchased)
      Heat Move:  When low on health so the Health Guage flashes red, near a fallen
      enemy, when prompted, hit Triangle and then repeatedly tap Square.
    ULTIMATE SMOKING - 1 Soul  (Already purchased)
      Heat Move:  After lighting a cigarette by pressing down on the D-Pad when un-
      armed, facing an enemy in Heat Mode, when prompted, press Triangle.
    ULTIMATE DOUBLE-HEADER - 1 Soul  (Already purchased)
      Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
      flashing red, near another enemy, when prompted, hit Triangle.
    KOMAKI-STYLE UNARMED REVERSAL - 1 Soul
      Heat Move:  When unarmed, while not Shifting (not holding R1), when an enemy
      attacks, in Heat Mode, when prompted, hit Triangle.
    KOMAKI-STYLE SWORDLESS REVERSAL - 1 Soul  *Komaki-Style Unarmed Reversal
        required
      Heat Move:  When unarmed, when attacked by an enemy Kiry is facing who is
      armed with a sword, in Heat Mode, when prompted, hit Triangle.
    KOMAKI-STYLE HARQUEBUS MUFFLER - 1 Soul  *Komaki-Style Swordless Reversal
        required
      Heat Move:  When unarmed, near an opponent armed with a firearm in Heat Mode,
      when prompted, hit Triangle.
    ULTIMATE KOMAKI-STYLE DRAGON KING - 4 Souls  *Komaki-Style Flowing Catch
        required, also must be Level 15 or higher
      Heat Move:  In Heat Mode, after stunning an opponent by successfully hitting
      them with the Komaki-Style Flowing Catch, when prompted, hit Triangle.
    ULTIMATE EXTREMENESS - 4 Souls  *Must be Level 15 or higher
      Heat Move:  In Heat Mode, in front of a stunned enemy (except those stunned by
      the Komaki-Style Flowing Catch), when prompted, hit Triangle.
    ULTIMATE VAULTING - 1 Soul
      Heat Move:  In Heat Mode, when facing an enemy standing with a guardrail
      between you and him, when prompted, press Triangle.
    ULTIMATE BREAKING GRAPPLE - 1 Soul
      Heat Move:  In Heat Mode, when grappled by an enemy, when prompted, hit
      Triangle.
    ULTIMATE POLE DANCE - 1 Soul
      Heat Move:  When drunk and in Heat Mode, near an enemy, when prompted, hit
      Triangle.
    ULTIMATE FORWARD ROLL - 1 Soul
      Heat Move:  While rolling forward with an enemy in front of you, in Heat Mode,
      when prompted, hit Triangle.
    ULTIMATE SELF-DESTRUCTION - 1 Soul
      Heat Move:  When facing an enemy attacking with a heavy, two-handed weapon,
      when in Heat Mode, when prompted, hit Triangle.
    ULTIMATE REVERSAL - 1 Soul
      Heat Move:  When lying on the ground, near an enemy, in Heat Mode, when
      prompted, hit Triangle.
    ULTIMATE FACE SMASHING - 1 Soul
      Heat Move:  When in Heat Mode, facing an enemy who is rising from the ground
      after being knocked down, hit Triangle when prompted.
    ULTIMATE HUMAN TEN-PIN - 1 Soul
      Heat Move:  When in Heat Mode, while your life is low and the gauge flashes
      red, while grappling an enemy and facing 3 or more enemies, when prompted,
      hit Triangle.
    ULTIMATE SURPRISE - 1 Soul
      Heat Move:  When in Heat Mode, running towards a group of 4 or more enemies,
      when prompted, hit Triangle.
    ULTIMATE DRUNKEN IRON MOUNTAIN - 1 Soul
      Heat Move:  When in Heat Mode and drunk, while Shifting towards an enemy
      (locked on with R1), when prompted, hit Triangle.
    
    
    In addition to using Skill Souls to buy moves and power-ups, there are two other
    principle ways to get moves for your characters.  One is by the "Revelation"
    system, in which you enter the third-person mode to look at a specific event,
    hit the appropriate buttons to receive the appropriate enlightenment, and then
    choose the right revelation to have.  This gets you some more Heat Moves.
      The other way is training.  Generally speaking, training tempers some of your
    skills and normal moves.  Each character has a master they can train with.
      Kiry and Saejima actually get some more moves from items bought at Ebisuya,
    and the three "new" guys can learn some of Kiry's stuff from IF7-R, a game-
    within-the-game, but for the most part, you'll be training or having Revel-
    ations.
      I'll cover specifics on getting each one in the Extra Skills & Power-Ups
    section, but since I've already listed the skill-purchasing part of the Ability
    submenu, I might as well list all moves here so you know how to fully build up
    your characters.
      THE LAST FEW OPTIONS ON THE MOVES LIST ACCESSED BY HITTING TRIANGLE ON THE
    ABILITY MENU ARE THE ONLY ONES I WILL LIST HERE!  The first seven or so are
    basic techniques and basically re-listings of the moves I've already written up
    there under "Mind," "Skill," etc. so I don't want to really waste space with
    them.  Giving you the last 5 lists here will let you see what moves, if any,
    you still haven't gotten for your character. If you haven't gotten the move or
    power-up I've listed here, it will appear as "???"'s on the in-game list.
      So, I'll list them now, along with the method to get them so you can reference
    the appropriate section of this FAQ to figure out how to get the move.  Note
    that there are also power-ups involving your Heat Gauge for all characters as
    you defeat specific enemies in IF7-R that will not be listed here.  Refer to the
    IF7-R section for more info...or, just remember that you should play all levels
    of IF7-R with all characters to get all your stuff maxed out.
    
    = AKIYAMA =
    8.  SAIG TRAINING
      DASH KICK
      SLASH KICK (alpha)
      DASH KICK DOUBLE
      SLASH KICK (beta)
      DASH KICK TRIPLE
      ATTACK POWER UP
    9.  REVELATION SKILLS
      ULTIMATE ADVERSITY
      ULTIMATE BULL'S-EYE
      ULTIMATE WALL JUMP
    10.  SKILLS FROM IF7-R
      ULTIMATE POLE DANCE
      ULTIMATE VAULTING
    11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
      ULTIMATE PURSUIT
      GUARD RAIL CRUSH
      WALL CRUSH
    12.  LIST OF SUPER ARTS
      ULTIMATE ENVIRONMENT ATTACK
      ULTIMATE WEAPON
      ULTIMATE PURSUIT
      GUARD RAIL CRUSH
      POLE CRUSH
      WALL CRUSH
      ULTIMATE ADVERSITY
      ULTIMATE BULL'S-EYE
      ULTIMATE WALL JUMP
      ULTIMATE POLE DANCE
      ULTIMATE VAULTING
    
    = SAEJIMA =
    8.  HERMIT TRAINING
      FOCUS: WIND-UP TOP
      UNARMED ATTACK POWER UP
      ULTIMATE FOCUS: GREAT MT. FUJI
      ARMED ATTACK POWER UP
      HEAT ACTION ATTACK POWER UP
    9.  REVELATION SKILLS
      ULTIMATE PIERCING CRUSH
      ULTIMATE TEMPLE BELL RINGER
      ULTIMATE POWER LARIAT
      ULTIMATE SUPER-HEAVY WEAPON
    10.  ANTIQUES SKILLS (Learn by buying the Wooden Musashi Figurine at Ebisuya)
      SECRET SWORD: ENSNARING KITE SLASH
      SECRET SWORD: RAGING BULL
      MIGHTY SWORD: MAKING FLIES CRY
    11.  SKILLS FROM IF7-R
      ULTIMATE HUMAN TEN-PIN
      ULTIMATE FACE SMASHING
    12.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
      ULTIMATE WALL TOSS
      ULTIMATE POWER LARIAT
      ULTIMATE TEMPLE BELL RINGER
    13.  LIST OF SUPER ARTS
      ULTIMATE ENVIRONMENT ATTACK
      ULTIMATE WALL TOSS
      ULTIMATE WEAPON
      ULTIMATE PURSUIT
      ULTIMATE SWING
      ULTIMATE HERCULEAN STRENGTH
      ULTIMATE DOUBLE-HEADER
      ULTIMATE MOUNT
      ULTIMATE STACKING THROW
      ULTIMATE PIERCING CRUSH
      ULTIMATE TEMPLE BELL RINGER
      ULTIMATE POWER LARIAT
      ULTIMATE SUPER-HEAVY WEAPON
      SECRET SWORD: ENSNARING KITE SLASH
      SECRET SWORD: RAGING BULL
      MIGHTY SWORD: MAKING FLIES CRY
      ULTIMATE HUMAN TEN-PIN
      ULTIMATE FACE SMASHING
    
    = TANIMURA =
    8.  NAIR TRAINING
      PARRYING TIME LENGTHENING
      ULTIMATE PARRYING ARM LOCK
      BREAKING THROW
      ULTIMATE FORCIBLE SEIZURE
      KOMAKI-STYLE HARQUEBUS MUFFLER
    9.  REVELATION SKILLS
      ULTIMATE THROWN LEG DROP
      ULTIMATE CROTCH-REACHING THROW
      ULTIMATE STUN
    10.  SKILLS FROM IF7-R
      ULTIMATE BREAKING GRAPPLE
      ULTIMATE REVERSAL
    11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
      ULTIMATE CROTCH-REACHING THROW
      ULTIMATE ADDITIONAL COMBO ATTACK - 1
      ULTIMATE ADDITIONAL COMBO ATTACK - 2
      ULTIMATE ADDITIONAL COMBO ATTACK - 3
      ULTIMATE ADDITIONAL COMBO ATTACK - 4
    12.  LIST OF SUPER ARTS
      ULTIMATE ENVIRONMENT ATTACK
      ULTIMATE WEAPON
      ULTIMATE PURSUIT
      ULTIMATE ARREST
      ULTIMATE ADDITIONAL COMBO ATTACK - 1
      ULTIMATE ADDITIONAL COMBO ATTACK - 2
      ULTIMATE ADDITIONAL COMBO ATTACK - 3
      ULTIMATE ADDITIONAL COMBO ATTACK - 4
      ULTIMATE ADDITIONAL COMBO ATTACK - 5
      ULTIMATE ARMBAR
      ULTIMATE PARRYING ARM LOCK
      ULTIMATE FORCIBLE SEIZURE
      KOMAKI-STYLE HARQUEBUS MUFFLER
      ULTIMATE THROWN LEG DROP
      ULTIMATE CROTCH-REACHING THROW
      ULTIMATE STUN
      ULTIMATE BREAKING GRAPPLE
      ULTIMATE REVERSAL
    
    = KIRY =
    8.  KOMAKI TRAINING
      UNARMED ATTACK POWER UP
      ARMED ATTACK POWER UP
      HEAT ACTION ATTACK POWER UP
    9.  REVELATION SKILLS
      ULTIMATE PROVOCATION
      ULTIMATE PICK UP
    10.  CLASSICAL TEXT SKILLS (Some texts are given by Komaki after completing
        each training, the rest are bought from Ebisuya)
      SURE-KILL SWORDS: DANCING CAT
      SURE-KILL SWORDS: TWIN HEAVENS
      MIGHTY SWORD: MAKING FLIES CRY
      KODACHI COMBINATION: ILLUSORY WOLF
      SECRET SWORD: ENSNARING KITE SLASH
      SECRET SWORD: RAGING BULL
    11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
      WALL CRUSH
      ULTIMATE PURSUIT
    12.  LIST OF SUPER ARTS
      ULTIMATE ENVIRONMENT ATTACK
      WALL CRUSH
      ULTIMATE WEAPON
      ULTIMATE PURSUIT
      ULTIMATE STACKING THROW
      ULTIMATE SWING
      ULTIMATE DOUBLE-HEADER
      KOMAKI-STYLE UNARMED REVERSAL
      KOMAKI-STYLE HARQUEBUS MUFFLER
      ULTIMATE MOUNT
      ULTIMATE EXTREMENESS
      ULTIMATE HERCULEAN STRENGTH
      ULTIMATE SMOKING
      KOMAKI-STYLE POT SMASH
      KOMAKI-STYLE SWORDLESS REVERSAL
      ULTIMATE KOMAKI-STYLE DRAGON KING
      ULTIMATE VAULTING
      ULTIMATE BREAKING GRAPPLE
      ULTIMATE SELF-DESTRUCTION
      ULTIMATE POLE DANCE
      ULTIMATE SURPRISE
      ULTIMATE REVERSAL
      ULTIMATE FORWARD ROLL
      ULTIMATE DRUNKEN IRON MOUNTAIN
      ULTIMATE FACE SMASHING
      ULTIMATE HUMAN TEN-PIN
      ULTIMATE PROVOCATION
      ULTIMATE PICK UP
      SECRET SWORD: ENSNARING KITE SLASH
      SECRET SWORD: RAGING BULL
      SURE-KILL SWORDS: DANCING CAT
      SURE-KILL SWORDS: TWIN HEAVENS
      MIGHTY SWORD: MAKING FLIES CRY
      COMBINED KODACHI - ILLUSORY WOLF
    
    
    2a-V.  4 Different Adventures
    -----------------------------
    
    This game opened with a record-breaking 1st week of sales in Japan, if Nagoshi's
    blog is to be believed.  I don't have the raw figures in front of me to back up
    his claim, and sites like vgcharts are always coming under scrutinous attack,
    so I don't even know if I could offer them if I had them.
      The setting is the same.  Kamuro.  In fact, where Ry ga Gotoku 2 and 3 each
    had a different city to play around in BESIDES Kamuro, this game has a smaller
    environment--and a very familiar one.  So it's not exactly Kenzan!, in the sense
    that we don't get a whole new world to play around in.
      So what makes this game special?  It's the fact that you now can play as four
    different characters.  Except for some of Kenzan!'s "battle mission" side
    games (which are nowhere near as interesting as they sound), this is the first
    time we get to control someone other than Kiry Kazuma in the game.
      With those four characters come four separate stories, that unite in the end.
    You will play the characters' stories sequentially; each part of the story
    focuses on one character for four chapters, and then culminates in a "final,"
    seventeenth chapter in which you basically can play around in the world until
    you feel like challenging the final battle to wrap things up.
      Besides the difference in fighting, each character has his own unique set of
    things to experience about town.  This was obviously to make it so you could
    feel more like you were playing four games--or the same game but from four
    different perspectives.
      Here is a brief rundown on each character's experience around Kamuro:
    
    AKIYAMA - Akiyama is a rich moneylender who owns a cabaret (hostess) club.  His
      charisma and his interest in the goings-on about town make him a relatively
      well-known face in Kamuro.
        So, one of his special gameplay aspects is that he can "make friends" with
      people about town.  Playing as Akiyama you can befriend a few targets around
      the city by doing things like buying from certain merchants.  You will know
      which ones you can befriend because when you get close enough to talk to them
      and the little speech balloon appears over their head, you will see a special
      balloon that shows their mood.  A ":|" will show someone you haven't yet
      befriended, and a ":)" will show in the speech balloon of the ones you've won
      over.  They will help you out in some way.  I will go more into detail on this
      in the appropriate section in the FAQ.
        The other thing unique to Akiyama is his club.  After a certain point in the
      story, the manager of the club calls Akiyama and asks for his help in managing
      the place.  This is the "create a hostess" side game I put in the "Make the
      No. 1 Cabaret Club Girl!" section.
        Although he can't visit the three girls in that mini-game and woo them, he
      can still see three girls--Noa and Elena at JeweL and Rio at Shine.  He can
      visit Karaoke-Kan with them, but he can also go by himself if you'd like.
      Since he can visit Karaoke-Kan, 3 songs are available to him:  Rain Drops,
      Get to the Top!, and Kamuro True Love Song.  At the Weapons Shop and Works
      Kamiyama, nunchakus and kali sticks are only available for purchase if you're
      playing as Akiyama.
    
    SAEJIMA - Saejima's story starts in a daring jail break.  As an escaped con, his
      stay in Kamuro will be hampered by the need to avoid police.  At first, it
      won't be too big a deal--there will only be a few police around, and running
      into them will initiate a short, relatively easy Chase Battle sequence.  But
      it does make it so he has some trouble in a couple of story moments.  You will
      need to head towards the rooftops and sewers and parking garage all over town
      just to navigate about the map--but don't worry; it's only really at a couple
      of points in his story, and your route is mapped clearly on your mini-map.
      Getting caught when there are a lot of police does result in a "Game Over,"
      however.
        Besides trying to avoid the cops and being able to lift the heavy manhole
      covers about town to access underground areas, there are two other things that
      Saejima gets to do.  First, he gets to participate in the underground fighting
      arena in the Sai no Kawara underground pleasure district area.  Only he and
      Kiry can do this.
        He can also help train arena entrants, who will both appear as opponents in
      the arena and as tag team partners.  This is something unique to Saejima;
      while Kiry can fight against the trained fighters and use them as partners,
      he does not get Saejima's opportunity to train them.
        If you try to go into cabaret clubs, Saejima will say he's not interested
      and won't even go in.  He'll do the same with Karaoke-Kan.  At Works Kamiyama
      and the Weapons Shop, only Saejima can buy brass knuckles, swords, and hammer
      type weapons.  He also has two guns available to him, but they're also avail-
      able to Kiry.  There are two swords only Saejima can buy at Ebisuya Pawn
      Shop.
    
    TANIMURA - Tanimura is a police detective who has strong ties with immigrants
      from other East Asian countries.  Since he can speak many languages, and since
      he likes to stick his nose in the affairs of the immigrant community, he has
      access to the "Asia Alley" are of the map.  Until you reach his part of the
      story, you will see alleys blocked by people who say things to you in Chinese
      about how you can't enter unless you can speak their language.  Just ignore
      those until you get to Tanimura's part of the story.
        The main unique "Tanimuraism" to the game is that as a cop, he receives
      dispatches over his radio he keeps plugged in his ear.  You can go to the
      areas about town, find the disturbance in question, and then resolve it, one
      way or another (it'll usually end in you either running a criminal down in
      Chase Battle or beating him up).  This will mostly just give you some extra
      money to play around with, but a few special events will also happen as you
      do more and more police dispatches, so check that section for more details.
      Note that you also need to take care of dispatches to complete Tanimura's
      training.
        Tanimura can visit the cabaret club girls Chihiro at JeweL and Himeka at
      Shine.  He can also see Nanami at Elise, but you have to first make her reach
      the No. 1 rank as Akiyama's side game.  Since you can visit Karaoke-Kan with
      them, Tanimura has 3 songs he can sing there.  You can visit alone if you'd
      like.  The songs are Rain Drops, Get to the Top!, and Kamuro True Love Song.
      At the Weapons Shop and Works Kamiyama, only Tanimura is offered staff/spear
      and tonfa type weapons.
    
    KIRY - The original badass, Kiry was called "The Dragon of Djima" for a rea-
      son.  As the hero of the previous 4 games, he basically went around as a one-
      man army, cleaning up all the messes of the entire town.  He was even made
      head of the powerful Tj Association of yakuza, but is now retired and living
      in Okinawa, taking care of Haruka, a girl like his own daughter, and a bunch
      of other orphans.
        Like Saejima, Kiry can also fight in the underground arena at the Sai no
      Kawara pleasure district.  To fight in tag tournaments, you will need to first
      complete training for characters as part of Saejima's side game.
        Kiry's unique experience around town is against gangs.  They call it the
      "Team Encounter Battles."  Those familiar with the old games may remember the
      "Encounter Bosses" in the second title.  This is their new form.  You fight
      random encounters belonging to special gangs about town during the game and
      as you fight them, they will reveal their boss's locations.  Beat their boss
      for more experience, and then the next time you see the gang in question,
      you'll get an Emblem from them as a reward.  You can trade these in with a man
      named Akaishi, who wears a red Robin Hood hat and hangs around at Theater
      Square.  He runs a neighborhood watch association of sorts around town called
      "Kamuro District Shield."
        Kiry can also romance girls at the three cabaret clubs.  He can see Maya at
      JeweL and Shizuka at Shine.  In addition, he can date Hiyori and Kyko at
      Elise, but you must first raise them to No. 1 rank in Akiyama's side game.
      He can sing all 11 songs at Karaoke-Kan.  At the Weapons Shop and Works Kami-
      yama, there are guns that are only offered to Kiry for purchase.
    
    For those of you who don't want to wade through that sea of text:
    
    AKIYAMA:
       "Make Friends" side game
       "Make the No. 1 Cabaret Club Girl" side game
       can romance girls at Shine and JeweL
       can buy nunchakus and kali sticks
    
    SAEJIMA:
       has to avoid cops
       "Make a Fighter" side game
       can fight in the arena
       cannot romance girls
       can buy swords, guns, brass knuckles, and hammers
    
    TANIMURA:
       can respond to calls about disturbances on his police radio
       can romance girls at Shine, JeweL, and Elise
       can buy tonfa and staff/spears
    
    KIRY:
       "Team Encounter" side missions
       can fight in the arena
       can romance girls at Shine, JeweL, and Elise
       can buy guns
    
    I should make one final note--that you cannot access the "Dragon Palace" area
    until satisfying certain requirements.  The Dragon Palace is located in the
    middle of the northern end of the map, on Kenmae Street, between the Hotel
    District and Kamuro Bathhouse (it's pretty much to the north of JeweL on the
    map).  Kiry can visit his master, Komaki Star, there, but the main attraction
    will be the casino and gambling hall.  The gambling hall is where you can play
    all of the Japanese-style gambling games.
      Here is how to gain access to the Dragon Palace:
    
    AKIYAMA - Befriend the homeless man near the West Park (on the north side of
      Kenmae near its eastern end--near where you spy on Arai meeting with Shibata
      in Chapter 1)
    
    SAEJIMA - Complete the side mission "Dragon Palace Bodyguard" made available in
      Part 2's Chapter 3, which requires you to have first completed "Brother and
      Sister 1," another side mission availabe in the same chapter.
    
    TANIMURA - Complete the side mission "Gambleholic Blues" made available in Part
      3's Chapter 1.
    
    KIRY - Kiry can enter the Dragon Palace after receiving a message from Komaki
      when he leaves New Serena after first arriving in Tokyo.
    
    
    2a-VI.  Story Progression
    -------------------------
    
    The basic concept of this game is to head towards the blinking red dot on your
    map.  That will be your next story point.
      But now that you know where you're going, why not take some time and mosey
    around picking fights, romancing girls, playing mini-games, and taking care of
    side stories?  There is no "real time" in this game, meaning that the "time of
    day" is actually fixed by the point of the narrative you're at.  So, don't worry
    if Kiry says something like "Egad!  I better run back to New Serena right now!"
    You still have time to mess around, it's just that your next goal is to get
    back to New Serena to move the story.
      Speaking of the story, since you play as four protagonists, it is divided into
    four parts.  Unlike games like Suikoden III, which allows you to choose the
    character you'd like to focus on for the next part, you basically are forced to
    play the four characters' stories in order.  You must first play Akiyama, then
    Saejima, then Tanimura, and then Kiry.
      To avoid spoilers, they've crafted the story so that the four parts actually
    come sequentially.  In other words, you won't see the whole story as Akiyama,
    then see the same events as Saejima, then again as Tanimura, or whatever.
    You'll see the first part of the story as Akiyama, then the second as Saejima,
    and so on.  In the end, our four heroes will find themselves together with a
    common goal in a moment not unlike a "standard" JRPG's world opening up because
    you have the airship.  You can end the story in the final part, or you can
    go around and take care of everything you didn't do before.
      If you're going for 100% of everything in your play through the story, I must
    warn you that they have, once again, made an error here, and crafted the story
    so that it interferes with side material.  This time, thankfully, it only
    effected Akiyama.  Because a major character leaves at the last bit of Akiyama's
    part of the story, you MUST COMPLETE AKIYAMA'S SIDE MISSIONS BEFORE FINISHING
    HIS PART OF THE STORY.  Otherwise, in the end, when you can select all four
    characters, you'll probably find that some of his side missions still can't be
    done because a major character involved in them is missing!  You'll have to
    wait until Premium Adventure or Premium New Game plays to complete those side
    missions.
    
     Go to the red dot to progress story, but remember not to rush it if you want
      to do side stuff.  Don't worry about time running out to reach the red dot.
    
     Five parts to the story.  You're locked with one protagonist until the last
      part.
    
     Time of day is locked at a set time depending on point of the story.  If you
      need to do something at a certain time of day like golf, and you're able to
      golf, you might not want to advance the story.  You can change the time of day
      in Premium Adventure and in the last part of the story manually.
        Things to note about time of day:
       = Golf is only available in "Morning" time.
       = Caff Pronto has two different menus: one for "Morning" and "Evening," one
         for "Night."
    
     Weather is locked, depending on your point in the story.  If it's raining,
      some things will be unavailable:
       = Rooftop areas
       = Cabaret Girl "dates," apparently
       = Some characters for side missions will not appear
    
     If you miss side material you can take care of it at the final part of the
      story or in Premium Adventure.  MAKE SURE YOU DO AKIYAMA'S SIDE STORIES BE-
      FORE THE FINAL PART OF HIS FINAL CHAPTER, THOUGH!
    
     Your inventories are locked for your protagonist until the final part or a
      Premium New Game playthrough.  THIS INCLUDES COIN LOCKER KEYS.  If you want a
      certain character to have the item in the locker during his story part, you
      must leave that key on the map until you are playing as that character.
      In the final part and in a Premium New Game or Premium Adventure play, all
      four characters share items in storage, including Coin Locker Keys and this is
      a non-issue.
    
    
    -------------
    2b.  Fighting
    -------------
    
    The fighting in this game is something close to a hybrid of a traditional
    brawler like Final Fight, where you face many enemies at once, and a wrestling
    game like Def Jam: Fight for New York, where you have limited options and
    environment and try to wear guys down and defeat them with special moves.
      Controlwise, it's a lot like a "Mus/Warriors" game.  You have a basic, weak
    attack string, and you can end it with a strong attack that varies depending on
    which point of the string you were at.  The various string enders have different
    properties and effects.
      Your basic goal in combat is, of course, to get your enemy's health gauge down
    to nothing and not get yours knocked down to nothing.  You gain Heat Energy
    from hitting opponents and through various conditions and actions as you build
    your character up, such as taunting.  While avoiding enemy attacks and success-
    fully landing your own, you'll want to get the enemy into a position where you
    can spend your Heat Energy to perform Heat Moves, which do considerable damage.
      Besides barefisted striking, you can grapple enemies or use weapons to defeat
    them.  One general thing to keep in mind with grapples is you will need to tap
    the "throw" button a lot to successfully throw many of the heavier enemies.  You
    will want to break opponent's grapples by tapping buttons immediately, too.
      As for weapons, I personally don't care too much for them usually but they
    do offer you some benefits which vary from weapon to weapon.  For instance,
    bladed weapons can't be guarded by most unarmed enemies--and you can similarly
    pick up a weapon and use it to defend against an enemy's sword.
      Let me offer some information on the various techniques in the game:
    
    WEAK ATTACK STRING ENDERS.  It's of the utmost importance that you understand
      your character's weak attack string enders...because this is your "bread and
      butter."  You'll be using these techniques the most.  Does the move make
      enemies collapse?  Does it knock them down?  Do they seem unable to guard it?
      If they do guard it, does it break their guard?  Does it "bound" enemies?
      If you're unsure what those mean, don't worry; I'll explain more later.
      One last thing to mention about weak string enders is that if you find enemies
      interrupting you often, keep in mind that you don't HAVE to finish a string
      with a heavy attack.  You can just stop at any time.  A lot of enemies will
      wait until you hit the heavy attack button and use that split second to hit
      you.  This is especially important to understand when fighting bosses or
      arena entrants, who often have moves that go right through attacks and must
      be guarded.  You'll usually hear a bell sound when they use them, and they'll
      usually unleash them when they're guarding your attack string.  Basically,
      you'll want to stop attacking and deal with their attack as it comes out be-
      cause if you go into your string ender, you'll probably get caught by the
      attack.
    
    GUARD.  The most important thing to learn in any game with a combat engine is
      how to defend.  Learning great attacks is fine but learn to defend and you
      will learn to prepare for fights against many different enemies with many
      different strategies.
      In the Ry ga Gotoku/Yakuza series, there are two main ways to defend:  to
      evade and to guard.  Here are a few pointers on the guard system:
         You can generally only guard from the front.  When he has "Kali Stick"
          weapons equipped, Kiry can guard from all directions.
         One of the first things you should purchase for each character is the
          ability to reguard.  When your guard is broken by a heavy attack, you
          are susceptible to an attack unless you have the ability to guard again.
          Make sure you let go of the guard button and then press it again to
          guard the next attack.
         Another thing to buy early on is the Status of the Dark Tortoise.  This
          will cause you to generate Heat Energy when successfully guarding.
         Weapons can help you guard other weapons or attacks that normally break
          your guard, but they do lose a "use" every time they are used to guard an
          attack.
         Some attacks just cannot be guarded.  This includes all "low" attacks,
          such as sweep kicks.
         Tanimura is unique.  For a short time at the beginning of his guard ani-
          mation, he'll have an aura about him.  If he is attacked in this state, he
          will parry the enemy, shoving them off in the direction they were attack-
          ing.  Should they hit a wall, they'll be Wall Bound, take damage, and
          collapse.  If they hit other enemies, they'll damage the other enemy.
          He can even do this against mle-weapon-based attacks.
          After that brief, initial period, however, he guards just like everyone
          else.
    
    EVADE.  The evasion system in this game is called "Swaying."  It basically lets
       you take a quick sidestep in one of the four cardinal directions.  If you
       time it right, you'll avoid almost every enemy attack if you Sway right when
       they're trying to hit you.  The good thing about this is that you can con-
       ceivably get behind your opponent and mess 'em up as they're left open.
       However, an important thing to note in Ry ga GotokuLand is that most enemy
       attacks charge up before the attack comes out, and that during that time,
       they "track" you.  In other words, if an enemy comes running up with his head
       down and you know he's going for a shoulder charge, the time he's running up,
       he'll follow you as you sidestep!  The same goes for enemy attack strings.
       On the flip side, though, just so you know, the bulk of YOUR attacks will NOT
       track enemies.  You'll often notice that as you attack, enemies barely move
       to the side, without even a special technique like a Sway, and evade your
       attacks willy-nilly.  Don't worry, there are ways around it and the game is
       generally quite easy.
       What you want to do is to focus on swaying just as an enemy attacks to avoid
       the attack properly.  That doesn't include wind-up for moves that have one.
       You can avoid unblockables with Sway, too--including gunshots.
    
    "SHIFTING."  Another thing about this game is the "Shifting" system, also known
      as the "Is there a lock-on or isn't there??" system.
      Shifting supposedly locks onto the nearest guy.  When pressing towards the
      guy during weak attack strings, you'll pretty much be achieving the same goal
      (even if you're not shifting) with the game's "soft lock-on" system.
      However, it's pretty poor.  Generally speaking, you WILL want to Shift with
      your one opponent in mind, especially if you want to reverse them.  But it's
      so bad that enemies can barely move and avoid your lock-on, making this more
      of a "strafe" system than anything else.
      So...just be prepared for enemies getting behind you.  When they do, you will
      pretty much have to let go of the Shift button and press towards and attack.
      Note that some moves only work while Shifting, and others when you are NOT
      Shifting.  So bear that in mind.
      This is one of the most aggravating points of the game's design.  It seems
      like one of the ways they make some enemies more difficult than others is to
      make them harder to lock onto.  Boxers, martial arts experts, and enemies with
      weapons are the most common offenders here.  You will often find it very hard
      to force your guy to attack the guy you want, and I'm positive it's by design.
      The best plan of attack is to do a big move that stuns, collapses, or knocks
      enemies down and clear the crowd a little before approaching enemies that are
      hard to focus on.
    
    HEAT MOVES.  Your goal is to land Heat Moves, especially against bosses.  Heat
      Moves are basically your "super moves" and score big damage.  They also take
      you out of the action and into a small cut-scene-esque animation, during
      which time you are invulnerable.  I've actually used Heat Moves to get out of
      situations before.  The best is that even if opponents were attacking, when
      you come back from your Heat Move, you'll find that everyone's pretty much
      back to "just set on the map" status and their actions will be canceled.
      Here are some tips about Heat Moves:
         Wait for the prompt.  It's possible to hit the Triangle button before you
          are prompted and just do a heavy attack.  For instance, when you throw an
          enemy down and want to stomp on his face with the Ultimate Pursuit move,
          if you mash the Triangle button, it's possible to get a normal stomp, or
          even a heavy attack that will just sail over their body.
         ENEMIES IN MOTIONS OF ATTACKS, WIND-UPS, AND SWAYS CANNOT BE HIT WITH HEAT
          MOVES (except "reversal" type moves, of course).  You'll notice this most
          when you're going for weapon-based Heat Moves or Akiyama's Wall, Pole, and
          Rail Crush moves.
         If you can't hit an enemy with a Heat Action because they were moving or
          you weren't prompted, you will not get a "missed" animation (like you do
          in fighting games when you miss a throw).  You will not use your Heat
          Energy.  Instead, you'll do a Triangle-button-based attack.  This is a
          relatively good thing about sharing the button with heavy attack.
         If you want to do a Triangle-based attack instead of a Heat Action but a
          Heat Action is available, too bad.  This is the bad thing about sharing
          the button with heavy attack.  For instance, if you just want to stomp a
          guy to get him to stop lying on the ground all day long, and you don't
          want to waste your Heat Gauge on him, well...there's no way to different-
          iate the two attacks.
         Certain Heat Actions can be followed up with an additonal attack when
          prompted on the screen.  Note that this uses up more Heat Energy, so it's
          not always advisable.
         It's very rare, but certain boss-like enemies have Heat-Move-like attacks.
          You can sometimes avoid at least some of their effects by pressing the
          buttons that show up on screen, but you'll sometimes have to take the
          whole attack.  The characters who use these generally must be in certain
          ersatz Heat Modes, where they have auras about their bodies.  After they
          hit you with their Heat Move, they will generally lose the aura and
          status effects.
          Of course, almost all bosses have special actions that show up once per
          fight.  That's slightly different from what I was talking about, but the
          general principle is the same:  press the buttons as they appear on the
          screen.
         Different Heat Moves do different damage, and they also take different
          amounts of Heat Energy.
         Enemies have different hidden defense stats for Heat Moves than they do
          for regular moves.  Most common enemies are obliterated by one Heat Move,
          but you'll notice some of the harder bosses don't seem to take too much
          damage from that same Heat Move.
          Enemies also seem to have a second hidden stat:  defense against consec-
          utive uses of Heat Moves.  In other words, bosses tend to have a "vs.
          Heat Move" defense stat, and then a (much higher) "vs. 2nd time they use
          that move on me again" stat.
          IN ORDER TO DEFEAT BOSSES EASILY, IT'S ESSENTIAL TO VARY HEAT MOVES USED
          AGAINST THEM.  Against a tough boss?  Grab him, get him near a wall, use
          the Wall Smash Heat Action.  Is he down?  Use the Ultimate Pursuit.  Got
          him down again, and you're using someone with a Heat Move against rising
          opponents?  Wait for him to start to get up again and use that Heat Move
          rather than the Ultimate Pursuit.
          Otherwise, you'll notice the damage yielded by your Heat Move will drop
          dramatically.  Using the same Heat Action again and again after you've
          already hit with it before will still hit the enemy, but it's almost like
          throwing Heat Energy away if you can figure a way to use a different Heat
          Action.  Using different weapons is useful for this.
         For fans of the series, I should note that although the first two titles
          gave you experience bumps for using Heat Actions, they kinda removed that
          in Kenzan!  It seems like you still are not rewarded in this way for using
          Heat Moves.
    
    HEAT MODE.  When you fill your Heat Gauge to a certain point, you'll hear a
      "ding" and you'll get an aura about you.  You are now in Heat Mode, and you
      can use Heat Moves.
      Of course, you may want to refrain from Heat Moves, since they spend Heat
      Energy, and stay in Heat Mode, depending on the circumstances.  As you build
      up, your character will gain benefits from being in Heat Mode.  Generally
      speaking, you will be harder to knock down.  Fully built-up characters will
      not die when in Heat Mode, though be warned that when you are hit, you lose
      some Heat Energy and can potentially fall back out of Heat Mode (then, the
      next hit will kill you).
      It's rare, but some boss-like enemies have an ersatz Heat Mode (or two).  At
      certain points in fights against them, you will hear the tell-tale "ding" and
      see them get an aura about their body that will bestow some effects on them.
      This varies from boss to boss, of course, but they generally will lose the
      aura when they perform a certain powerful move or Heat-Move-like attack.  They
      can usually also lose the aura naturally after a certain amount of time has
      passed, so you can usually just stay away from them and see if it goes away
      by itself.
      Kiry has a special "Red Heat" he can enter when he gets his Heat Gauge filled
      to the last two little bars.  This basically lets him use a few more, heavy-
      hitting Heat Moves.
    
    REVERSALS.  There are a lot of moves that I'll write "with opponent's attack,"
      or "as opponent attacks," or something.  Just like evading enemy attacks with
      Sway, you will want to time these with an enemy attack.  Anyone who plays a
      lot of action games will probably be familiar with this concept.
    
    RUNNING.  You will often be asked to "run" towards enemies.  Since pressing
      firmly on the analog stick makes you run, it just basically means you have to
      start moving towards them, so don't think you need to take a number of steps
      or anything.
    
    GRAPPLES.  When you grab someone, you don't immediately throw them.  Instead,
      you hold them by the lapels (or whatever) and can drag them around and stuff.
      You can hit them with heavy attacks to knock them down, weak attacks to hit
      with a string, or with the grapple button to throw them.  Note that bigger
      enemies will require you to tap the button quickly when you try to throw them,
      or they'll fall on you, causing damage.  If you can't handle that, you might
      want to just hit them with heavy attack, or something, instead.
      Enemies can break your hold, just like you can break out with repeated tapping
      of the "X" button.  Some enemies can pop right out of it rather quickly.
      Some enemies are big strong brutes and will break your holds immediately with
      a special animation.  This is annoying, but Saejima is a big ol' bruiser him-
      self and can still grab almost all of these guys.
      One key thing to remember about being grabbed:  WHEN YOU ARE GRAPPLED BY AN
      ENEMY, EVEN IF THE ENEMY FAILS TO EXECUTE A THROW, YOU LOSE HEAT ENERGY
      RAPIDLY.
      You should also be aware of grapple reversals.  Kiry and Tanimura can reverse
      grapples by either tapping the circle button for the Breaking Grapple move or
      hitting Triangle when in Heat Mode to execute the Ultimate Breaking Grapple
      Heat Move.
    
    WEAPONS.  There are two types of weapons in this game:  items sitting around on
      the ground and items you already have in your inventory.  For the ones in
      your inventory, you'll have to equip those and assign them to either up,
      left, or right on the D-Pad so you can "ready" them.
      Pressing down on the D-Pad will put your weapon away or drop a weapon you
      picked up off the ground.
      I won't list the many, many different moves weapons have in the characters'
      sections.  All weapons are pretty much the same, in essence:  you hit Square
      to do weak attack strings, you hit Triangle to do a Heavy Attack, and you
      hit Triangle when prompted to do a Heat Action.  Circle will either do a
      special attack for equipped weapons or throw found weapons at opponents.
      For some weapons, you can hold down Triangle to charge the heavy attack, and
      others such as guns or sprays will have a special attack with Triangle that
      will exhaust their ammo.
    
    COMBO-EXTENDING "BOUND" SYSTEM.  One of the biggest improvements to the battle
      system in Ry ga Gotoku 3 was the addition of the "Bound" system.  I'll
      explain more when I talk about statuses below, but basically, when a body is
      being juggled/combo'ed, they can be struck with "Bound" moves that keep them
      combo-able.  A struck victim is either bounced off the ground slightly or
      thrown against a wall, which causes them to collapse.  This is a great addit-
      ion because before, you could stun someone, have them collapse in front of
      you, and you wouldn't really have much to do except maybe sneak in a kick.
      Since Ry ga Gotoku 3, you can hit them while they collapse and bounce them
      slightly, and try to hit them so they fall againt a wall and start comboing
      over again.
    
    KICKING STUFF.  See all the weapons around the stage you're fighting at?  Or,
      see, like, all those little rocks and cans and stuff that pop into existence
      when a fight starts?
      You can hit those with attacks that Bound or hit low...or just most attacks
      that don't aim high like jabs.  Primareily, you'll use your standing Triangle
      attack to hit these.
      Why?  Because you can knock items into enemies.  The item striking them is
      unblockable, and even though it can sometimes mess up set-ups, it can be very
      valuable against block-happy foes or to add damage to wall bound juggles.
    
    STATUS.  There are several different "statuses" enemies and player characters
      are in during combat.  For instance, you can be collapsing, standing, Swaying,
      etc.  I'll give a brief run-down of them:
        DOWNED.  Simply, a character lying on the ground.  You know, after you hit
         them with a heavy attack, or grab 'em and throw them down.  Characters can
         get from this, sometimes with attacks, but they can opt to just lie there
         for a while, too.  They won't stay down forever, though.
         Downed characters are basically only open to pursuit attacks and Ultimate
         Pursuit Heat Actions.
         A quick rule of thumb is if you hit 'em when they're down, they'll get up.
         Do a pursuit attack to make people get up.
        KNOCKED DOWN.  This use of "down" is a bit confusing but I couldn't think
         of a better way to put it off the top of my head.  This is when someone
         is hit by something that sends them sailing through the air--a "knockdown."
         All playable characters except Saejima can learn ways to recover as they
         land from this state, otherwise they'll just end up downed.  Characters in
         "knocked down" state are airborn and susceptible to "Bound" attacks, which
         will basically leave them open for more attacks they will not be able to
         defend.  In other words, you can be knocked down, hit a wall, and then
         enter a collapse, during which time you are open to attacks that will make
         you back in a "knocked down" state.
        RISING.  After a character has been knocked down, and they roll around and
         all that, then they get up.  During this time, they are invulnerable,
         except for certain Heat Moves against rising enemies.  Everyone except
         Akiyama can learn a Heat Move like this.  Note that enemies who automat-
         ically rise after eating a Heat Move or enemies who stand up from a nor-
         mal pursuit attack are not vulnerable to such Heat Moves, however.
        COLLAPSE.  Gut punches and being smashed against walls will cause charac-
         ters to slowly slump over.  They'll eventually end up downed, but if they
         are hit (including your character) while like this, they will be "juggled,"
         and kinda bounced a bit through the air as though they suffered a knock-
         down.
        BOUND.  There are two ways a character is "Bound:"  a ground bounce when
         they're hit with certain attacks when they've been knocked into the air
         and when they've been knocked down and hit a wall.  The latter is called
         "Wall Bound."  This basically extends the "airborn" or "knocked down"
         state and makes combos possible as characters have no defense when in the
         air.
        STUN.  There are two different ways characters can be stunned or dizzied.
         They can be just stunned so that they are standing and open to another
         attack, or they can be stunned on the ground.  You'll notice that after
         enemies are in the "downed" state, they'll sometimes grab their stomach or
         whatever and roll around a bit.  That's the "downed stun" state.  In this
         state, they can usually not be hit with pursuit attacks, but bound attacks
         will work.
        GUARD BREAK.  When guard is broken, the character staggers a bit.  When it
         happens to you, be sure to release the guard button and press it again, so
         long as you have the ability to re-guard.  Otherwise, characters are ren-
         dered helpless to a follow-up attack.
        COWERING.  I hate this.  There are two types:  standing cowering and fall-
         ing cowering.  Standing enemies who cower are basically defenseless, while
         ones who fall down to the ground, annoyingly, are in a downed state and
         can only be hit with pursuit attacks or grabbed by Saejima or Kiry.
    
    RANDOM ENCOUNTERS.  Most of your fights will be confined to a small space.
      As you walk around town, guys will be all "OMG dude let's go!" and come run-
      ning up to get you.  Unlike true action titles like GTA or Darksiders or
      whatever, you cannot attack people until you're in "battle mode," so I think
      this aspect of random encounters makes the game more like an "action-RPG" than
      an action title.
    
    ACTION STAGES.  The other way you'll be fighting is in certain points of each
      characters' story, when youwill be called to certain locations and have to
      make your way from one point of a special map to another.  These stages are
      few and far between (too few for my personal tastes), and even though they
      have healing items littered about them, you'll probably want to bring some
      with you.  Generally speaking, they have gates you'll have to break, waves of
      guys you'll have to beat, and a boss at the end.
    
    DRUNKENNESS.  Unlike most games, you pretty much want to be inebriated.  When
      you order an alcoholic beverage at a restaurant/bar or at a cabaret club--or
      when you drink one you bought from a convenience store, or whatever--you get
      a little bottle symbol on the upper left-hand corner of the screen.  See it?
      It should be flashing red.  It flashes more as you get more drunk.
      When you reach maximum sloshed-icity, you will not be able to order drinks at
      a bar, butother than that?  No big deal.  You won't end up spilling your guts
      all over the place like in most "sandbox" titles, you won't lose control of
      your dude (except it does blur your vision for billiards and darts).
      So what are the effects?  Oh, you'll get much, much more Heat Energy for hit-
      ting enemies.  Seriously, try fights sober and fights all drunked up.  I'll
      bet it's like 30% more, or something.  You can use drunkenness to abuse Heat
      Moves.  I've seen strategies for taking out the supposedly super-hard "extra
      bosses" involving bringing a lot of Japanese Sake with you.
      On top of that, it causes random encounters to appear more frequently!  If
      you wanna level up or just feel like busting some heads, being drunk sure
      helps.
    
    ITEMS.  The last thing I wanted to mention about fighting is that if you want to
      use items such as Staminan, or you want to adjust your equipment, note that
      you cannot call up the pause menu unless you are standing still, downed, or
      rising.  That means if an enemy's hitting you with some crazy combo or what-
      ever, you will have to wait until it's over to use a healing item!
    
    
    2b-I.  Akiyama
    --------------
    
    Called a "speedster" (or "speed star," rather) by the designers, Akiyama is a
    pressure character.  He can unleash an almost unending string of attacks on his
    enemies.
      Generally speaking, as Akiyama, you'll want to get his ability to cancel sway.
    You can improve him so that he can cancel even in Heat Mode, unlike Kiry, which
    will let you attack, dodge, attack, dodge, attack almost ad infinitum with very
    little window for enemies to interrupt.
      He's built for "zoning" enemies.  Using the rapid kicks at the end of his
    weak attack string and cancels to keep it going, you can force enemies up
    against "hazards" of the environment.  His Heat Actions generally focus on get-
    ting enemies to stand at certain places.  For instance, his Wall Crush, Pole
    Crush, and Rail Crush all demand that you get the enemy near one of those
    respective hazards.  The Ultimate Wall Leap needs you to get a bunch of enemies
    relatively grouped together.  The Ultimate Vaulting has a rail between you and
    the enemy.  The Ultimate Bull's-Eye requires an enemy attack you from behind.
      All of these mean you want to situate yourself and the enemy in various locat-
    ions.  So luckily, his seemingly endless strings can be used to force people in
    certain directions.
      Another great thing about Akiyama is that he can get Heat Energy very quickly
    once you've built him up some.  He can taunt in various situations, and he gets
    a substantial boost for doing certain taunts.  The most useful is probably the
    Chastising Glare, which is performed while grappling an enemy.  This gives him a
    nice boost, but it also lets him throw enemies against hazards.  You have to
    wait a second to grab them again or perform a Heat Action, tho', so they can get
    out of the animation from being pushed back.
    
    Here is a brief sketch of good moves for Akiyama:
    
      SLASH KICK (alpha, beta).  Akiyama can unleash a huge flurry of kicks on his
       opponents.  After stunning or bounding enemies with the second or third
       Finish Kick to his combo and getting them over to a wall, it's great to
       unleash the Slash Kick (especially when you've powered it up with Saig
       training) and hit them a kajillion and a half times (give or take).  You
       can end the Slash Kicks with the final Finish Kick, too, of course.
      RIGHT HORIZONTAL EXTENDED SPIN KICK.  Or, the Finish Kick after his first
       weak attack.  This has a wide range and makes enemies collapse.  Essential
       when trying to get good combos.  Enemies also rarely guard against this when
       they're getting off the ground.  You can beat almost any character once
       they've been knocked on their back by starting the combo while they're in-
       vulnerably rising from the ground and then using this attack right when they
       get up.
      LEFT NAERYEO CH'AGI.  This is the Finish Kick after the second attack in his
       weak string.  It basically bounds foes by knocking them to the ground in a
       special way, which leaves their feet up in the air.  During this time, they
       can still be combo'd.
      RIGHT HEEL LANCE, RIGHT OVERHEAD KICK, RIGHT SIDE KICK.  This is his Triple
       Finish Kick.  When juggling a guy against a wall with a Slash Kick combo,
       this is a fitting end.  You can pause it at the Right Overhead Kick to Bound
       the enemy.
      COUNTER KICK - This didn't come into play as much as I would have thought
       when I played the game, but it's worth mention that Akiyama is the only one
       of the "new guys" to get a move that's basically the same as Kiry's Tiger
       Killer reversal.
      CANCEL SWAY, CANCEL SWAY+.  When he learns Cancel Sway+, the "you must not be
       in Heat Mode" restriction is removed and Akiyama can cancel attacks at almost
       any time to sidestep and start over again, making him ridiculously powerful.
      WALL CRUSH, GUARDRAIL CRUSH, POLE CRUSH.  These three Heat Moves are great
       weapons.  Akiyama can force people against hazards in a few ways, and so long
       as you hit the Triangle button right as the enemy is not performing an action
       and they're against a hazard, you can drain a lot of health.  This is great
       for "big guys" who instantly break throws because you don't need to grapple
       them to use the environment against them for Heat Actions.
      ULTIMATE WALL JUMP.  Got a bunch of chowderheads in your way?  Run towards
       them in Heat Mode and hit Triangle to hit three opponents at once.  It's not
       the most damaging Heat Move on the planet, but it's nice to take care of some
       of the rabble.
      ULTIMATE BULL'S-EYE.  Trying to think of a way to keep damaging a boss now
       that you've already used the Ultimate Pursuit?  Consider this move.  It works
       wonders against Minami.
    
    Here is a list of Akiyama's moves:
    
    - Strikes -
    Move:  Left Side Kick
    Command:  Square
    
    Move:  Right Horizontal Extended Spin Kick
    Command:  Square, Triangle
    Collapses foes.
    
    Move:  Right Knee
    Command:  Square, Triangle, Triangle
    Knock-down.  Guard Break.
    Must be purchased with Skill Souls.
    
    Move:  Right Side Kick
    Command:  Square, Square
    
    Move:  Left Naeryeo Ch'agi
    Command:  Square, Square, Triangle
    Special Knock-Down (like a Bound).
    
    Move:  Rising Right Spinning Back Kick
    Command:  Square, Square, Triangle, Triangle
    Special Knock-Down (like a Bound).
    Must be purchased with Skill Souls.
    
    Move:  Right Naeryeo Ch'agi
    Command:  Square, Square, Square
    
    Move:  Turning Right Side Kick
    Command:  Square, Square, Square, Triangle
    Knock-down.
    
    Move:  Jumping Right Naeryeo Ch'agi
    Command:  Square, Square, Square, Triangle, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  First Slash Kick
    Command:  Square, Square, Square, Square
    
    Move:  Slash Kick
    Command:  Square, Square, Square, Square, (tap Square)
    More hits can be done after learning alpha and beta versions by Saig Training.
    
    Move:  Right Heel Lance
    Command:  (During First Slash Kick or Slash Kick), Triangle
    Special Knock-Down (like a Bound).
    
    Move:  Right Overhead Kick
    Command:  (During First Slash Kick or Slash Kick), Triangle, Triangle
    Bound.
    Must be purchased with Skill Souls.
    
    Move:  Right Side Kick
    Command:  (During First Slash Kick or Slash Kick), Triangle, Triangle, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Rise Kick
    Command:  When downed Square
    Knock-down.  Unblockable.
    
    Move:  Blow Kick
    Command:  Triangle
    Bound.
    
    Move:  Double Blow Kick
    Command:  Triangle, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Turn Kick
    Command:  While Shifting, Back + Triangle
    
    Move:  Kick Counter
    Command:  While Shifting, Triangle with enemy attack from the front
    Knock-down.  Invulnerable.
    
    Move:  Dash Kick
    Command:  While running Triangle
    Must be learned through Saig Training.
    
    Move:  Dash Kick Double
    Command:  While running Triangle, Triangle
    Special Knock-Down (like a Bound)
    Must be learned through Saig Training.
    
    Move:  Dash Kick Triple
    Command:  While running Triangle, Triangle, Triangle
    Bound.
    Must be learned through Saig Training.
    
    Move:  Face Stomp
    Command:  Near downed foe Triangle (not in Heat Mode)
    
    Move:  Reversal Sliding
    Command:  When landing from a knock-down Triangle
    Knock-down.  Invulnerable.  Unblockable.
    Must be purchased with Skill Souls.
    
    Move:  Sway
    Command:  (direction, neutral) + X
    
    Move:  Double Sway
    Command:  (direction, neutral) + X, (direction, neutral) + X
    Must be purchased with Skill Souls.
    
    Move:  Shoulder Charge
    Command:  Forward + X, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Horizontal Spin Kick
    Command:  (Left or Right) + X, Triangle
    Must be purchased wiht Skill Souls.
    
    Move:  Retreating Straight Kick
    Command:  Back + X, Triangle
    Standing Stuns.
    
    Move:  Cancel Sway
    Command:  during most strikes, (direction, neutral) + X
    Purchase with Skill Souls when powering up.  First purchase will allow you to
    use move only when NOT in Heat Mode; purchase of Cancel Sway+ grants ability to
    use move whenever.
    
    Move:  Downed Recovery
    Command:  When landing from a knock-down X
    Must be purchased with Skill Souls.
    
    Move:  Taunt
    Command:  R2
    
    Move:  Heat Charge
    Command:  Hold R2
    Must be purchased with Skill Souls.
    
    Move:  Mocking Crouch
    Command:  Near downed foe R2
    Must be purchased with Skill Souls.
    
    Move:  Rousing Rise
    Command:  When downed R2
    
    - Grapples -
    Move:  Grapple
    Command:  Circle
    Ends in grappling state.
    
    Move:  Grapple Elbow
    Command:  Grappling Square
    Ends in grappling state.
    
    Move:  Grapple Stomach Punch
    Command:  Grappling Square, Square
    Ends in grappling state.
    
    Move:  Grapple Wild Hook
    Command:  Grappling Square, Square, Square
    Knock-down.
    
    Move:  Grapple Turn Kick
    Command:  Grappling Back + Square
    Ends in grappling state.
    
    Move:  Grapple Side Kick
    Command:  Grappling Triangle
    Knock-down.
    
    Move:  Shoulder Throw
    Command:  Grappling Circle
    Downs foe.
    
    Move:  Chastising Glare
    Command:  Grappling R2
    Must be purchased with Skill Souls.
    
    Move:  Throw Break
    Command:  When grappled rapidly tap X
    
    - Heat Moves -
    NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
    Move:  Ultimate Environment Attack
    Command:  Grappling near hazard, Triangle
    
    Move:  Ultimate Weapon
    Command:  With weapon equipped, Triangle
    
    Move:  Ultimate Pursuit
    Command:  Near downed foe, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Guardrail Crush
    Command:  Near enemy who is standing near guardrail, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Pole Crush
    Command:  Near enemy who is standing near pole or tree, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Wall Crush
    Command:  Near enemy who is standing near wall, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Adversity
    Command:  When guard is broken, Triangle
    Learn through Revelation.
    
    Move:  Ultimate Bull's-Eye
    Command:  As enemy attacks from behind, Triangle
    Learn through Revelation.
    
    Move:  Ultimate Wall Jump
    Command:  Running towards 3 or more enemies, Triangle
    Learn through Revelation.
    
    Move:  Ultimate Pole Dance
    Command:  When drunk, running towards enemy, Triangle
    Sobers up about 1/2 maximum possible drunkennness.
    Learn by beating final stage of IF7-R.
    
    Move:  Ultimate Vaulting
    Command:  When standing with guardrail between you and enemy, Triangle
    Learn by beating final stage of IF7-R.
    
    - Weapons -
    Here are the character-specific weapons Akiyama can and cannot use:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  No
    Sword:  Yes
    Knife:  Yes
    Kali Sticks:  Yes
    Nunchaku:  Yes
    Tonfa:  No
    Brass Knuckles:  No
    Spear:  No
    Gun:  No (except Golden Gun)
    Shotgun:  No
    Machine Gun:  No
    
    Character-Specific Weapon Heat Actions:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  No
    Sword:  Same as "single-handed weapon"
    Knife:  Yes
    Kali Sticks:  Yes (unique)
    Nunchaku:  No
    Tonfa:  No
    Brass Knuckles:  No
    Found Weapon Pole:  Yes, same as Saejima
    Spear:  No
    Portable Stove:  No
    
    
    2b-II.  Saejima
    ---------------
    
    Saejima is the "big dude."  He's what the Japanese would call "chikara makase;"
    he's an overpowering bruiser rather than a technical wizard.  His greatest
    assets are being able to pick up huge objects and huge enemies (including those
    "auto-throw-break" enemies), and his "super-armor"-like ability to take hits
    and not be interrupted if he's attacking or charging attacks.  The latter is, of
    course, only available after building him up a bit.
      He does have some big weaknesses you may find yourself struggling with, how-
    ever.  For one thing, he's very slow.  Especially after playing as Akiyama, you
    will probably feel like you're floating on the moon or fighting underwater, or
    something.  This really doesn't matter as much once you can "absorb" hits with
    your "super armor," though.
      Another problem with Saejima is his Heat Gauge is relatively short.  You'll
    definitely want to play IF7-R with him to extend his gauge as much as possible.
    The good thing is that he seems to build Heat Energy quickly with his heavy
    hits, so even if you use up your Heat to bust out some crazy super move, you'll
    probably be able to get it back rather quickly.  He also has an extra little
    burst, once you've built him up, at the end of his "hold R2 to charge Heat"
    thing that gives him a healthy boost of Heat Energy.
      The final really handicap I'd like to point out in his design is that he has
    no "recovery" options from falling.  Other guys can land on their feet or even
    retaliate with an attack, but he just has to fall flat on his back.
      Even with his shortcomings, I think his "pluses" are actually ridiculously
    powerful.  I'd go so far as to say Saejima has the easiest time fighting in the
    game.  I think the best tip is probably to go ahead and make use of his Status
    of the Vajra and just combo the snot out of groups of guys, or use the Wind-Up
    Top to clear out groups of them, and when people are bounding around maybe throw
    out an Ultimate Power Lariat or Ultimate Temple Bell Ringer.  Against powerful
    single enemies such as bosses or in the arena, Wind-Up Top and Great Mt. Fuji
    are indispensible attacks.
      Saejima has a lot of Kiry's moves.  This is because both are basically big
    bruisers, when it comes down to it.  I did find the Ultimate Stacking Throw and
    Ultimate Face Smashing fairly useful, but for some reason I didn't end up using
    the foot grab or pick-up ground throws as much with him.  The Ultimate Herculean
    Strength and Ultimate Double-Header are not as useful as Kiry's versions be-
    cause, rather than build to Red Heat, you must be low on health to use them.
    
    Here is a brief sketch of good moves for Saejima:
    
      WILD OVERHEAD HOOK PUNCH.  This is his charged heavy attack ender after the
       first weak attack.  It bound enemies, so you can easily use the Ultimate
       Power Lariat Heat Move as a follow-up.
      RISING KNEE, DOUBLE HAMMER HOOK, DOUBLE HAMMER UPPERCUT.  This is his
       Triple Charge Finish.  Great when you have a crowd, since with the Status of
       the Vajra he will not be interrupted and complete the combo, generally, and
       it knocks down.  After the second hit (Double Hammer Hook), you can pause and
       follow with the Ultimate Power Lariat, but you must be facing them so it
       sometimes is a little hard to get the game to recognize what you're doing.
      FACE ELBOW, BODY STRIKE, RIGHT KNEE.  These are his "uncharged" heavy attack
       string enders.  Each is useful in their own way and if you have a crowd of
       people, it's not a bad idea to throw out Right Knees or Face Elbows to keep
       moving without pausing to charge an attack.
      FOCUS: WIND-UP TOP.  A great move that has relatively short charge time, the
       Wind-Up Top is useful for cutting through multiple enemies.  Smaller enemies
       will stagger around.  It's possible to get multiple hits on the same enemy
       with this great move.
      ULTIMATE FOCUS: GREAT MT. FUJI.  Tiger Uppercopyright infringement!  This is
       unblockable and knocks enemies down.  It also yields a lot of Heat Energy.
       A nice thing to do is to follow up with an Ultimate Pursuit.  Great against
       tough single enemies like Adabana.
      REPELLING.  Simply a great move, part of Kiry's repertoire, this offers
       Saejima some options when people come charging in with attack strings.
      CHARGE KNEE KICK.  This is a great move that can be followed up with two
       attacks just like the normal Rising Knee.  It's just as useful.  You can use
       it to set up Ultimate Temple Bell Ringers, too.  Just take the guy a step or
       so away from a wall so it doesn't do a normal Ultimate Wall Toss, face it,
       and Charge Knee Kick him into it.  Press towards him if you have to, and
       hit the Triangle Button as he collapses from the Wall Bound.
      ULTIMATE POWER LARIAT.  Besides just throwing guys, smashing their faces
       with the Ultimate Pursuit, and bashing them with weapon Heat Actions, this is
       Saejima's "go to" super move.  There are a number of ways to Bound opponents,
       justit's a little hard to land the super afterwards sometimes because he'll
       end up staggering past them if they are near a wall or another enemy often.
       To correct this, pick a move that really bounces them high, and then press
       towards them just a litle to turn towards them and wait until they are just
       about to hit the ground.
      ULTIMATE TEMPLE BELL RINGER.  This is almost a variant of the Ultimate Power
       Lariat, only it's a bit harder to set up as you need to Wall Bound them.
       Again, press towards them a little and wait for them to almost hit the ground
       from the collapse and it should work out OK.
      ULTIMATE SUPER-HEAVY WEAPON.  Well, this and using super-heavy weapons at
       all.  Other characters have to try kicking heavy items at enemies, but he can
       just pick 'em up and abuse them.  If there's a crowd around you and an oil
       drum is just sitting around, pick it up and swing away to clear 'em out.
       Use the Ultimate Super-Heavy Weapon Heat Move for a ton of damage.
      ULTIMATE PIERCING CRUSH.  Originally, I thought this would be a bad move
       because most enemies that guard a lot only did so when you were attacking
       them in previous games, it seemed.  But this is a great move actually; you'd
       probably be surprised to see how many guys want to come up to Saejima's face
       and just start guarding.
      ULTIMATE FACE SMASHING.  As with the other three guys with a similar move,
       the ability to hit rising foes with a Heat Move is great because it gives you
       another option besides just Ultimate Pursuit.
      ULTIMATE STACKING THROW.  This is a nice way to damage two guys at once.
      DOWN GRAPPLE.  It's worth mentioning that Saejima has the Down Grapple, just
       like Kiry.  Knocked a guy down but don't want to Ultimate Pursuit him?  Just
       grab his foot and toss him back down--or pick him up by goin to his head's
       side, if he's a boss.  Bosses and many stronger enemies break the foot grab
       automatically.
      ULTIMATE SWING.  In addition to having various Heat Actions from swinging
       the guy into various hazards, you can also clear crowds by doing an Ultimate
       Swing out in the open.
    
    Here is a list of Saejima's moves:
    
    - Strikes -
    Move:  Right Body Blow
    Command:  Square
    
    Move:  Face Elbow
    Command:  Square, Triangle
    Collapse.
    
    Move:  Wild Overhead Hook
    Command:  Square, hold Triangle, release
    Bound.
    
    Move:  Right Uppercut
    Command:  Square, hold Triangle, release, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Left Body Blow
    Command:  Square, Square
    
    Move:  Body Strike
    Command:  Square, Square, Triangle
    Knock-down.
    
    Move:  Right Body Hook
    Command:  Square, Square, hold Triangle, release
    Collapse.
    
    Move:  Straight Kick
    Command:  Square, Square, hold Triangle, release, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Right Hook
    Command:  Square, Square, Square
    
    Move:  Right Knee
    Command:  Square, Square, Square, Triangle
    Collapse.
    
    Move:  Rising Knee
    Command:  Square, Square, Square, hold Triangle, release
    Bound.
    
    Move:  Double Hammer Hook
    Command:  Square, Square, Square, hold Triangle, release, Triangle
    Knock-down, Bounds air foes.
    Must be purchased with Skill Souls.
    
    Move:  Double Hammer Uppercut
    Command:  Square, Square, Square, hold Triangle, release, Triangle, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Bound Kick
    Command:  Triangle
    Bound.
    
    Move:  Turn Kick
    Command:  While shifting Back + Triangle
    
    Move:  Focus: Wind-Up Top
    Command:  Hold Triangle until Saejima grunts, release
    Mutli-hit.  Knocks down.
    Must be learned through Hermit Training.
    
    Move:  Ultimate Focus: Great Mt. Fuji
    Command:  Hold Triangle until Saejima changes stance, release
    Knock-down.  Unblockable.
    Must be learned through Hermit Training.
    
    Move:  Dash Tackle
    Command:  While running Triangle
    Must be purchased with Skill Souls.
    Knock-down.
    
    Move:  Charge Tackle
    Command:  In Heat Mode, while running hold Triangle
    Throws opponent down.  Heat cost.
    Must be purchased with Skill Souls.
    
    Move:  Pursuit Stomp
    Command:  Near fallen enemy, Triangle (not in Heat Mode)
    Makes opponent rise after hit.
    
    Move:  Repelling
    Command:  Holding R1, after successful guard without guard break, Triangle
    
    Move:  Roll (or Hop Back)
    Command:  (direction or neutral) + X
    
    Move:  Taunt
    Command:  R2
    
    Move:  Heat Charge
    Command:  Hold R2
    Must be purchased with Skill Souls.
    
    Move:  Heat Boost
    Command:  Hold R2 until Saejima grunts, release
    Must be purchased with Skill Souls.
    
    - Grapples -
    Move:  Grapple
    Command:  Circle
    Ends in grappling state.
    
    Move:  Grapple Elbow
    Command:  Grappling Square
    Ends in grappling state.
    
    Move:  Grapple Stomach Punch
    Command:  Grappling Square, Square
    Ends in grappling state.
    
    Move:  Grapple Wild Hook
    Command:  Grappling Square, Square, Square
    Knock-down.
    
    Move:  Grapple Turn Kick
    Command:  Grappling Back + Square
    Ends in grappling state.
    
    Move:  Grapple Right Knee
    Command:  Grappling Triangle
    Knock-down.
    
    Move:  Charge Knee Kick
    Command:  Grappling hold Triangle, release
    Bound.
    Must be purchased with Skill Souls.
    
    Move:  Double Hammer Hook
    Command:  Grappling hold Triangle, release, Triangle
    Knock-down, Bounds air foes.
    Must be purchased with Skill Souls.
    
    Move:  Double Hammer Uppercut
    Command:  Grappling hold Triangle, release, Triangle, Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Military Press to Body Slam
    Command:  Grappling Circle
    Downs foe.
    
    Move:  Grappled Backfist
    Command:  When grappled from the front, Square
    
    Move:  Grappled Face Kick
    Command:  When grappled from behind, Square
    
    Move:  Throw Break
    Command:  When grappled rapidly tap X
    
    Move:  Down Grapple - Ankle Hold
    Command:  Near downed foe's feet, Circle
    Ends in Ankle Hold.
    Must be purchased with Skill Souls.
    
    Move:  Down Grapple - Pick-Up
    Command:  Near downed foe's head, Circle
    Makes foe stand up.
    Must be purchased with Skill Souls.
    
    Move:  Ankle Hold Back Kick
    Command:  Holding enemy's foot, Back + Square
    Must be purchased with Skill Souls.
    
    Move:  Stomach Hip Kick
    Command:  Holding enemy's foot, Triangle (not in Heat Mode)
    Knocks-down.
    Must be purchased with Skill Souls.
    
    Move:  Ankle Hold Flapjack
    Command:  Holding enemy's foot, Circle
    Downs foe.
    Must be purchased with Skill Souls.
    
    - Heat Moves -
    NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
    Move:  Ultimate Environment Attack
    Command:  Grappling near hazard, Triangle
    
    Move:  Wall Toss
    Command:  Grappling near wall, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Specific Heat Action, part of Ultimate Environment Attack Heat Move, listed
    twice because of follow-up.
    
    Move:  Ultimate Weapon
    Command:  With weapon equipped, Triangle
    
    Move:  Ultimate Pursuit
    Command:  Near downed foe, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Swing
    Command:  Holding enemy's foot, Triangle
    Normal version hits nearby enemies, can be performed near hazard for various
    Heat Actions.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Herculean Strength
    Command:  When life is low so bar flashes red, Grappling Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Double-Header
    Command:  When life is low so bar flashes red, Grappling near other foe Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Mount
    Command:  When life is low so bar flashes red, near downed foe Triangle
    Follow button-tapping prompt to prolongue attack.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Stacking Throw
    Command:  Grappling near downed fow Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Piercing Crush
    Command:  Near guarding opponent, Triangle
    Learn through Revelation.
    
    Move:  Ultimate Temple Bell Ringer
    Command:  Near opponent hitting the ground from collapse of a Wall Bound,
      Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Learn through Revelation.
    
    Move:  Ultimate Power Lariat
    Command:  Near opponent hitting hte gruond from a Bound status, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Learn through Revelation.
    
    Move:  Ultimate Super-Heavy Weapon
    Command:  With super-heavy weapon equipped, Triangle
    Learn through Revelation.
    
    Move:  Secret Sword: Ensnaring Kite Slash
    Command:  With sword weapon equipped, as enemy attacks from the front, Triangle
    Learn by purchasing Wooden Musashi Figurine at Ebisuya.
    
    Move:  Secret Sword: Raging Bull
    Command:  With sword weapon equipped, shifting, facing a far away enemy,
      Triangle
    Follow up by tapping Square when prompted.
    Learn by purchasing Wooden Musashi Figurine at Ebisuya.
    
    Move:  Mighty Sword: Making Flies Cry
    Command:  With hammer weapon equipped, near opponent near a wall, Triangle
    Learn by purchasing Wooden Musashi Figurine at Ebisuya.
    
    Move:  Ultimate Human Ten-Pin
    Command:  When life is low so bar flashes red, grappling facing 3 more enemies,
      Triangle
    Learn by beating final stage of IF7-R.
    
    Move:  Ultimate Face Smashing
    Command:  As opponent rises from downed, Triangle
    Learn by beating final stage of IF7-R.
    
    - Weapons -
    Here are the character-specific weapons Saejima can and cannot use:
    Heavy Objects (such as motorcycles, oil drums):  Yes
    Hammer:  Yes
    Sword:  Yes, unique style
    Knife:  Yes
    Kali Sticks:  No
    Nunchaku:  No
    Tonfa:  No
    Brass Knuckles:  Yes
    Spear:  No
    Gun:  Yes
    Shotgun:  Yes
    Machine Gun:  No
    
    Character-Specific Weapon Heat Actions:
    Heavy Objects (such as motorcycles, oil drums):  Yes (unique)
    Hammer:  Yes
    Sword:  Same as "single-handed weapon," plus 2 "Secret Sword" Heat Action
    Knife:  Yes
    Kali Sticks:  No
    Nunchaku:  No
    Tonfa:  No
    Brass Knuckles:  Yes (unique Heat Action against standing enemies)
    Found Weapon Pole:  Yes, same as Akiyama
    Spear:  No
    Portable Stove:  Yes
    
    
    2b-III.  Tanimura
    -----------------
    
    Tanimura is a technical character.  His basic premise is to reverse people and
    tangle them up in locks and holds to break their bones and make them submit.
      At the start of his guard animation, there is a rather generous window (that
    can be lengthened) in which he glows a bluish white.  In this defensive mode, he
    parries any attack that comes to him except gunshots.  He will push the attacker
    forward while turning to face them as they race past.  While staggering, the
    parried character will hit into others in his path to damage them, or against
    walls and hazards for a wall bound collapse.  When you unlock Parry Strengthen-
    ing, Tanimura can parry enemies without fear of other enemies hitting him in
    the second or so he recovers.
      Successfully parrying will grant a built-up Tanimura Heat Energy and make the
    enemy back-turned.  He can also initiate a Heat Move at this point (Ultimate
    Parrying Arm Lock) and might be able to get a Wall Bound, which he can follow
    with Bound attacks or a quick Jumping Knee combo (Square, Square, Triangle).
    When an opponent is back-turned, Tanimura has a good chance to grapple the
    victim from behind and initiate the Ultimate Stun Heat Move.  A fully built-up
    Tanimura has a long Heat Gauge and can then Ultimate Arrest the sunned foe,
    basically killing them.
      But even with that very powerful defensive technique, Tanimura's attack string
    is quite powerful.  That's because once he has purchased the Ultimate Additional
    Attack Heat Move, he can quickly and easily go into Heat Moves at the end of his
    normal combo strings.  Since the Heat Move at the end of each heavy attack
    combo ender is considered its own Heat Action, he has a lot of options.
    
    Here is a brief sketch of good moves for Tanimura:
    
      BACKHAND CHOP.  This is the heavy attack finisher after his first weak
       attack.  It has decent range and stuns enemies, plus with the button held
       down, he will use the "Lingering Mind" technique to charge up his Heat Gauge.
       On block-happy opponents, making the first attack whiff and then landing the
       chop is a good way to get the Ultimate Additional Combo Attack Heat Move in.
      JUMPING KNEE.  This is the heavy attack finisher after his second attack in
       his weak attack string.  A quick and effective knock-down, it's fairly safe
       to use this when enemies have been parried into a wall, generally speaking.
       Since many enemies don't guard this move very well, this is a very easy way
       to sneak in the Ultimate Additional Combo Attack Heat Move.
      JUMPING RIGHT SIDE KICK.  Or, the Additional Combo Attack.  The heavy attack
       ender to Tanimura's built-up string.  What's so great about it?  If you can
       start his string and guide it towards enemies, the whole string is a pretty
       reliable way to build up from 0 Heat Energy to Heat Mode, and then you can
       toss out an extra Triangle to go into the Ultimate Additional Attack Combo
       Heat Move for a very damaging string.
      PARRY.  One of his greatest combat features, he can parry just about all
       mle attacks.  As I discussed above, send people into walls or into each
       other...or, just use this for a defensive maneuver!  It's great when you're
       surrounded by enemies because he can parry an attack from any direction and
       easily deal with weapon-wielding foes or sweeping attacks.
      RETREATING STRAIGHT KICK.  This is his "Sway Attack" while retreating (back
       or neutral + X).
       What's so great about that, you ask?  Well, the move dizzies opponents,
       which basically sets them up for AN INSTANT KILL IN HEAT MODE (provided you
       purchase the "Ultimate Arrest" Heat Move).
      BREAKING THROW.  A great move from Kiry's repertoire, you can reverse any
       enemy grapple just about by tapping Circle.  It feels good to give the
       computer a taste of its own medicine, considering a lot of bosses and arena
       entrants auto-reverse throws.
      ARM LOCK.  I should note that Tanimura doesn't throw people when you hit (or
       tap, with big guys) the Circle button.  Instead, he switches to another hold,
       which has its own set of attacks.  The most useful is the throw, a directed
       wrist lock (kotegaeshi).  During the attack, Tanimura is invulnerable and
       the enemy being jostled and eventually toppled can hit other enemies and
       knock them down once you've built it up.
      ULTIMATE ADDITIONAL COMBO ATTACK.  Right next to parrying, this is Tanimura's
       second-best weapon.  Why?  Because it's almost a sure thing!  I'm sure you
       will get on the offense sometimes and start wailing on guys with weak attack
       strings, even if you intend to use Tanimura as a defensive tactician.  But
       don't let that bother you!  You can use the Ultimate Additional Combo Attack
       to score huge damage.  Another great thing about this Heat Move?  Since there
       are five variants, you can use it on tough enemies, such as bosses, to vary
       your Heat Actions.  You know, if you use the same Heat Action on the same
       boss more than once, it does way less damage than the first time, right?
      ULTIMATE ARREST.  This is a way to kill a foe in one hit.  You'd be amazed at
       how easy it is to stun enemies with the Retreating Straight Kick.  A lot of
       big, tough guys with long life bars actually can be stunned by that move, and
       since Ultimate Arrest works both on standing and downed stunned opponents,
       you can take care of some pretty tough customers easily this way.  It's great
       against down stunned foes, too, of course, but they usually have such low
       health that a normal Ultimate Pursuit would have killed them, anyway.
       It costs a little more to make the window for the QTE-esque button prompt
       long enough that you'll have a really easy time using this move, but it's
       definitely worthwhile to do so.
      ULTIMATE THROWN LEG DROP.  This is useful against crowds of people since it
       damages two opponents at once.
      ULTIMATE PARRYING ARM LOCK.  This is a nice option from parrying an opponent
       because if you have a lot of Heat Energy (and Tanimura gets the longest Heat
       Gauge, by the way), you can perform this Heat Move and then end up in the
       arm lock position.  From there, you can do the Ultimate Crotch-Reaching
       Throw, but be warned that enemies who normally instantly break your grapple
       will just pull their arm out of the lock once you hit them with this Heat
       Action.
      ULTIMATE CROTCH-REACHING THROW.  Really, the greatest thing about this is the
       fact that you can do it after the Ultimate Parrying Arm Lock and basically
       combo two Heat Moves together--provided you have a lot of Heat Energy to
       spare.
      ULTIMATE ARMBAR.  This basically offers another way to damage downed foes.
       Use it as an alternative to Ultimate Pursuit against boss-like enemies that
       take way less damage from a Heat Action's consecutive uses.
      ULTIMATE FORCIBLE SEIZURE.  The nice thing about this move is that you steal
       the opponent's weapon on a successful hit.  I mean, it won't work for fire-
       arms or two-handed weapons, but there are some enemies that love their
       weapons and it's nice to just take 'em from them willy-nilly and leave them
       to come up with new strategies.  Kiry used to be able to do this to most
       sword-wielding enemies in KENZAN!, and I used to use it to really mess up the
       boss-like wanted criminals.  Nice to see a total badass reduced to "generic
       brawler."  Ah...memories.
      ULTIMATE BREAKING THROW.  Tanimura gets one of Kiry's best Heat Actions, in
       my opinion, in this move.  When an opponent tries to grab you and you're in
       Heat Mode?  Whoops, looks like they're eating a bunch of damage.
    
    Here is a list of Tanimura's moves:
    
    - Strikes -
    Move:  Left Jab
    Command:  Square
    
    Move:  Backhand Chop
    Command:  Square, Triangle
    Collapse.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).
    
    Move:  Right Overhead Hook
    Command:  Square, Square
    
    Move:  Jumping Knee
    Command:  Square, Square, Triangle
    Knock-down.
    
    Move:  Left Body Blow
    Command:  Square, Square, Square
    
    Move:  Left Side Kick
    Command:  Square, Square, Square, Triangle
    Collapse.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).
    
    Move:  Left Hook
    Command:  Square, Square, Square, Square
    
    Move:  Jumping Right Overhead Punch
    Command:  Square, Square, Square, Square, Triangle
    Knock-down.
    
    Move:  Right Roundhouse
    Command:  Square, Square, Square, Square, Square
    Must be purchased with Skill Souls.
    
    Move:  Jumping Right Side Kick
    Command:  Square, Square, Square, Square, Square, Triangle
    Knock-down.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).
    Must be purchasd with Skill Souls.
    
    Move:  Rise Kick
    Command:  When downed Square
    Knock-down.  Unblockable.
    Must be purchased with Skill Souls.
    
    Move:  Bound Kick
    Command:  Triangle
    Bound.
    
    Move:  Drop Kick
    Command:  Running Triangle
    Knock-down.
    Must be purchased with Skill Souls.
    
    Move:  Pursuit Attack
    Command:  Near downed foe Triangle
    Makes opponent rise from downed.
    
    Move:  Sway
    Command:  (direction or neutral) + X
    
    Move:  Shoulder Charge
    Command:  Forward + X, Triangle
    
    Move:  Hook
    Command:  (Left or Right) + X, Triangle
    
    Move:  Retreating Forward Kick
    Command:  (Back or neutral) + X, Triangle
    Stuns.
    
    Move:  Downed Recovery
    Command:  While landing from a knock-down, X
    
    Move:  Parry
    Command:  Tap or Hold R1 (only for the first few moments of animation)
    
    Move:  Taunt
    Command:  R2
    
    Move:  Heat Charge
    Command:  Hold R2
    Must be purchased with Skill Souls.
    
    - Grapples -
    Move:  Grapple
    Command:  Circle
    Ends in grappling state.
    
    Move:  Grapple Elbow
    Command:  Grappling Square
    Ends in grappling state.
    
    Move:  Grapple Stomach Punch
    Command:  Grappling Square, Square
    Ends in grappling state.
    
    Move:  Grapple Wild Hook
    Command:  Grappling Square, Square, Square
    Knock-down.
    
    Move:  Grapple Turn Kick
    Command:  Grappling Back + Square
    Ends in grappling state.
    
    Move:  Grapple Side Kick
    Command:  Grappling Triangle
    Knock-down.
    
    Move:  Arm Lock
    Command:  Grappling Circle
    Ends in arm lock.
    
    Move:  Arm Hyperextension
    Command:  In arm lock Square
    Ends in arm lock.
    Must be purchased with Skill Souls.
    
    Move:  Double Arm Hyperextension
    Command:  In arm lock Square, Square
    Ends in arm lock.
    Must be purchased with Skill Souls.
    
    Move:  Final Arm Hyperextension
    Command:  In arm lock Square, Square, Square
    Downs foe.
    Must be purchased with Skill Souls.
    
    Move:  Arm Lock to Hook Kick
    Command:  In arm lock Triangle
    Knock-down.
    
    Move:  Breaking Kotegaeshi
    Command:  In arm lock Circle
    Downs foe.
    
    Move:  Grappled Backfist
    Command:  When grappled from the front, Square
    
    Move:  Grappled Face Kick
    Command:  When grappled from behind, Square
    
    Move:  Throw Break
    Command:  When grappled rapidly tap X
    
    Move:  Breaking Throw
    Command:  When grappled rapidly tap Circle
    Downs foe.
    Learn through Nair Training.
    
    - Heat Moves -
    NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
    Move:  Ultimate Environment Attack
    Command:  Grappling near hazard, Triangle
    
    Move:  Ultimate Weapon
    Command:  With weapon equipped, Triangle
    
    Move:  Ultimate Pursuit
    Command:  Near downed foe, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Arrest
    Command:  Near stunned or down stunned foe, Triangle, follow prompt
    Removes foe from battle (kills foe).
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Additional Combo Attack - 1
    Command:  Square, Triangle, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Additional Combo Attack - 2
    Command:  Square, Square, Triangle, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Additional Combo Attack - 3
    Command:  Square, Square, Square, Triangle, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Additional Combo Attack - 4
    Command:  Square, Square, Square, Square, Triangle, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Additional Combo Attack - 5
    Command:  Square, Square, Square, Square, Square, Triangle, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Armbar
    Command:  As opponent rises from downed, Triangle
    Must be purchasd with Skill Souls.
    
    Move:  Ultimate Parrying Arm Lock
    Command:  After successful parry, Triangle
    Learn through Nair training.
    
    Move:  Ultimate Forcible Seizure
    Command:  As opponent armed with one-handed weapon attacks, Triangle
    Learn through Nair training.
    
    Move:  Komaki-Style Harquebus Muffler
    Command:  Near opponent armed with firearm, Triangle
    Learn through Nair training.
    
    Move:  Ultimate Thrown Leg Drop
    Command:  Grappling near another enemy, Triangle
    Learn by Revelation.
    
    Move:  Ultimate Crotch-Reaching Throw
    Command:  In arm lock Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Learn by Revelation.
    
    Move:  Ultimate Stun
    Command:  Grappling opponent from behind Triangle
    Stuns.
    Learn by Revelation.
    
    Move:  Ultimate Breaking Grapple
    Command:  When grappled Triangle
    Learn by defeating final level of IF7-R.
    
    Move:  Ultimate Reversal
    Command:  Downed near opponent Triangle
    Learn by defeating final level of IF7-R.
    
    - Weapons -
    Here are the character-specific weapons Tanimura can and cannot use:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  No
    Sword:  Yes
    Knife:  Yes
    Kali Sticks:  Yes
    Nunchaku:  No
    Tonfa:  Yes
    Brass Knuckles:  No
    Spear:  Yes
    Gun:  No (except Golden Gun)
    Shotgun:  No
    Machine Gun:  No
    
    Character-Specific Weapon Heat Actions:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  No
    Sword:  Same as "single-handed weapon"
    Knife:  Yes
    Kali Sticks:  No
    Nunchaku:  No
    Tonfa:  Yes (unique)
    Brass Knuckles:  No
    Found Weapon Pole:  Yes (unique)
    Spear:  Yes
    Portable Stove:  No
    
    
    2b-IV.  Kiry
    -------------
    
    Anyone who has played the other Ry ga Gotoku/Yakuza games has played as Kiry.
    If you played the other three modern-day titles, you'll already be kinda famil-
    iar with his techniques.  In fact, if you played 3, you'll pretty much only
    notice that two of his "when prompted during boss fights" moves are now avail-
    able during normal battles with slightly different parameters, and that he's
    lost two moves, but gained two Heat Moves.
      That, and it's easier to completely build him up.  Getting moves took a bit
    more effort in the previous titles.  A lot of Kiry's abilities you'd have to
    purchase with other characters are already purchased for Kiry, which is nice.
    His cavalcade of Heat Moves generally cost a single Skill Soul, too.
      If Saejima is supposed to be the "powerhouse" wrestler, Kiry's a bit more of
    a well-rounded, brawling wrestler type.  He doesn't have as many ways to dis-
    miss crowds of people as Saejima does, nor does he have the ability to hoit
    hefty motorbikes and such, but he's still a bruiser who retains an awful lot of
    power moves.  On top of that, he can use all weapons and has the great ability
    to reverse throws you might have experienced as Tanimura.
      The king of Kiry's attacks is the Hammer Hook.  Square x 3, Triangle, Tri-
    angle.  The computer A.I. often finds it indefensible, and if both Triangles hit
    (which is usually the case), most enemies will Bound and be ready for a Bound
    Kick or two, or a Shoulder Charge to push them towards a wall.  Hit a wall?
    Start comboing again.  Landed on the ground?  Pick 'em up from their head's
    side and you'll be behind them.  You can generally just start comboin again
    right there.
      Kiry has another great weapon--or rather, set of weapons:  reversals.  He can
    Tiger Killer people for a quick and devastating knock-down that shoves them so
    far back they usually wall bound.  He's invulnerable during it and can hit just
    about any kind of mle attack with it.  Against punches and mle weapon
    attacks (not lows, tho'), he can generally use the Flowing Catch.  This stuns
    the foe and leaves them open for one of his most devastating Heat Moves, if he's
    in Red Heat.  Someone going crazy on Kiry and attacking like a madman?  Spam-
    ming attacks while you stand there, guarding?  Repel 'em with Triangle after a
    successful guard to stop 'em.  And against a group of peons, just stop Shifting
    and stand there.  In Heat Mode, when they attack, you can reverse them with
    Triangle for a nice chunk of health with the Ultimate Unarmed Reversal.
      Kiry has the unique ability to get into an extra Heat Mode, the Red Heat.
    The last two segments of his Heat Gauge will cause him to enter it, and the
    bluish aura of regular Heat Mode will be replaced with a red one.  This basic-
    ally gives him a few more Heat Moves--Heat Moves that do a LOT of damage.
    Two of them involve stunning enemies, making the Flowing Catch, Retreating
    Forward Kick, and Down Reversal indispensible attacks.
      Incidentally, in case you were wondering, the two moves they removed from him
    this time are the Rise Kick (why?--not that it really makes that much a differ-
    ence) and the Hell on the Floor move, a Heat Action that was only available
    against bosses and involved him chaining various holds together  la mixed
    martial arts.
    
    Here is a brief sketch of good moves for Kiry:
    
      HAMMER HOOK.  This is seriously his bread-and-butter.  I think you could
       actually beat most opponents in the game by just spamming this over and over.
       This is the Double Finish Blow to his third attack in his weak attack string.
       The first hit is a knock-down; the second bounds the opponent.  For some
       reason the computer doesn't seem to be able to guard the second hit.
       Follow the bound up with Bound Kicks or by Shoulder Charging them into a
       wall to continue the combo, or just pick them up when they land, standing at
       their head's side, to be behind them.
      RIGHT BODY HOOK.  This is the heavy attack finisher to his attack string
       after two weak attacks.  It has decent range and collapses guys so you can
       step forward and combo 'em again to juggle.  Or, you could just Bound Kick
       'em.
      LEFT UPPERCUT.  This is the Double Finish Blow after a single weak attack.
       I usually step forward and do this after a collapse move to juggle the
       opponent, then hold the Triangle button to use the "Lingering Mind" tech-
       nique and charge Heat Energy.
      ABISEGERI.  This is his final Double Finish Blow.  A bound attack, this is
       very useful in areas where you'll be juggling people up, like the arena (with
       its cramped walls).
      KOMAKI-STYLE TIGER KILLER.  A reversal with Triangle, Kiry is invulnerable
       during its animation and counters all mle attacks with it.  This is a great
       knock-down that can blast opponents into a wall since it quickly knocks them
       pretty far away.  It gives Kiry a considerable amount of Heat Energy, too.
      KOMAKI-STYLE FLOWING CATCH.  I use this more than the Tiger-Killer, person-
       ally, because it has a bigger window and stuns foes, setting them up for
       more comboing or the Ultimate Komaki-Style Dragon King Heat Move, which does
       a ton of damage.  It won't counter kicks, low attacks, or missile attacks
       (naturally) but most enemies charge in with punches, anyway.
      KOMAKI-STYLE REPELLING.  When you successfully guard an attack, hit Triangle
       to punish the attacker.  Great for times it seems like there's a hail storm
       of attacks raining down on you.
      BREAKING THROW.  Tap Circle to throw people who grapple you.  This is great
       because enemies are often very grab-happy, and it feels good to give boss-
       like characters who automatically reverse your throws a taste of their own
       medicine.  Pretty much the only guy who grabs you you won't be able to use
       this on is Komaki, as he goes into his throw really quickly and you won't
       have time to respond.
      BOUND HOLD.  This costs Heat Energy, but it's worth mentioning because it's
       a sure-fire way to get those silly big guys down (you know, the guys you
       can't normally grapple).
      ULTIMATE FORWARD ROLL.  Got Heat Energy?  Some guy driving you crazy?  Roll
       towards them and mash Triangle.  Sure, it won't work while they're in their
       attack animation, but the animation for the roll is invulnerable and actual-
       ly pretty lengthy and you're almost sure to hit every enemy with this attack.
      ULTIMATE UNARMED REVERSAL.  When attacked by an unarmed opponent while you
       are not Shifting, hit Triangle in Heat Mode to land one of four Heat Actions
       against them, depending on where they're standing in relation to you.  Great
       for crowds.
      ULTIMATE SURPRISE.  Run towards a group of enemies in Heat Mode and hit
       Triangle, then follow the on-screen prompts to attack them all.  Good for
       crowds.
      ULTIMATE STACKING THROW.  Grab an enemy and drag him to a downed one and hit
       Triangle in Heat Mode to kill two birds with one stone.  Thin the herd out a
       little.
      ULTIMATE DOUBLE-HEADER.  Same as above, but the other guy doesn't need to be
       on the ground, which makes it easier to land.
      ULTIMATE HERCULEAN STRENGTH.  If you're in Red Heat, just grab a guy and hit
       Triangle.  So long as you aren't near a hazard, so you don't get the Ultimate
       Environment Attack, you'll do a lot of damage to him.
      ULTIMATE BREAKING GRAPPLE.  Kiry can use Heat Energy when in Heat Mode to
       counter any opponent grappling him and cause them a great deal of pain.
      ULTIMATE SMOKING.  This is a fun way to take care of an enemy and, like the
       Ultimate Weapon Heat Move, doesn't require you to grapple the enemy, or any-
       thing like that.  Just stand near them smoking.
      ULTIMATE PROVOCATION.  Same as above but easier to land.
      ULTIMATE PICK UP.  Picking up a face-up opponent with the Down Grapple at
       their head's side is actually quite easy to do, considering they land that
       way from most bound combos.  If they're landing face-down, try and hit a
       Sway Hook to make them flip over onto their back.  Then, with Heat Energy,
       just pick 'em up and use your Heat Move to do a lot of damage.
      ULTIMATE KOMAKI-STYLE DRAGON KING.  You'll be landing a lot of Flowing Catch
       moves, I think.  If you're in Red Heat after landing one, stand in front of
       the dizzied guy and use this move to do a LOT of damage.
      ULTIMATE EXTREMENESS.  This move is so great it used to be hard to unlock!
       Standing stun an enemy.  You can do this by the Down Reversal, Retreating
       Forward Kick (sway back + Triangle), a lot of weapon attacks, or just by
       beating them until they're down stunned and then picking them up.  Then,
       stand in front of them in Red Heat and hit Triangle to really let 'em have
       it.  This is a very damaging move.
    
    Here is a list of Kiry's moves:
    
    - Strikes -
    Move:  Lead Jab
    Command:  Square
    
    Move:  Right Overhead Hook
    Command:  Square, Triangle
    Knock-down.  Guard break.
    
    Move:  Left Uppercut
    Command:  Square, Triangle, Triangle
    Knock-down.  Hold Triangle for "Lingering Mind," which charges Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Flapjack
    Command:  In Heat Mode Square, Triangle, Circle
    Throws opponent down.  Costs Heat Energy.  Triangle must hit.
    Must be purchased with Skill Souls.
    
    Move:  Right Hook
    Command:  Square, Square
    
    Move:  Right Body Hook
    Command:  Square, Square, Triangle
    Collapse.
    
    Move:  Right Knee
    Command:  Square, Square, Triangle, Triangle
    Knock-down.  Guard Break.
    Must be purchased with Skill Souls.
    
    Move:  Fireman Carry to Bodyslam
    Command:  Square, Square, Triangle, Circle
    Throws opponent down.  Costs Heat Energy.  Triangle must hit.
    Must be purchased with Skill Souls.
    
    Move:  Left Overhead Hook
    Command:  Square, Square, Square
    
    Move:  Double Hammer Uppercut
    Command:  Square, Square, Square, Triangle
    Knock-down.  Hold Triangle for "Lingering Mind," which charges Heat Energy.
    
    Move:  Hammer Hook
    Command:  Square, Square, Square, Triangle, Triangle
    Bound.  Hold Triangle for "Lingering Mind," which charges Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Mini Giant Swing
    Command:  Square, Square, Square, Triangle, Circle
    Throws opponent down.  Costs Heat Energy.  Triangle must hit.
    Must be purchased with Skill Souls.
    
    Move:  Right Kick
    Command:  Square, Square, Square, Square
    
    Move:  Left Side Kick
    Command:  Square, Square, Square, Square, Triangle
    Knock-down.  Hold Triangle for "Lingering Mind," whcih charges Heat Energy.
    
    Move:  Abisegeri
    Command:  Square, Square, Square, Square, Triangle, Triangle
    Bound.
    Must be purchased with Skill Souls.
    
    Move:  Bound Kick
    Command:  Triangle
    Bound.
    
    Move:  Charge Kick
    Command:  Hold Triangle until Kiry grunts, release
    Special knock-down (like a bound).
    
    Move:  Lotus House Flashing Energy Palm
    Command:  Hold Triangle until Kiry changes stance, release
    Collapse.  Unblockable.  Invulnerable.  Kiry charges Heat while charging and
      also does not break out of the charge when hit during it.
    Must be purchased with Skill Souls.
    
    Move:  Forward Kick
    Command:  Shifting Triangle
    
    Move:  Turn Kick
    Command:  Shifting Back + Triangle
    
    Move:  Drop Kick
    Command:  Runing Triangle
    Knock-down.
    
    Move:  Komaki-Style Tiger Killer
    Command:  Shifting towards enemy, with enemy's attack Triangle
    Knock-down.  Invulnerable.
    Must be purchased with Skill Souls.
    
    Move:  Pursuit Attack
    Command:  Near downed foe Triangle
    Makes opponent rise.
    
    Move:  Down Reversal
    Command:  When landing from a knock-down, Triangle
    Invulnerable.  Stuns.
    Must be purchased with Skill Souls.
    
    Move:  Komaki-Style Flowing Catch
    Command:  Shifting towards enemy, with enemy's punch or weapon attack Triangle
    Special standing stun.  Invulnerable at the start.
    Must be purchased with Skill Souls.
    
    Move:  Sway
    Command:  (direction or neutral) + X
    
    Move:  Cancel Sway
    Command:  during most strikes, (direction, neutral) + X
    Can only be performed when NOT in Heat Mode.
    
    Move:  Shoulder Charge
    Command:  Forward + X, Triangle
    Must be purchased with Skill Souls
    
    Move:  Sway Hook
    Command:  (Left or Right) + X, Triangle
    Must be purchased with Skill Souls
    
    Move:  Retreating Forward Kick
    Command:  (Back or neutral) + X, Triangle
    Stuns.
    Must be purchased with Skill Souls.
    
    Move:  Komaki-Style Dharma Evasion
    Command:  (Direction) + X during Sway
    
    Move:  Komaki-Style Catflip
    Command:  When landing from a knock-down, X
    
    Move:  Taunt
    Command:  R2
    
    Move:  Heat Charge
    Command:  Hold R2
    Must be purchased with Skill Souls.
    
    Move:  Cigarette Lighting
    Command:  Down on the D-Pad
    
    - Grapples -
    Move:  Grapple
    Command:  Circle
    Ends in grappling state.
    
    Move:  Grapple Elbow
    Command:  Grappling Square
    Ends in grappling state.
    
    Move:  Grapple Stomach Punch
    Command:  Grappling Square, Square
    Ends in grappling state.
    
    Move:  Grapple Wild Hook
    Command:  Grappling Square, Square, Square
    Knock-down.
    
    Move:  Grapple Turn Kick
    Command:  Grappling Back + Square
    Ends in grappling state.
    
    Move:  Grapple Side Kick
    Command:  Grappling Triangle
    Knock-down.
    
    Move:  Seoinage
    Command:  Grappling Circle
    Throws opponent down.
    
    Move:  Grappled Backfist
    Command:  When grappled from the front, Square
    
    Move:  Grappled Face Kick
    Command:  When grappled from behind, Square
    
    Move:  Breaking Throw
    Command:  When grappled rapidly tap Circle
    Must be purchased with Skill Souls.
    
    Move:  Throw Break
    Command:  When grappled rapidly tap X
    
    Move:  Down Grapple - Ankle Hold
    Command:  Near downed foe's feet, Circle
    Ends in Ankle Hold.
    
    Move:  Down Grapple - Pick-Up
    Command:  Near downed foe's head, Circle
    Makes foe stand up.
    
    Move:  Ankle Hold Back Kick
    Command:  Holding enemy's foot, Back + Square
    
    Move:  Stomach Hip Kick
    Command:  Holding enemy's foot, Triangle (not in Heat Mode)
    Knocks-down.
    
    Move:  Ankle Hold Flapjack
    Command:  Holding enemy's foot, Circle
    Downs foe.
    
    - Heat Moves -
    NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
    Move:  Ultimate Environment Attack
    Command:  Grappling near hazard, Triangle
    
    Move:  Wall Crush
    Command:  Grappling near wall, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Specific Heat Action, part of Ultimate Environment Attack Heat Move, listed
    twice because of follow-up.
    
    Move:  Ultimate Weapon
    Command:  With weapon equipped, Triangle
    
    Move:  Ultimate Pursuit
    Command:  Near downed foe, Triangle
    Use a certain amount of times to learn follow-up attack, which is performed by
    following button prompt on screen and costs more Heat Energy.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Stacking Throw
    Command:  Grappling near downed fow Triangle
    
    Move:  Ultimate Swing
    Command:  Holding enemy's foot, Triangle
    Normal version hits nearby enemies, can be performed near hazard for various
    Heat Actions.
    
    Move:  Ultimate Double-Header
    Command:  When in Red Heat Mode, Grappling near other foe Triangle
    
    Move:  Komaki-Style Unarmed Reversal
    Command:  When not Shifting, as unarmed opponent attacks, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Komaki-Style Harquebus Muffler
    Command:  Near opponent armed with firearm, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Mount
    Command:  When life is low so bar flashes red, near downed foe Triangle
    Follow button-tapping prompt to prolongue attack.
    
    Move:  Ultimate Extremeness
    Command:  In Red Heat Mode, in front of a standing stunned enemy, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Herculean Strength
    Command:  When in Red Heat Mode, Grappling Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Smoking
    Command:  With cigarette in mouth from Cigarette Lighting, Triangle
    
    Move:  Komaki-Style Pot Smash
    Command:  Grappling foe near bench-height platform hazard, Triangle
    Basically Ultimate Environment Attack Heat Action, but listed twice.
    
    Move:  Komaki-Style Swordless Reversal
    Command:  As enemy armed with a sword attacks from the front, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Komaki-Style Dragon King
    Command:  In Red Heat Mode, in front of enemy stunned by Flowing Catch, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Vaulting
    Command:  When standing with guardrail between you and enemy, Triangle
    Must be purchased with Skill Soiuls.
    
    Move:  Ultimate Breaking Grapple
    Command:  When grappled Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Self-Destruction
    Command:  As enemy with super-heavy weapon attacks, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Pole Dance
    Command:  When drunk, running towards enemy, Triangle
    Sobers up about 1/2 maximum possible drunkennness.
    
    Move:  Ultimate Surprise
    Command:  Running towards a group of 3 or more enemies, Triangle
    Follow button prompts to complete move.
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Reversal
    Command:  Downed near opponent Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Forward Roll
    Command:  (direction or neutral) + X, (forward or neutral) + X, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Drunken Iron Mountain
    Command:  When drunk, Shifting, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Face Smashing
    Command:  As opponent rises from downed, Triangle
    Must be purchased with Skill Souls.
    
    Move:  Ultimate Human Ten-Pin
    Command:  When in Red Heat Mode, grappling facing 3 more enemies, Triangle
    Must be purchased with Skill souls.
    
    Move:  Ultimate Provocation
    Command:  R2, Triangle
    Does not work on boss-like enemies.
    Learn by Revelation.
    
    Move:  Ultimate Pick Up
    Command:  Near face-up downed foe's head, Circle, Triangle
    Learn by Revelation.
    
    Move:  Secret Sword: Ensnaring Kite Slash
    Command:  With sword weapon equipped, as enemy attacks from the front, Triangle
    Learn by clearing the Second Komaki Training and receiving Black Text.
    
    Move:  Secret Sword: Raging Bull
    Command:  With sword weapon equipped, shifting, facing a far away enemy,
      Triangle
    Follow up by tapping Square when prompted.
    Learn by clearing the Second Komaki Training and receiving Black Text.
    
    Move:  Sure-Kill Swords: Dancing Cat
    Command:  With kali sticks weapon equipped, shifting, facing a far away enemy,
      Triangle
    Learn by buying Red Text at Ebisuya after clearing Komaki training.
    
    Move:  Sure-Kill Swords: Twin Heavens
    Command:  With kali sticks weapon equipped, in Red Heat, Triangle
    Learn by buying Red Text at Ebisuya after clearing Komaki training.
    
    Move:  Mighty Sword: Making Flies Cry
    Command:  With hammer weapon equipped, near opponent near a wall, Triangle
    Learn by buying Blue Text at Ebisuya after clearing Komaki training.
    
    Move:  Combined Kodachi - Illusory Wolf
    Command:  With knife weaponn equipped, running towards 4 enemies, Triangle
    Follow button prompts to complete move.
    Learn by clearing the Third Komaki Training and receiving White Text.
    
    - Weapons -
    Here are the character-specific weapons Tanimura can and cannot use:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  Yes
    Sword:  Yes
    Knife:  Yes
    Kali Sticks:  Yes
    Nunchaku:  Yes
    Tonfa:  Yes
    Brass Knuckles:  Yes
    Spear:  Yes
    Gun:  Yes
    Shotgun:  Yes
    Machine Gun:  Yes
    
    Character-Specific Weapon Heat Actions:
    Heavy Objects (such as motorcycles, oil drums):  No
    Hammer:  Yes
    Sword:  Yes (unique)
    Knife:  Yes (plus special Actions against wall and against platforms)
    Kali Sticks:  Yes
    Nunchaku:  Yes
    Tonfa:  Yes
    Brass Knuckles:  Yes (Pursuit version only)
    Found Weapon Pole:  Same as Spear
    Spear:  Yes (unique)
    Portable Stove:  Yes
    
    
    2b-V.  General Battle Advice
    ----------------------------
    
    == 2b-Va.  Easy Reference Commands List ==
    
    Character Differences:
    Technique                     Akiyama    Saejima   Tanimura   Kiry
    Various Taunts                  Yes         No        No        No
    Super-Heavy Weapons              No        Yes        No        No
    Parry                            No         No       Yes        No
    Red Heat                         No         No        No       Yes
    Inventory Guns                   No        Yes        No       Yes
    Inventory Spears                 No         No       Yes       Yes
    Kali Sticks                     Yes         No        No       Yes
    Nunchakus                       Yes         No        No       Yes
    Tonfa                            No         No       Yes       Yes
    Grappled Turn Kick               No        Yes       Yes       Yes
    Rise Kick                       Yes         No       Yes        No
    Downed Recovery                 Yes         No       Yes       Yes
    Downed Reversal                 Yes         No        No       Yes
    Turn Kick                       Yes        Yes        No       Yes
    Downed Grapple                   No        Yes        No        No
    Throw Reversal                   No         No       Yes       Yes
    Cancel Sway                     Yes         No        No       Yes
    
    LEGEND:  S = Square, T = Triangle, X = X, O = Circle, (H) = in Heat Mode,
      (R) = in Red Heat Mode, (L) = Low Health, (S) = Shifting (locked on)
      Downed Foe = Near a downed enemy.  Falling = While landing from being knocked
      down.  Hazard = Near a hazard.  2nd Foe = Near another enemy.
      2nd Downed Foe = near another enemy who is downed.  3 Foes = facing 3
      enemies.  4 Foes = facing 4 foes.  Attack = reverses an enemy's attack.
      * = There are more button prompts after the move is initiated.
    
    Akiyama                               Saejima
    S                                     S
    S,T,T                                 S,T
    S,S                                   S, hold T,T
    S,S,T,T                               S,S
    S,S,S                                 S,S,T
    S,S,S,T,T                             S,S, hold T,T
    S,S,S,S,(Sx12)                        S,S,S
    S,S,S,S,T,T,T                         S,S,S,T
    S,S,S,S,(Sx12),T,T,T                  S,S,S, hold T,T,T
    Downed S                              T
    T                                     Hold T
    T,T                                   Hold T (longer)
    Run T,T,T                             Run T
    (S)Back + T                           (H)Run hold
    Near Downed Foe T                     (S)Back + T
    Falling T                             Near Downed Foe T
    (S)Attacked T                         X
    X                                     R2
    X,T                                   Hold R2
    X,X                                   Hold R2 (longer)
    during attack X                       O
    Falling X                             O,S,S,S
    R2                                    O,Back + S
    Hold R2                               O,T
    Downed R2                             O,hold T
    Near Downed Foe R2                    O,hold T,T,T
    O                                     Near Downed Foe's head O
    O,S,S,S                               Near Downed Foe's feet O,Back + S
    O,Back + S                            Near Downed Foe's feet O,Back + S
    O,T                                   Near Downed Foe's feet O,T
    O,O                                   Near Downed Foe's feet O,O
    O,R2                                  Grappled S
    (H)O, near Hazard T                   (H)O, near Hazard T
    (H)Armed T                            (H)O, near Wall T*
    (H)Near Downed Foe T*                 (H)Armed T
    (H)Foe near Wall T*                   (H)Armed w/Super-Heavy Weapon T
    (H)Foe near Pole T                    (H)Near Downed Foe T
    (H)Foe near Rail T*                   (H)(L)Near Downed Foe T*
    (H)Attacked from rear T               (H)(L)O,T
    (H)3 Foes, Run T                      (H)(L)O, Near 2nd Downed Foe T
    (H)Guard broken T                     (H)Near Downed Foe's feet O,T
    (H)Drunk Run T                        (H)Near Guarding Foe T
    (H)Foe on other side of rail T        (H)Bound T*
                                          (H)Wall Collapse T*
                                          (H)(L)O,3 Foes T
                                          (H)Rising Foe T
                                          (H)Armed w/Sword, Attacked by Sword T
                                          (H)Armed w/Sword, (S) Far T*
                                          (H)Armed w/Hammer, foe near Wall, T
                                          After successful guard with L1, T
    
    Tanimura                              Kiry
    S                                     S
    S,T (+ hold T)                        S,T
    S,S                                   S,T,T (+ hold T)
    S,S,T                                 (H)S,T,O
    S,S,S,T (+ hold T)                    S,S,T
    S,S,S,S,T                             S,S,T,T
    S,S,S,S,S,T (+ hold T)                (H)S,S,T,O
    Downed S                              S,S,S,T (+ hold T)
    T                                     S,S,S,T,T (+ hold T)
    Run T                                 (H)S,S,S,T,O
    Near Downed Foe T                     S,S,S,S,T (+ hold T)
    X                                     S,S,S,S,T,T
    X,T                                   T
    Downed X                              Hold T
    Attacked L1                           Hold T (longer)
    R2                                    (S) T
    Hold R2                               (S) Back + T
    O                                     Run T
    O,S,S,S                               Near Downed foe T
    O,Back + S                            X
    O,T                                   X,T
    O,O                                   X,X
    O,O,S,S,S                             during most attacks X
    O,O,T                                 R2
    Grappled tap O                        Hold R2
    (H)O, near Hazard T                   After successful guard with L1, T
    (H)O, near 2nd Foe T                  Falling X
    (H)Armed T                            Falling T
    (H)Near Downed Foe T                  (S)Attacked T
    (H)Near Stunned Foe T*                (S)Attacked by punch or weapon O
    (H)Behind foe O,T                     O
    (H)O,O,T*                             O,S,S,S
    (H)Attacked L1 T                      O,Back + S
    (H)Attacked L1 T,S,S,S                O,T
    (H)Attacked L1 T,T                    O,O
    (H)Attacked L1 T,O                    Near Downed Foe's head O
    (H)Attacked L1 T,(H) T*               Near Downed Foe's feet O
    (H)S,T,T*                             Near Downed Foe's feet O,Back + S
    (H)S,S,T,T*                           Near Downed Foe's feet O,T
    (H)S,S,S,T,T*                         Near Downed Foe's feet O,O
    (H)S,S,S,S,T,T*                       Grappled tap O
    (H)S,S,S,S,S,T,T                      (H)O, near Hazard T
    (H)Attacked by armed foe T            (R)O, near 2nd Foe T
    (H)Near Foe Armed w/gun T             (H)O, near Wall T*
    (H)Rising Foe T                       (H)O, near bench-height Hazard T
    (H)Grappled T                         (H)Armed T
    (H)Downed near foe T                  (H)Armed w/sword (S) far T
                                          (H)Armed w/sword attacked by sword T
                                          (H)Armed w/Kali Sticks (S) far T
                                          (R)Armed w/Kali Sticks T
                                          (R)O,T
                                          D-Pad Down
                                          (H)D-Pad Down,T
                                          (H)R2,T
                                          (H)Run 4 Foes T*
                                          (H)Drunk run T
                                          (H)O, near 2nd Downed Foe T
                                          (H)Near Downed Foe's feet O,T
                                          (H)X,Forward + X,T
                                          (H)Unarmed attacked T (not Shifting)
                                          (H)Armed w/knife run 4 Foes T*
                                          (H)Near Downed Foe T*
                                          (H)Near Downed Foe's head O,T
                                          (H)Downed near foe T
                                          (H)Grappled T
                                          (H)Rising Foe T
                                          (H)Attacked by sword T
                                          (H)Near Foe armed w/gun T
                                          (R)Near Stunned foe T
                                          (R)(S)Attacked w/weapon, punch O,T
    
    
    == 2b-Vb.  Strategies for Enemies by Type ==
    
    Here are the main types of enemies you'll face and a few notes on how to hand
    'em their butts:
    
    THREE-HIT THUG.  This is your "standard" foe.  He kinda hunches down a bit with
      his arms at his side, folded so his fists are near his face.  There are both
      big and small guys with this fighting style, so, as usual, be ready to tap
      the Circle button like mad if you wanna hurl him.
        I call these guys "three-hit thugs" because they do this canned, three-hit
      combo almost all the time.  It's an overhead punch, a turning face kick, and
      another wild overhead hook that makes them stagger a bit.  Note that durin
      their attack string they duck like mad so you might not hit them too easily
      with your normal Square-button moves.
        The other thing they like to do is grab you.  I think they're almost mainly
      put in the game as cannon fodder to just grab you so you'll lose Heat Energy
      real fast and so that other guys will have a chance to whup you one upside
      your defenseless little head.
        They like to slowly circle you.  Even on EX Hard difficulty, they don't
      really attack too often.  Their string is slow, but that also makes it a
      little annoying to counter sometimes because there's an awful lot of wind-up
      involved and so you have to wait to time reversals or side-steps.
        But overall these are the easiest guys in the game.  You'll encounter a LOT
      of them.  You can almost just lay into 'em and combo away, or just grab 'em
      and huck 'em around.
        When you do shocking things like beat everyone else in the encounter, this
      type of enemy will grovel in fear.
    
    BRAWLERS.  These are pretty much boxers.  They stand with their left side
      towards you and kinda hop in place with their hands near their face.  I've
      lumped boxers and the bigger guys together in one because most of the time,
      boxers are big dudes in this game, and big dudes seem to have a lot of the
      boxing moveset anyway.
        Almost all of their attacks are punches, so you can reverse them with Kiry
      fairly easily with Circle.
        Since these guys are almost all big, it's annoying because they don't
      generally get knocked down.  They just stagger a bit.  However, that does
      mean you can shove them against walls and combo their faces off, generally.
      Boxers will duck under Square attacks often, but you can use your stun move
      (usually Square, Square, Triangle, but just one Square then Triangle for
      Akiyama) to hit at a wide range and interrupt them.
        Perhaps the best thing to do to these guys, tho', is to just grab 'em.  Hit
      'em with the three-hit Square combo to get a good amount of Heat Energy.  Un-
      like HUGE rikishi-esque guys, they normally won't automatically break your
      grapple.
        They like to rush towards you, too, and do a shoulder charge.  The only
      real thing to keep in mind about this is that you must sidestep or counter as
      their shoulder attack comes out; if you counter too early while they're run-
      ing up, you'll mess up and get hit.
        When you do something shocking like beat everyone else in the encounter or
      taunt these guys, they get angry and start constantly attacking.  It's hard to
      hit them with a lot of Heat Actions if they're constantly moving around, but
      you can sidestep or reverse them just fine.
    
    RIKISHI (SUMO WRESTLER).  These guys aren't really ALL sumo wrestlers, of
      course.  I just call them this because they were rikishi in Ry ga Gotoku
      KENZAN!
        They're really, really big.  Because of this, only Saejima can grab them.
      Having played the old games, though, it's great to have a character who can
      grab them finally as they usually just do this automatic throw-break move!
        They have three main attacks:  headbutts, punch rush combos, and a strange
      charge move that ends in a kabuki pose.
        The headbutts are slow wind-up attacks.  You might notice your jabs just
      sail right over their heads as they do this.  You'll probably want to refrain
      from attacking them and watching for this move so you can counter it and not
      get caught.  Heabutts will often make your character slowly collapse, so don't
      get hit by 'em.
        The punch rush is basically the same thing enemies with Brass Knuckles do.
      Each punch can break guards so be careful and re-guard after you see your
      character stagger.  After the initial flurry of attacks, they wind up and toss
      out a big ol' haymaker.  So long as you pause and pay attention so you don't
      counter too soon, you can exploit this to get around 'em or reversal them.
        The kabuki charge isn't really worth mentioning almost.  It's similar to the
      one the big dudes use, but they linger in a strange kabuki pose for a while
      after the attack in a defenseless stagger.
        The main strategy with these guys is to pummel them.  You'll just make 'em
      stagger with your attacks; you won't knock 'em down so much.  However, they
      generally aren't too defensive and (except for ones in the arena, maybe), they
      won't counter you too well.  Getting them down is nice, and it does take a
      little more than other enemies, but it is possible.  For instance, Kiry can
      use the Bound Hold attacks to throw 'em down at the ends of combos.  Reversals
      can wall Bound 'em or knock 'em down.  Be aware that many of their attacks are
      actually not interruptable; you will not make them flinch as you attack them
      if they're doing things, so try and get behind them and unleash your combos.
        I mean, they really are much easier this time around.  In KENZAN!, some of
      these guys could reverse you as you attacked, but they also had a quick reach
      that resulted in a uwatenage throw.  YOU COULD NOT DEFEND OR BREAK THIS
      TECHNIQUE.  Man, that was annoyingI used to Shift with my back to them so
      they'd end in a back throw, instead, which could be defended (or reversed).
        These guys also get angry and attack more if you do something like taunt
      them or beat all other enemies.
    
    KICKBOXERS.  You don't see many of these guys, unless you fight in the arena.
      They basically act like normal big brawler types, but one thing you should
      bear in mind about them is that they have a roundhouse kick that will leave
      you standing stunned.
        They also have a couple of low attacks, and a rush that ends with a low, so
      be aware that you will have to counter that some way othe than guarding (ex-
      cept for Tanimura's parry guard, of course).
        These guys generally get angry when you defeat other enemies.
    
    MARTIAL ARTS EXPERTS.  These are mostly karate guys, but there are a few notable
      wu-shu-esque kung fu fighters in the arena, too.  Those guys generally just
      flip around a lot and evade, so you'll have to keep the pressure on them or
      grapple them.
        But the karate guys will be a little tougher.  You'll notice them slowly
      walking sometimes, in a slightly different stance.  Do not attack them during
      this time.  They will reverse your attacks--even your throws, generally!
        Another annoying thing these guys do is to use "combo breakers."  If you see
      them guarding during a weak string--or when you use a heavy string finisher--
      you'll probably hear a "ding!" sound and see a reddish aura about them as they
      do an attack.  This attack is generally invulnerable.  They use this when you
      are pressuring them.  Although it sounds bad, this is actually their biggest
      weak point because you can do a couple of weak hits and wait for the sound,
      then sidestep or counter the attack and they'll be open.
        Note that these guys generally do not flinch when you land attacks during
      their attacks, so you'll probably want to make sure you keep moving and get
      behind them.
        These guys generally get angry when you defeat all other enemies or taunt
      them.
    
    LUCHADORES.  These guys are very similar to kickboxers but be aware that they
      will do a charge with a plancha/body splash at the end.  And be aware that if
      this move connects, you will be auto-thrown in a kind of a swing DDT.  They
      also leap towards you and do a frankensteiner throw with their legs.  So avoid
      those two attacks.
    
    GUNMEN.  Besides Tanimura's final battle?
        Kill these guys first.
        Kill these guys first.
        All work and no play makes Patrick a dull boy.
        KILL THESE GUYS FIRST.
        Don't even be like Schwarzenegger and be all like "You're a funny guy I'll
      kill you last, heh heh heh" just kill them.  It's annoying to keep listening
      for vocal cues and sidestepping during fights, which is what you basically
      have to do.
    
    BASEBALL BAT DUDES.  I know enemies grab all sorts of items around the stages,
      and that's cool and all, but I thought I'd point out one particular weapon you
      should be careful with.
        When enemies have baseball bats, they have a combo that stuns you.  It stuns
      you, and then they hit you with a powerful homerun swing.
        The problem?  It's much more common to not hit you with the last swing, but
      to end with you stunned.  Then, they'll do it again.  And again.  They can
      conceivably just do that until you die (don't worry, they usually won't).
        So my solution is to take care of these guys first!  Orsecond, after gun-
      men.
    
    
    -----------------
    2c.  Chase Battle
    -----------------
    
    In the last title, they inroduced a new element to the game called "Chase
    Battle."  This is basically an homage to all those old-school detective/cop/
    action films and whos, where the detective has to chase down the informant or
    criminal or run from a threat.
      Fortunately, it's become much easier.  In the old game, you could easily get
    stuck on things.  You had to press a "gas pedal" button to run faster and use up
    your meter.  There was a particularly annoying Chase Battle inserted in the
    middle of an action stage, which took place before you could build your gauge up
    at all.  Oh yeah--you had to build your gauge up.
      Lots of annoyances in Chase Battle's first appearance, but they've largely
    been fixed!  People who groaned at Chase Battle in the last installment will be
    happy to know it's been made quite easy this time around.  Others who want a
    challenge might not be so glad to hear that, considering this game is actually
    pretty easy except for completing the "mini-games" list, butthat's the way the
    cookie crumbles?
      Anyway, there are two types of chase battle (ignoring a unique action mode in
    Tanimura's story):  running after someone and running from someone, basically.
    You'll almost always be running after someone.
      Here's the basic premise:  you have a Chase Endurance Gauge.  This builds up
    as you level up.  If it runs out, you're pretty much out of luck and lose.
      On the right side of the screen is a little gauge showing you how far away
    you are from your target or those pursuing you.
      On the ground, you'll see a path drawn out.  It turns red as you get farther
    away from your quarry or your goal and turns green as you get closer.  Follow
    and generally make sure you take corners tightly.  Jump over obstacles with X.
    Grab stuff on the ground with the blue aura around it to recharge your Chase
    Endurance Gauge.
    
    WHEN RUNNIN' DOWN THE TRASH.
      When you chase guys, you can do shoulder checks with Square.  Hit them with
      this to damage their Endurance Gauge.  The basic idea is to get close to them,
      hit 'em with Square, and then empty their gauge and tackle 'em with Square.
        You can also hit them with thrown weapons.  These are the things all over
      the ground with orange auras around them.  As you run over them, your charac-
      ter will automatically pick 'em up (unless he already has one in his hand).
      Press Circle to throw the weapon at your enemy.  It's best to do this on a
      straightaway because if there's a corner, they can usually take it and avoid
      the object.  As it strikes, they'll lose some Endurance Gauge.
        You can even knock guys out with a weapon throw, provided their Gauge has
      been exhausted and they're just kinda staggering around.
        Another thing to be aware of while chasing guys down is that you can take
      corners with a tight, 90-degree leap by pressing left or right on the Left
      Analog and htiting R1.  This is your way to close in on guys.  Seriously, take
      a step or forward instead of turning with the corner, and then do this so you
      leap towards the enemy.  You'll close the distance a bit.
        Oh one last thing--when you bring a guy down to 50% energy, he'll almost
      always trigger a cut scene.  This is always the same.  Hit the buttons on the
      screen as they appear.  It's supposed to be fast, but if you know what buttons
      are coming, it's no big deal right?  Hit X, Square, Square, Square, Triangle,
      Triangle.  When you're done, the guy will stagger around a bit for a brief
      moment and if you're close enough you can get in a shoulder charge.
    
    WHEN THE MAN'S PESTERIN' YOU.
      People tryin' to run you down, eh?  You scamp.
        When you're running from guys, you can jump with X as usual, but your
      Square no longer does a shoulder charge.  Instead, you roll.  This is so you
      can try to avoid guys as they tackle you from behind.
        The other action you have in "run from the guys OMG" mode is the "Heat
      Action"-esque move by hitting Triangle if someone's right on your tail.  Hit
      the button on the screen to punch the guy and delay him.
        You can only use your special, Triangle attack ONCE PER CHASE BATTLE.
    
    
    ------------------------------
    3.  IN-DEPTH STORY WALKTHROUGH
    ------------------------------
    
    -----------------
    3a.  Introduction
    -----------------
    
    NOTE:  BEFORE YOU BEGIN, unless you like watching the same cut scene like 300
      times when you die or whatever, go to the options menu and turn the "Skip
      Cinemas" option on.  Then you can skip them with Start.  You can also race
      through dialogue by holding R1 and the "Confirm" button (Circle in the Japan-
      ese version, probably X in the U.S. version).  You can't skip animation, tho',
      so a cut scene with Akiyama in the beginning of his story and a rather lengthy
      one with Tanimura cannot be skipped.  Sorry about that.
    
    Here is a bit of background information for those who did not play the first
    three modern-day Ry ga Gotoku/Yakuza titles.
      You are in Kamuro, a fictional district in Tokyo based very closely upon the
    real life Kabuki District of Shibuya, Tokyo.  There's all sorts of dirty deal-
    ings going on, as this is the town of "night life" such as hostess clubs, where
    you basically pay to drink and eat with a female companion (employed by the
    club).  A lot of stuff going on here is adult entertainment and is, therefore,
    run by the yakuza.  So, it's a bit of a yakuza metropolis.
      This game takes place 25 years after an incident with two rival gangs of the
    area, the Tj Association (a large collective of yakuza families) and the
    Ueno Seiwa Association, a smaller group.  After being discharged from prison,
    Ueno Yoshiharu, the association's chairman, went to eat ramen with some 17 of
    his top-ranking yakuza underlings.  These 18 men were then shot in an assault by
    Saejima Taiga, lieutenant of the Tj Association's Sasai Group.
      In the 25 years Saejima has been in prison, a lot has happened in Kamuro.  A
    young orphan entered the Tj under the wing of a man who had become a father to
    him, Kazama Shintar.  Kazama belonged to the Djima Group, led by Djima Shei,
    who eventually became chairman of the entire association.
      The orphan's name was Kiry Kazuma, and he became one of the most promising
    young members of the association--and one of the most revered yakuza of all
    time.  A folk hero who took care of his association and who understood the needs
    of the people in his area, Kiry was on his way to becoming lieutenant--or
    more--when his childhood friend, Nishikiyama Akira, got in a dispute with Chair-
    man Djima because Djima assaulted the target of his affections, Sawamura Yumi.
      During the confrontation, Nishikiyama shot the chairman to death.  Kiry, who
    cared deeply both for Yumi and Nishikiyama, decided to take the blame for the
    shooting so that Nishikiyama could still make a name for himself.  He was
    sentenced to jail for 10 years, despite protests by one of the main detectives
    on the case, Date Makoto.  Date's career was basically destroyed as he would not
    let the case alone and always suspected what was truly behind the shooting.
      After 10 years in prison, Kiry returned to the streets of Kamuro to find that
    the Tj Association had once again been thrown into turmoil after the assassin-
    ation of then-chairman Sera Masaru and the theft of 10 billion yen (roughly
    a hundred million U.S. dollars) from its banks.  Despised as a "father-killer"
    for killing the chairman, Kiry became a target for the warring Tj factions,
    who were at the same time trying to chase down the money and to find a success-
    or, since Sera seemed to have left no will.
      Kiry found a reason to keep going:  a young girl named Haruka.  The rival
    yakuza factions were after this child, who was apparently involved in the theft.
      In the end, it turned out that the reason the money was missing was because
    Chairman Sera and Kazama Shintar (Kiry's father figure) were laundering it for
    a mysterious shadow government military man named Jingu Kyhei.  Jingu, as it
    turned out, had married Kiry's childhood love, Sawamura Yumi, and the two had
    a daughter--Haruka.
      Jingu was not an honorable man.  Fearing Jingu, Yumi conspired with Kazama
    Shintar to abscond with the money.  She left the key to the vault with the
    cash with Haruka and had her placed in the same orphanage that reared Kiry,
    the Sunflower.  Sera knew of this and realized that the association might fall
    into the wrong hands, such as Jingu's, and decided to write a will before he
    ended up getting shot.  This will was given to Kiry, who showed it to all atop
    the town's towering landmark, the Milennium Tower.  It stated that Kiry was to
    be the fourth chairman of the Tj Association.
      After a bloody battle, Kiry defeated Jingu and the Tj groups against him.
    Standing in front of the money itself in the Milennium Tower, he had to fight
    one last foe:  his old friend, Nishikiyama, who had turned against him because
    he felt that Kiry had forced him to live the live he was living.  When Jingu
    showed up wounded at the scene and tried to shoot Kiry, Yumi stood to protect
    him and was shot.  Nishikiyama detonated a bomb attached to the money and the
    result was that Haruka and Kiry were the only ones left alive on scene, while
    the money rained down on the people of the Kamuro District.
      Kiry almost immediately resigned from the post of chairman so he could live
    the good life with Haruka.  With Date's help, he was able to leave the scene
    without going to jail.  He eventually moved with Haruka to Okinawa and opened
    an orphanage there, the Morninglory, to take care of fellow orphans as the
    Sunflower had taken care of him.  Although there were more plots against the
    Tj Association that required Kiry to step in and take care of business, he
    basically left things in the hands of Djima Daigo, son of the old chairman,
    Djima Shei.
      Also during this time, the Tj Association seems to have become allies with
    the Ueno Seiwa Association whose leader their member, Saejima, had shot so many
    years ago.
      After the shooting, one of the major detectives on the team was shot to death.
    His son, Tanimura Masayoshi, spends his life looking for his killer as a detec-
    tive in the Tokyo Police's Public Safety Division.  He is based in the Kamuro
    area.
      All of these events are somehow connected to a mystery woman, Lili.  When
    this woman shows up at the office of a former-homeless loan shark named Akiyama
    Shun, it looks like the events of the past will surely be stirred up in another
    caper looming on the horizon.
    
    
    --------------------------
    3b.  Part 1:  Akiyama Shun
    --------------------------
    
    Akiyama is a loan shark.
      Well, he wouldn't use those words to describe himself, but that's basically
    what he is.
      He's a moneylender.  There are a lot of these guys in Japan who make small
    loans and come visiting you to collect.  It's a little more informal than "pay-
    day" loans here, but it's basically the same thing, plus they'll come around to
    your place and stick their noses in to see if you'll pay them back.
      A former homeless man, Akiyama lends money out to whomever he sees fit.  He
    lends to people who others wouldn't, but makes them pass unique tests and gives
    them special conditions on their loans.  This is the way the writers paint him
    as a kind of hero of the streets, showing that he does what he can for people
    who have little hope to help them out, but also tries to help people reform and
    be better.  They even say he has the nickname "The Refuge of Kamuro.  He still
    hangs out with homeless people and displays bizarre work ethics, often leaving
    all the work to his assistant/secretary/office manager, a chubby young woman
    named Hana.
      A smooth talker, he's quick to approach women.  That's not a bad trait, con-
    sidering he owns a cabaret club in town, Elise, and often takes a personal hand
    in management of the place.
      They don't explain how he has fighting prowess but it's mostly kicking, like
    Taegweondo.  He also uses his jocular nature in fights, since he can taunt in a
    few more ways than other characters.
    
    
    3b-I.  Chapter 1:  The Mysterious Moneylender
    ---------------------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    The game starts with an aerial view of the "entrance" to the Kamuro District.
    You're at the soutwest of the map, on Tenkaichi Street ("Tenkaichi," incident-
    ally, means "Best in the World").  The Kamuro District is a fictional district
    in Tokyo, based off the real-life neighborhood called "Kabuki" in the Shibuya
    area of Tokyo.  It's March 1st, 2010, and the building we're looking at in our
    nice little establishing shot contains the Sky Finance office.  This is where
    our intrepid hero works.
      Of course the term is used loosely as you can see.  That's Akiyama there,
    reading a local gossip rag.  There's an article about a serial killer in the
    Kamuro District.  "Scary stuff!" remarks Akiyama, who tosses it on the table and
    rolls over to nap.
      In fact, he naps right through the phone ringing.  And yes, he's supposed to
    be at work.
      For some reason his personal cell phone on vibrate is enough to rouse him.
    It's Hana, his assistant--the same person, of course, who was trying to call the
    office phone just a few seconds earlier.
      Hana ain't so happy with Akiyama lazily sleeping all over the sofa (go
    figure!) during business hours.  So she berates him and asks if he's even out
    of the office, like he should be, on that day.
      She asks, "You DO remember what day this is, right?"
      Akiyama guesses, "Umis it, like, your birthday, or somethin'?"
      "NO!" shouts Hana.  "Look at the wall calendar!!"
      Ahh!  Collections day!  Today's the day Akiyama has to go around the neighbor-
    hood and knock on doors to see if anyone's gonna finally give him the money they
    owe him.
      "Well," he says, "I was GONNA go out, butyou know, something came up."
      "'Something came up?'  Such as?" asks Hana.
      "Well, I mean, it's raining today!" says Akiyama, who looks out the window and
    sees that it must have stopped raining some time ago.
      With no more excuses, he agrees to go out and collect while Hana stays out,
    picking up some special kalbi lunch sets from the Tokyo-style Korean BBQ res-
    taurant, Han Rae.  She likes that fatty food (maybe a little too much, as you'll
    see).
      So out he steps, looking like the Joker with the purple jacket and black hair
    that looks green because of the weird graphics.  And guess what?  It starts to
    rain again.  It figures, right?
      Akiyama figures he'll go north to the Hotel District.  It'll appear on your
    map as the flashing red dot.  That dot is your friend.  For almost the entire
    game, it will guide you.  Don't know where to go for the main story?  Follow
    that dude--he knows what's up.
      On your first playthrough, you get the self-musings of Akiyama and away you
    go.  On consecutive ones, tho', if you got mail from Bob by completing lists,
    you'll get interrupted by those mails again now.  All you can do is wait for
    them to shut up.  If you have a lot of them to go through, try running to your
    first event while they're going off!  I've only made it as far as Volcano be-
    fore.  You can enter Poppo and Matsuya along the way and get one mail, then the
    barrage will stop for a bit, if you want.  Nothing too interesting butgetting
    24 messages to your phone takes a while and is kinda uninteresting as it is.
      Also on your first playthrough, you'll see a weird dude hanging out with his
    arms folded in the middle of the street just north of Sky Finance.  He has a
    workout towel on his shoulders (even in the rain), wears fingerless gloves, and
    has a ponytail and bizarre goatee.  This is Komaki Star, someone who will
    come up again in Kiry's part of the story.  For now, he just randomly stops you
    to tell you that you look like you have physical prowess and mentions he runs a
    dojo.  Joining a dojo doesn't really sound like Akiyama's cup of tea, but Komaki
    gives him a Memo Pad with some stuff about fighting jotted down in it.  If you
    find people with blue arrows over their head (as opposed to the normal, green
    arrow people get when you can talk to them), talking to them will give you tips
    on how to play the game that will go down on that pad.  You'll also get exper-
    ience points, and there's a Trophy for getting all the tips around town.
      So off you go towards the Hotel District.  Run past Matsuya at the end of
    Tenkaichi and you'll have to turn right onto Taihei Street for a bit, then turn
    left to go north again in the southern part of Theater Street.  This is the
    southeast part of the Theater Square area.
      Go north past Volcanic Volcano (a pachinko parlor) and you'll automatically
    be approached by three goons hanging out near the railing of Theater Square.
      These guys are rival moneylenders from an organization called "Loans Kamuro."
    They're gonna get in your way and claim Akiyama has unfair business practices.
    
    *Fight Music:  "Speed Star" by Shji Hidenori, off soundtrack vol. 1*
    
      Basically, you gotta resolve this with your fists.  This is your first fight,
    and it's a tutorial.  Follow the directions on the screen and you'll get exper-
    ience for each goal.  First, you have to hit them with weak attacks (the Square
    button).  You can link together weak attacks to make an attack string, and you
    can end it with a Triangle (heavy attack).  What point of the string you are at
    when you hit Triangle changes the end attack.
      That's your second goal:  land Heavy Attack Finishes.
      Your third goal is to grab an enemy with Circle and then land grapple attacks.
    Square gives you a 3-hit string, Triangle a knock-down heavy hit, and Circle
    throws the guy.  I recommend using the Square button to finish it quickly.
      Your final goal is to pick up a weapon lying about the stage with Circle and
    hit the enemy with it, using Square for an attack string, Triangle for a heavy
    hit, or Circle to toss it.  I recommend the bicycles as you can hit more than
    one enemy at once with their swings (which counts for more than one hit), but
    you can also pick up the pylons and such.
      Then, beat those three chowderheads the heck up.
      Start to go north along Theater Street and you'll come to a big fat dude in
    the middle of the street.  This is Kamiyama Renji, a guy who modifies weapons in
    his little shop in the northeast.  Don't worry about him yet; you can't go over
    there just now.  He gives you a catalog.  This has "recipes" for equipment.
    When you want to build equipment with him you will need recipes and ingredients
    so you can have him make something for you.  Again, this isn't too important at
    this stage of the game.
      Now, continue north to Shichifuku, then slight west a little and north some
    more.  This is the Hotel District's west alley, and it houses M Store and the
    Yoshida Batting Cages.
      It also houses Kanemura Industries, which sounds like a nice business but is
    actually a lesser yakuza family in the Tj Association that owns the streets in
    the Kamuro area.
      As you approach, a guy named Kido Takeshi runs past Akiyama.  Akiyama seems to
    know him, so he figures he'll follow him to their headquarters to have a look-
    see.
      Inside the office we see Kido in a foul mood.  He's looking for his superior,
    the second-in-command of Kanemura Industries, a man named Arai Hiroaki, who is
    unfortunately out with the head of their parent yakuza organization, Shibata
    Kazuo.  Seems they're inspecting the progress of the construction of a building
    they have interests in, the Kamuro Hills building.
      One of his subordinates asks what's wrong.  It seems some guys from a rival
    organization, the Ueno Seiwa Association, are drinking at a cabaret club in
    their turf called "Elnard."  I'm not sure what the significance of it all is,
    but Elnard is the name of an old Enix RPG on the Super Famicom.  Maybe they
    named it that as some kind of hommage?
      His underling doesn't see the problem.  I mean, they're not necessarily there
    to cause trouble or anything!  Maybe they're just there for a drink!
      Of course, a rival group drinking on your turf is, itself, a problem.  Kido
    tries to explain it to his underling.  The Ueno Seiwa Association is allied with
    the Tj Association, the umbrella organization over the Shibata Group, which is
    in turn over the Kanemura Industries family.  But they aren't really equals.  In
    exchange for not invading the Ueno land and taking over, Ueno pays the Tj,
    just the same as Shibata or Kanemura does.  But then, here they are coming into
    the Tj land themselves.
      Kido says the relationship between the Tj and Ueno is kinda like the Tj
    Association is the U.S., while Ueno is like Japan.
      The underling really isn't following very well, and interrupts Kido, who yells
    at him.  But then he regains his composure a bit and shrugs it off, saying that
    even if they know about the Ueno men being there, there's not much a little
    organization like them can do about it.
      So the underling thinks about it.  "Aniki," he says, using a term that means
    "big brother" but is said to people you respect of higher rank in yakuza terms,
    "so, if the Tj and Ueno have this relationship you're talking about...then,
    well, if they come and drink here, then it's no problem, right?"
      Kido is less than impressed with this logic.
      "Well I mean, if the Tj and Ueno are allied, they can come in our land and
    drink in our clubs, right?"
      Kido kicks the table.  "Are you an imbecile?!?  This is why you're useless to
    us!"
      And then along came Akiyama.
      "Yo!" he says.
      "OhAkiyama-san."
      Akiyama wonders if he came at a bad time?  Of course, to be polite, Kido tells
    him it's OK and invites him in.  As he's collecting right now, Akiyama figured
    he should come by and see how things are with Kanemura.  Kido tells him that
    Kanemura's not in, and Akiyama guesses his lieutenant, Arai, is out, too, which
    Kido confirms.
      Akiyama leans back in the couch.  "Well?  Aren't we going to continue that
    conversation?  Aren't you going to teach your underlings why you can't have
    others come drinking on your turf?"
      Kido asks if Akiyama was eavesdropping and Akiyama explains that anyone could
    hear them, they were shouting so loud!  He then addresses the clueless underling
    and asks him about himself.  Hearing the guy has only been there three months,
    he quickly sizes him up as a punk who was just pulling petty crimes around town
    and saw how cool Arai was and thought he would like a taste of that life, so he
    joined.
      Kido tells Akiyama they're busy and Akiyama nods.  "Yeah, I see.  'Really
    busy,' huh?" he says, and gets up to leave.
      As he gets to the door, he pauses in front of the clueless underling.  "Man,
    you guys are really in trouble!"  he notes.  The underling seems confused still
    by his comment, so he starts to explain.
      "Don't you know what it means in your line of work when the 'lower guys' come
    into the territory of the higher-ups?  Whether it's a direct relationship or an
    allied relationship--it's the same thing!  I mean, say you wanted to get a
    drink.  You wouldn't go off to Shibata land to do it--the land of the boss of
    your boss, would you?  Like some big shot?"
      The underling responds, "N-No, that's crazy!"
      "That's right!" says Akiyama.  "That's crazy.  I mean, it would cause a lot of
    embarrassment for Kanemura--and then, I don't think I need to tell you what a
    chewing out you'd get from Arai, right?"
      "This is the same," he explains.  "I mean, Ueno guys coming in, waving their
    Ueno lapel pins around like some big shots, breaking promises and invading the
    Tj land like that--this is, in itself, a funny story!  Do you know what that
    means?"
      Kido tries to stop Akiyama, but the underling asks, "Whatwhat does it mean?"
      "Well," says Akiyama, "it means you Kanemura guys are really the lowest of
    the low!"
      "What?" asks the underling.
      "I mean, I'm sure the Ueno guys are saying 'Oh that's Kanemura turf, so, it's
    OK!'  Man, even for a third-rate organization like you guys--who are not only
    under the Tj, but even farther below that, under the Shibata--that's going a
    little too far.  Man!"
      The underling gets mad.  "Hey, *****, you making fun of us?!"
      Akiyama smiles.  "Finally, you get it.  This is the way it should be!  Being a
    yakuza isn't just about how big that family crest pin is on your lapel.  There's
    no use for a yakuza who doesn't get mad at anyone who makes fun of that crest!"
      "So, you know, give it your best shot, man!" he says.  "If you guys don't do
    your job, then people like me can't do ours, you know?"
      As he goes to leave, he suddenly pauses again.  "Oh, Kido-chan!  Could you
    give your boss a message for me?"
      He then steps back into the room and speaks loudly to the back door.  "If you
    let people mock you and your organization without responding, your life as a
    gangster is over!  I won't lend any more money to a guy who's a gangster only
    in name like that!  Please remember to uphold the 'terms' you agreed to when I
    lent you money!"
      Then he leaves.
      Out of the back office comes Kanemura, to the surprise of the confused under-
    ling.  "That little punk, Akiyama, clear outta here?" he asks.  "Well, we do
    have a problem.  What're we gonna do?"
      Kido promises to call up Arai and keep leaving messages.  He's sure that Arai
    can handle it in a peaceful way; it'd be best to avoid trouble.
      After Kanemura goes back into his office, the underling asks Kido who on earth
    this Akiyama dude is, anyway, and Kido explains.
      "He's a 32-year-old guy running a moneylending businss called 'Sky Finance.'
    People call him the 'Kamuro District Refuge.'  You could say he's a loan shark,
    but he doesn't see it that way.  He does differ from other moneylenders with his
    tests and special terms he makes people agree to."
      "Where's the merit in that kind of action?" asks the underling, but Kido has
    no idea.  He doesn't even understand how Akiyama makes loans like that!  He also
    notes that people who borrow money from him never do it again, though he doesn't
    know why that is, either.
      He ends by warning the underling it's best to stay away from that weirdo.
      As he explains, we see Akiyama buying beer and such.  He pays a visit to some
    of his old homeless buddies, drinking with them at the eastern end of Kenmae
    ("In Front of the Park") Street, near the entrance to the West Park, where the
    future Kamuro Hills building is under construction.
      Out of the site come Arai and Shibata.  Arai's cell phone rings, but Shibata
    doesn't seem upset.  Instead, he gives Arai some money and tells him to get
    something to eat for his hard work.  Arai answers the phone as Shibata leaves,
    frowns, and says "Elnard, right?  I'll handle it."
      You're now back in control.  Yes, this is a cut-scene-heavy game.  That's why
    I told you to turn on the "event skip" option in the options menu, because if
    you ever mess up, you'll have to swim through all this stuff again.
      So Akiyama decides to head on over to Elnard and stick his nose in this busi-
    ness.  The area is marked on your map, on east Shichifuku.  Go west down Ken-
    mae and then south down the alley between Han Rae and the Shichifuku Parking
    Lot.
      When you come to the corner of the back alley and Kenmae, guess what?  Those
    three moneylenders you beat up earlier?  They're back, but with their big
    brother!  He'll learn you!
      This is another tutorial.  First, hold down R1 and move around to "Shift,"
    which is an ersatz lock-on that ends up being more like a "strafe" button most
    of the time.  Next, use L1 to guard enemy attacks.  Hit X and you can "Sway,"
    which is basically a semi-invincible side step.  You can direct the Sway with
    the left analog stick.
      Now, the game prompts you to build up Heat Energy until you are in Heat Mode.
    Heat builds principally by taunting and attacking.  If you're playing after
    beating the game with the War God Talisman equipped and have infinite Heat, you
    should take it off before this part.  If you waited too long, do a Heat Move
    to waste your energy after removing it.  Then, once you have no Heat Energy,
    simply equip it again to get in Heat Mode.  Don't worry about that if you don't
    know what I'm talking about.
      Lastly, do Heat Moves.  When you first start off, you pretty much only have
    the Heat Move where you grab a guy, get near an environmental hazard such as a
    wall or railing, and hit Triangle when prompted, and the one where you pick up a
    weapon and get near a guy and hit Triangle when prompted.
      Now beat the last guys up.
      So, it's time to finally get down to Elnard.  You guys wanna cruise over to
    Elnard?  Get some Elnard action?
      
      As you get to the club, one of the waiters there stops you as you enter.  He
    apologizes for the inconvenience, but it seems that some yakuza are in there
    causing trouble.  Unfazed, Akiyama goes right ahead on in.
      In the club, the two Ueno Seiwa Association members are, indeed, causing
    trouble.  They've drunk a considerable amount of alcohol and are treating the
    girls roughly.  The more ridiculous-looking of the two, the guy with sunglasses
    on his head and an outlandish purple suit with ugly shirt underneath, yells at
    the waiter.  "Where are those 100 bottles of champagne we ordered??  It's been
    ten minutes!"
      This annoying fellow is Ihara Masaru.  The other guy, with blonde hair, is
    Mishima Yutaka.
      Mishima mocks the waiter.  "What, does this club wait until people order
    drinks before getting 'em in stock?"
      Akiyama approaches.  He coolly dismisses the two, looking at the empty
    bottles with scrutiny.  He complains that they just wasted the precious, fine
    alcohol just gobbling it down like glutons, instead of savoring them.
      Ihara asks who he is, but Akiyama ignores him.  Mishima gets up and yells at
    him at this, but Akiyama further ignores him!  He takes a swipe at Akiyama, who
    deftly ducks out of the way and responds by breaking an empty bottle over Mi-
    shima's head.
      Ihara looks confused.  "What??  This isn't the way it was supposed to go
    down!" he says, to which Akiyama gives a puzzled look.
      Just then, in comes Kido.  Seems Arai's still on his way.  Ihara suddenly
    bursts out, "So!  You're trying to start a war with us, huh?"
      Akiyama asks him "What's all this weird stuff you keep saying, man?"
      But Ihara seems unflappable.  He says, "If you hurt us here, we'll strike
    back!  We'll kill your whole gang!!"
      So, Kido steps in.  "Who do you think you are, *****, coming around to other
    peoples' turf and saying **** like that??"
      Akiyama stops him from getting into the fight, though.  He explains, "This is
    my fight.  I'm a moneylender, running Sky Finance.  I have nothing to do with
    any yakuza family.  If it's a fight, it's just me and these guys, go tit?"
      Ihara doesn't seem to have a problem with that.
    
    *Fight music:  "Rebellions" by Takagi Yasuhiro off soundtrack vol. 1*
    
      Welcome to your first boss fight!  Aren't you thrilled?  Eh, this guy's not
    exactly enthralling, I know.  If you're struggling, don't forget you can kick
    the items around the floor at him with Triangle, or you can pick 'em up and
    smash his face in.  When you get him low enough, you'll trigger your first
    special Heat Action, a "Quick-Time-Event"-like cinema where you must hit the
    buttons as they appear on screen to finish it properly.  After you get to a
    certain point, the game will explain these special moments to you and give you
    a certain amount of time to build up Heat Energy, which is done, in this case,
    by following the button prompts as they appear on the screen.  Once you've got a
    full gauge, it will prompt you with Triangle to perform a devastating attack.
      So you beat him up, and in comes Arai.  Akiyama gives him an almost-disturbing
    look of admiration.  He tells him, "Araiseems you're a little late!" to which
    Arai responds, "Yeah, and I see you're as tough as ever."
      Akiyama apologizes for beating up someone that was their business, offering
    the rather lame excuse that they just rubbed him the wrong way.  He reaches to
    get a cigarette, and there's Arai, offering him one of his own.  Akiyama praises
    Arai, saying that he always understands him, but Arai says it was just a matter
    of habit, since he had it beaten into him by his superiors when he was younger
    to always have a cig or lighter handy when they needed one.
      Akiyama tells him that's not what he was talking about.  He meant that Arai
    didn't even ask him why he picked a fight with those guys.  Arai responds that
    he figured it had something to do with the special terms he set for the loan to
    their boss, Kanemura, which it did.  After all, Akiyama doesn't make loans with-
    out special terms.  Akiyama asks if he knows what the special term is this time
    and Arai says that although Kanemura didn't tell him directly, he thinks it must
    have been a request that Kanemura retire.
      It was such a request.  It seems that Akiyama wants Arai to inherit the Kane-
    mura Industries family and make a name for himself.  He believes Arai can be as
    famous a yakuza as the former fourth chairman of the Tj Association, Kiry
    Kazuma.
      But Arai's not so sure.  After all, he and Kiry have completely different
    circumstances.  Kiry was formerly in the Djima Group, whose boss was actually
    chairman at the time, while as for himself, he's just in the lowly Kanemura
    Industries family.
      Akiyama thinks he's mistaken.  He points out that he became all that he is now
    because money literally fell down on him from the sky when he was homeless.  He
    believes people have chances just rain down upon them randomly by fate, and
    what is necessary in life is to just take those chances, make the most of them,
    and rise up.
      He says even if it's from a lower-league group such as the Kanemura, being a
    Group Head in the yakuza is still being a Group Head.  If you're going to one
    day make something of yourself in that world, it's not such a bad thing, really.
      Just then, Ihara props himself up and draws his pistol.  Akiyama curses at
    him, but Arai reminds him that this is, after all, his business.  He asks Ihara
    if he has the courage to pull that trigger, knowing that there will definitely
    be a response from his family.  Ihara tells him it's a matter of the Ueno Seiwa
    Association's pride, and Arai says he understands, but if Ihara shoots, then he
    will shoot back.  He tells Ihara that if he hands over the gun they'll let them
    leave, no questions asked.
      Ihara starts to lower his gun and Arai walks forward and puts his hand on it,
    too.  As the gun lowers, it goes off, shooting Arai in the stomach.  As Akiyama
    and Kido come to Arai's aid, Ihara grabs Mishima and high-tails it out of there.
      It's just a flesh wound.  Seems the bullet grazed off of Arai's side.  He
    sends Kido out after Ihara but tells him not to get carried away if he does find
    him.
      Like a split second later, he gets a call from Kido and he's like "What's
    that??  Oh, manwell, OK.  I'll go looking for him, too."
      So, what was that, like 10 seconds Kido looked before he calls Arai and tells
    him he lost his trail?  Oh well who am I to question the logic of Ry ga Gotoku
    World, right?
      Off he goes, and you're left alone.  I don't know why, but they don't auto-
    matically put you out of Elnard.  You're still inside, butthere's, like,
    nothing for you to do here.  So go on out!
      Once outside, Akiyama gets yet another call from Hana.  Apparently, she's
    tried to call him 30 times!  She asks him to please head on back to the office.
    It's already past midnight!  The day's changed!
      It's not fair that she should have to do all the chores, in her opinion, if he
    can just come and go as he pleases.  She starts to list off the chores she has
    to do like cleaning up the office and ordering supplies, and then she mentions
    that she has to go get food and he responds by saying, "Hey, that has nothing to
    do with it!  You just want to eat, that's why you go buy food all the time."
      He further explains he doesn't understand why she didn't just go home herself.
    I mean, she has a key!  Why did she wait around for him?
      But she says that she couldn't go home because something scary was going on.
    Seems some punks were outside in a street fight, and she was afraid!  What if
    she was raped?
      Akiyama starts chuckling.  "Raped?  YOU??"
      "Did you laugh just now!?" she asks.
      He apologizes and asks what's so special about these guys.  She says they had
    a handgun, and one of them mentioned "Ueno."
      Dun-dun-DUNNNNN!!
    
    CAPTION:  Head to Sky Finance
    
    *Background music:  "Nervousness" by Takagi Yasuhiro off soundtrack vol. 1*
    
      So head over there.  Along the way, you'll probably notice the game has start-
    ed spawning people who will stop you and get into fights.  These are the random
    encounters of the game.  You'll want to fight them, probably, as you need to
    get lots of experience points to level your dudes up.  I dunno, it's up to you.
    If you want to avoid them, just run past them and don't let them get too close.
      As soon as you get close to Sky Finance, an event will automatically happen.
    Someone will shoot someone.  Akiyama heads to the back alley near his office,
    around the corner, and finds Arai standing above a fallen Ihara, who has a
    bullet between his eyes.  "Looks like I won't be able to take that chance you
    were trying to give me," he says, and runs away.
      Some guy in a blue "Members-Only"-esque jacket pushes past Akiyama and starts
    to investigate Ihara's dead body.  He remarks that one bullet straight to the
    head is an execution-style killing, and tells Akiyama to run.  After all, if he
    sticks around, the cops will think he's the killer, and he thinks that some of
    the bad guys down at the station might beat a confession out of him.
      Hana yells down to Akiyama, but it's too late.  Cops are there.  They arrest
    him, and the man in the blue jacket tells him to hang in there.  Sugiuchi's
    interrogations are kinda famous.  It seems Akiyama knows this Sugiuchi guy.
      As he's dragged away, he calls to Hana.  Hana calls back to him.  Poor guy.
    
    
    3b-II.  Chapter 2:  The Fateful Lady
    ------------------------------------
    
    Missions activated in this chapter:
       The Cost of Restructuring
       Request to Become an Apprentice
       Gourmet Reporter
       A Recruiter's Guide
       Project Geek Makeover
       The Way to Use Money
       Cabaret Club Walkthrough, Akiyama Edition
    Coin Keys made accessible in this chapter:
      Taihei Lockers keys (46/50):
        A1 through D1, D4 through E2, E4 through H4, I1 through J5
        (basically, all except:  D2, D3, E3, and H5)
      Kamuro Subway Shopping Lockers keys (34/50):
        A1 through A4, B1, B2, B4, C1 through D1, D3 through D5, E2, E3, E5, F1,
        F4 through G1, G5 through H3, I1, I2, I4 through J1, J4, J5
        (all except:  A5, B3, B5, D2, E1, E4, F2, F3, G2 through G4, H4, H5, I3, J2,
         and J3)
    Side games made available in this chapter:
      All mini-games and gambling games
      Allies (Befriending system)
      Cabaret club girls Mizutani Noa and Aihara Elena at JeweL, Rio at Shine
    
    1.  Enter Sky Finance, gain Hideout
    2.  Exit Sky Finance, get phone call from Kido
    3.  Meet Kido on roof of Club SEGA at Theater Square, defeat Shibata Group
      members
    4.  Chase Battle:  run from police to roof of Sky Finance
    
    
    3b-III.  Chapter 3:  Trouble in the Tj Association
    ----------------------------------------------------
    
    Missions activated in this chapter:
       The Whereabouts of 300 Billion Yen
       Hana-chan's Depression
       The Fake Ticket
       Defiance of an Apprentice
       A Wife's Feelings
       Make Money with FX
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Head towards Theater Square, defeat men harassing girl
    2.  Chase Battle:  catch pickpocket
    3.  Talk to Saig
    4.  Enter Sky Finance, conversation with Sugiuchi
    5.  Take Lili to Milestone (in Kamuro Subway Shopping Area), talk to worker,
      select a dress
    6.  Take Lili to Le Marche, talk to worker, select a necklace
    7.  Enter Elise (across the street from the Milennium Tower), dress up Lili
    8.  Go to Theater Square, get call from Elise's manager, meet Lili
    9.  Go with Lili to the entrance to the Champion Mall from north Senry,
      event
    10.  Defeat Shibata Group yakuza
    
    
    3b-IV.  Chapter 4:  Promises
    ----------------------------
    
    Missions activated in this chapter:
       Retry
       Beware of Imitations
       Cabaret Club Training
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Phone call with Elise's manager
    2.  Take Lili to Elise, receive 100,000 yen business account, dress up Lili,
      walk around Elise until Akiyama says he's heard enough, return to the back
      room, repeat
    3.  Go to Marimba, a club in the southwest corner of the Champion Mall,
      event
    4.  Talk to transvestite outside Club Deva
    5.  Look at points of interest:
       Clothes
       Lighter
       (Corpse)
       (Floor)
    6.  Exit
    7.  Enter Sky Finance
    8.  Talk to Mack Shinozuka, pass first Revelation by zooming in on the girl
      across on the other roof, correctly hitting the three buttons when prompted,
      then choosing top option
    (8A.  Talk to high school students near Sky Finance on Tenkaichi, talk to
      female office worker on the southwest corner of Tenkaichi and Taihei)
    9.  Talk to man in front of Coin Lockers near Milennium Tower on Taihei
    10.  Talk to bums in front of escalator in Theater Square Underground area
    11.  Enter back door to Milennium Tower underground from south side of Shichi-
      fuku
    12.  Go left, then up stairs to Milennium Tower Electrical Room
    13.  ACTION STAGE:  defeat Hatsushiba Group members, break gate, run upstairs,
      hit X when prompted (the bum named "Sukegawa" joins as an ally), defeat
      enemies until you come to a closed door, examine door, run back to room with
      escalator where you meet Sukegawa, find the bum named "Kakuta," go back to
      door, defeating enemies on the way, examine door, progress up stairs, defeat-
      ing enemies and examining door to call Kakuta over again and again, find
      Hatsushiba members harrassing Minamita, defeat enemies, enter Hatsushiba
      Group Headquarters, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 1 (gun), defeat
      Hatsushiba Group members, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 2 (chainsaw)
    14.  Return to Sky Finance, Akiyama decides to go to Elise
    15.  Enter Elise, train Lili, walk around Elise until Akiyama decides he's heard
      enough, go back to back room, repeat
    16.  Return to Sky Finance, get call from Elise's manager
    17.  Enter Milennium Tower
    18.  Enter elevator, answer "yes"
    19.  Cut scene, telephone conversation with Hana, telephone conversation with
      Elise's manager
    20.  Return to Sky Finance, talk to Hana
    21.  Chase Battle:  pursue Hana (you cannot catch her; just follow her to Jid
      Park on West Shichifuku)
    22.  Telephone conversation with Elise's manager
    23.  Enter Elise, DEFEAT BOSS:  MINAMI DAISAKU
    
    
    ---------------------------
    3c.  Part 2:  Saejima Taiga
    ---------------------------
    
    3c-I.  Chapter 1:  Run to the Truth
    -----------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Defeat inmates
      Tutorial:  Use Charge Heavy Attack Finsher, defeat remaining enemies
    2.  Talk to Kamiyama next to save point
    3.  Talk to guys in a group of three in the nothwest
    4.  Talk to Kataoka, third member of the trio in the northwest
    5.  Defeat inmates within 1 minute
    6.  Talk to Kamiyama
    7.  Talk to group of two men in the east
    8.  Talk to Kawana, the man standing more to the east of the two
    9.  Talk to man smoking in the south, Ozaki
    10.  Talk to Kawana
    11.  Talk to guard near gate in the east, walk to the south, pick up lighter
      (flashing light)
    12.  Talk to Kawana
    13.  Defeat inmates within 1 minute
    14.  Talk to Kamiyama
    15.  Talk to Hamazaki
    16.  Check spot in northeast, place grappling hook under panel
    17.  ACTION STAGE:  Defeat prison guards, defeat prison guards, hit Triangle
      when prompted, run up stairs, hit Circle when prompted, hit X when prompted,
      hit X when prompted, DEFEAT BOSS:  SAIT, examine body to pick up key, exam-
      ine panel next to exit door to use key, defeat enemies, go to the roof,
      avoid sniper while breaking gates, enter stairwell, go down, defeat enemies,
      go to yard, go to corner with grappling hook, DEFEAT BOSS:  SAIT (plus other
      enemies)
    
    
    3c-II.  Chapter 2:  The Tiger and the Dragon
    --------------------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  DEFEAT BOSS:  KIRY KAZUMA  (big chapter, huh?)
    
    3c-III.  Chapter 3:  Twenty Five Years Wasted
    ---------------------------------------------
    
    Missions activated in this chapter:
       Older Sister, Younger Brother 1
       The Thing Caught When Fishing
       The Cats and the Homeless Men
       The Woman With Men After Her
       Remains of Chivalry
       Rygj Bodyguard
       The Bodyguard
       Older Sister, Younger Brother 2
       Cause for Retribution
       Parent and Child
       Disturbance at the Address
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Talk to old man in alley near Works Kamiyama by the east end of Kenmae
    (1A.  Talk to old man near the coin lockers in Kamuro Subway Shopping Area
      without any alcoholic beverages in your possession)
    2.  Purchase Japanese Sake or other alcoholic beverage from a convenience store
    3.  Talk to old man near the coin lockers in Kauro Subway Shopping Area with
      alcoholic beverage in your possession, choose to give it to him
    4.  Enter Champion Mall, event with Kido
    5.  Chase Battle:  catch Kido!
    6.  Meet Kido at the entrance to the Theater Square Underground Area by the
      coin lockers on Taihei (follow him if you want or wait for him to get there),
      meet Kido at the escalator down to the undergound area (follow him or wait
      for him to get there), go to Hatsushiba Headquarters, enter.  This is now
      your Hideout.
    7.  Take escalator to Theater Square Underground area, automatically trigger
      event with Ken (a homeless man) leading you to help The Hermit
    8.  Choose to help The Hermit, defeat enemies
    9.  Talk to the homeless man across the bridge in the Central Sewer area, on
      the west side
    10.  Go north and to the east, take exit from sewer areas
    11.  Go to the restrooms in the entrance to the West Park area on east Kenmae,
      to the last stall in the men's room, event
    12.  Talk to Tsurumi, the construction worker on the northeast corner of the
      intersection near M Store and the Yoshida Battin Cages, promise not to tell
    13.  Go to the manhole in Jid Park, defeat gang members
    14.  Go into the sewers, take path to the Sai no Kawara underground area
    15.  Go to Hanaya's mansion and enter, event
    16.  Talk to Hanaya in front of the arena gates, say you're ready
    17.  DEFEAT BOSS:  IVAN IBRAHIMOVIC
    
    
    3c-IV.  Chapter 4:  The Brothers' Oath
    --------------------------------------
    
    Missions activated in this chapter:
       Everyone Had His Own 25 Years
       Older Sister, Younger Brother 3
       Older Sister, Younger Brother 4
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Leave Sai no Kawara underground through manhole to sewers to Jid Park
    2.  Answer Sodachi; either way, you'll end up in his dojo
    3.  Leave Sodachi dojo, go to the west end of Theater Square, take staircase to
      roof of Club SEGA, run to exit from West Rooftops to Sky Finance, meeting
      Kamiyama along the way
    4.  From outside Sky Finance, go towards the Third Park and enter Kamuro Under-
      ground Parking, run across to exit to Pink Street Back Alley, down the alley
      to the stairs to the East Rooftops, to the exit to the Pink Street Back
      Alley near Kysh Ichibanboshi Ramen, north along Senry to Shichifuku Parking
      Lot, take manhole to the Milennium Tower Underground, take elevator up to
      Milennium Tower Back Entrance on Shichifuku, stay on the south side of the
      street and head to entrance to Theater Square Underground Area, down escalator
      and into Hideout
    5.  Enter Hideout again, talk to Kido, choose to rest until night
    6.  Exit Hideout, up escalator, north to exit to Shichifuku, east to back
      entrance to Milennium Tower Underground, up to Shichifuku Parking Lot, down
      Senry to staircase to East Rooftops, down to Underground Parking, manhole to
      Central Sewer, exit to Milennium Tower's gardens, enter Milennium Tower.
    7.  Defeat Majima Group members, DEFEAT BOSS:  MINAMI DAISAKU
    8.  DEFEAT BOSS:  MAJIMA GOR
    
    
    --------------------------------
    3d.  Part 3:  Tanimura Masayoshi
    --------------------------------
    
    3d-I.  Chapter 1:  The Kamuro District Tick
    -------------------------------------------
    
    Missions activated in this chapter:
       Gambling Addiction Blues
       Be My Boyfriend, Please
       Cabaret Club Walkthrough, Tanimura Edition
       Let's Go on a Group Date
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Enter Luk Laan Jong, talk to shopkeep, talk to young man at mahjong table
    2.  Either gain enough points in mahjong to trade them in for 2 Silver Plates,
      or go to nearby Ebisuya Pawn Shop and buy 2 Fake Silver Plates
    3.  Give 2 Silver Plates or 2 Fake Silver Plates to young man in Luk Laan Jong
    4.  Go to Shichifuku Parking Lot, talk to "Try and Hit Me!" guy, defeat him
      Tutorial:  Parry attacks, defeat remaining enemy
    5.  Leave Shichifuku Parking Lot, get dipatch message over radio
    6.  Automatically change scenes to Theater Square, defeat thugs, talk to
      Akaishi, get phone call from Zhao
    7.  Go to the Chinese restaurant on east Taihei Street, on the north side,
      between Pink and Senry, cinemas, talk to Zhao, get phone call from Midori's
      manager, gain Hideout
    8.  Go to Midori in the alleys to the east of Nakamichi
    9.  Defeat Shibata Group Members
    10.  Take taxi to the Docks
    11.  ACTION STAGE:  Defeat Shibata Group Members, run along path, hit Triangle
      when prompted, defeat enemies, hit X when prompted, defeat enemies, avoid
      slipping on oil by Shifting and not Swaying, hit Square when prompted, defeat
      enemies, break gate, defeat enemies, Hit Circle when prompted, defeat
      Shibata Group Members
    
    
    3d-II.  Chapter 2:  The Real Culprit
    ------------------------------------
    
    Missions activated in this chapter:
       Another Case
       The Clue
       Witness
       A View From Above
       L'tranger
       Auto Break-In
       The Stolen Bribe
       The Silent Majority
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Talk to Yasuko and Zhao, talk to Nair outside, automatically move to aban-
      doned space Nair uses for a base, talk to Nair
    2.  Go to Underground Parking
    (2A.  Check car in space 101, fight yakuza)
    (2B.  Check car in space 402, defeat punks)
    3.  Check car in space 307
    4.  Exit Underground Parking Lot, get Unknown Number call, get picture message
    5.  Go to the East Rooftops, to the western edge where you can see the view in
      the picture and talk to homeless man there
    6.  Talk to Katsuragi on the phone
    7.  Go back to Hideout in Hometown in Asian Alley
    8.  Talk to Zhao in Hometown, agree to rest until morning
    9.  Go to the garden in front of the Milennium Tower, strolling conversation
      event with Katsuragi
    10.  ACTION STAGE:  (Defeat Ueno Seiwa Association Members), run to where path
      is blocked near Kotobuki Pharmacy, defeat Ueno Seiwa Association Members,
      lose attache case and defeat more Ueno Seiwa Association Members, Chase Bat-
      le:  catch fleeing Ueno Seiwa Association Member, defeat Ueno Seiwa Associat-
      ion Members, Chase Battle:  Flee to west entrance to Asian Alley, defeat
      Ueno Seiwa Association Members
    
    
    3d-III.  Chapter 3:  The Door to the Truth
    ------------------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Talk to Hisai, agree to go to Police Headquarters
    2.  Examine shelves closest to Hisai and read about the case 25 years ago
    3.  Return to Hometown, talk to Zhao (NOTE:  If you have not done the side
      mission "Another Case," it will be automatically triggered when you try to
      enter Hometown.  Follow it until you rescue Zhao near Karaoke-Kan and he will
      be back at Hometown so you can continue the story)
    
    
    3d-IV.  Chapter 4:  What Makes a Detective
    ------------------------------------------
    
    Missions activated in this chapter:
       Dangerous Play
       The True Identity of the Bridge
       That Which Is Inherited
       Mei-hua's Letter
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Go to Sky Finance, talk to Akiyama
    2.  Take a taxi to the Docks to meet Mishima
    3.  Special Chase Battle:  chase down Sugiuchi's boat, ramming it with Square
      and shooting with Triangle when reticle turns red
    4.  DEFEAT BOSS:  SUGIUCHI JUNJI
    
    
    --------------------------
    3e.  Part 4:  Kiry Kazuma
    --------------------------
    
    3e-I.  Chapter 1:  Meeting Again
    --------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Gain use of Hideout in Morninglory Orphanage, talk to Haruka on the beach
    2.  Talk to Hamazaki in front of Morninglory Orphanage, say you're ready to go
    3.  ACTION STAGE:  Defeat prison guards including Sait, go down, defeat guards,
      breaking barriers, go downstairs, hit Circle when prompted, DEFEAT BOSS:
      SAIT
    
    3e-II.  Chapter 2:  To the Kamuro District
    ------------------------------------------
    
    Missions activated in this chapter:
       Yya's Way
       That Incorrigible Guy
       Color Gangs
       The Return of a Wily Man
       Ktar Goes Job Hunting
       Cabaret Club Walkthrough, Kiry Edition
       Curry Chase
       Town Hero (note:  Mission cannot be completed in Part 4, Chapter 2)
       Duel Between Master and Apprentice
       The White Lie
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Go to New Serena, event, enter New Serena
    2.  Talk to Date, gain use of Hideout in New Serena, leave New Serena, talk to
      Date
    3.  Go near garden in front of Milennium Tower
    
    
    3e-III.  Chapter 3:  A Chance Encounter
    ---------------------------------------
    
    Missions activated in this chapter:
      (None)
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Return to New Serena, enter, talk to Date, exit
    2.  Walk north up Tenkaichi, see Yasuko, go to intersection near Matsuya, see
      Yasuko, go to alley running to southwest Theater Square, see Yasuko, go into
      Theater Square, see Yasuko, go to Shichifuku, see Yasuko, enter manhole in
      Jid Park
    3.  DEFEAT BOSSES:  AKIYAMA SHUN and TANIMURA MASAYOSHI
    4.  Follow path to Sai no Kawara Underground, told by bum to open manholes
      along the way, gaining access to underground areas, go to Hanaya's Mansion,
      event
    
    
    3e-IV.  Chapter 4:  A Chain of Betrayals
    ----------------------------------------
    
    Missions activated in this chapter:
       The Condition of Family
       A Doctor's Soul
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Talking scenes at New Serena, exit, phone call from Hanaya
    2.  Go to the entrance to the West Park through the toilets at the eastern end
      of Kenmae, enter through last stall in men's room
    3.  ACTION STAGE:  Defeat Ueno Seiwa Association Members, enter Kamuro Hills
      building, press Square when prompted, keep moving up and breaking barricades
      and defeating enemies until you get to an elevator and defeat all waves of
      enemies, defeat enemies in the maze of corridors then in a room, then when
      you enter the next room hit X when prompted, defeat enemies, when you come
      to a gap in the floor hit X when prompted, in the dark room hit X when promp-
      ted, defeat enemies, examine glitter of light near fallen enemy to pick up
      key, unlock and exit door, defeat four boss-like enemies, go up stairs
    
    
    --------------------------------
    3f.  The Final Chapter:  Requiem
    --------------------------------
    
    Missions activated in this chapter:
       Green-Colored Shadow
       Kiry Day Care
       The Language of Flowers
       The Hills Rumor
       Amon
    Coin Keys made accessible in this chapter:
      (None)
    Side games made available in this chapter:
      (None)
    
    1.  Talk to Date and say you're ready
    2.  DEFEAT BOSS:  ARAI HIROAKI as Akiyama
    3.  DEFEAT BOSS:  KIDO TAKESHI as Saejima
    4.  DEFEAT BOSS:  DJIMA DAIGO as Kiry
    5.  DEFEAT BOSS:  MUNAKATA SEISHIR and underlings (recommended to defeat under-
      lings first) as Tanimura
    
    
    ----------------------------------
    4.  STEP-BY-STEP STORY WALKTHROUGH
    ----------------------------------
    
    Part 1:  Akiyama Shun
    ---------------------
    
    Part 1, Chapter 1:  The Mysterious Moneylender
    ----------------------------------------------
    1.  Run north on Tenkaichi
    (1A.  Receive Memo Pad from Komaki; only happens first playthrough)
    2.  Go to Theater Square, fight three moneylenders
      Tutorial:  use weak attacks, use heavy attack string finishers, use grapple
        attacks, use weapon attacks, defeat remaining enemies
    3.  Run north, near Shichifuku, receive "Kamiyama Weapons Catalogue" from
      Kamiyama.
    4.  Near M Store, event
    5.  (automatically placed on east end of Kenmae)  Run west then south along
      west edge of Shichifuku Parking, defeat three enemies plus yakuza
      Tutorial:  Shift, Sway, enter Heat Mode, use Heat Actions, defeat remaining
         enemies
    6.  Go to Elnard, cabaret club on Shichifuku, enter, DEFEAT BOSS: IHARA MASARU
    7.  Telephone conversation with Hana, then go near Sky Finance, automatically
      enter event.
    
    Part 1, Chapter 2:  The Fateful Lady
    ------------------------------------
    1.  Enter Sky Finance, gain Hideout
    2.  Exit Sky Finance, get phone call from Kido
    3.  Meet Kido on roof of Club SEGA at Theater Square, defeat Shibata Group
      members
    4.  Chase Battle:  run from police to roof of Sky Finance
    
    Part 1, Chapter 3:  Trouble in the Tj Association
    ---------------------------------------------------
    1.  Head towards Theater Square, defeat men harassing girl
    2.  Chase Battle:  catch pickpocket
    3.  Talk to Saig
    4.  Enter Sky Finance, conversation with Sugiuchi
    5.  Take Lili to Milestone (in Kamuro Subway Shopping Area), talk to worker,
      select a dress
    6.  Take Lili to Le Marche, talk to worker, select a necklace
    7.  Enter Elise (across the street from the Milennium Tower), dress up Lili
    8.  Go to Theater Square, get call from Elise's manager, meet Lili
    9.  Go with Lili to the entrance to the Champion Mall from north Senry,
      event
    10.  Defeat Shibata Group yakuza
    
    Part 1, Chapter 4:  Promises
    ----------------------------
    1.  Phone call with Elise's manager
    2.  Take Lili to Elise, receive 100,000 yen business account, dress up Lili,
      walk around Elise until Akiyama says he's heard enough, return to the back
      room, repeat
    3.  Go to Marimba, a club in the southwest corner of the Champion Mall,
      event
    4.  Talk to transvestite outside Club Deva
    5.  Look at points of interest:
       Clothes
       Lighter
       (Corpse)
       (Floor)
    6.  Exit
    7.  Enter Sky Finance
    8.  Talk to Mack Shinozuka, pass first Revelation by zooming in on the girl
      across on the other roof, correctly hitting the three buttons when prompted,
      then choosing top option
    (8A.  Talk to high school students near Sky Finance on Tenkaichi, talk to
      female office worker on the southwest corner of Tenkaichi and Taihei)
    9.  Talk to man in front of Coin Lockers near Milennium Tower on Taihei
    10.  Talk to bums in front of escalator in Theater Square Underground area
    11.  Enter back door to Milennium Tower underground from south side of Shichi-
      fuku
    12.  Go left, then up stairs to Milennium Tower Electrical Room
    13.  ACTION STAGE:  defeat Hatsushiba Group members, break gate, run upstairs,
      hit X when prompted (the bum named "Sukegawa" joins as an ally), defeat
      enemies until you come to a closed door, examine door, run back to room with
      escalator where you meet Sukegawa, find the bum named "Kakuta," go back to
      door, defeating enemies on the way, examine door, progress up stairs, defeat-
      ing enemies and examining door to call Kakuta over again and again, find
      Hatsushiba members harrassing Minamita, defeat enemies, enter Hatsushiba
      Group Headquarters, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 1 (gun), defeat
      Hatsushiba Group members, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 2 (chainsaw)
    14.  Return to Sky Finance, Akiyama decides to go to Elise
    15.  Enter Elise, train Lili, walk around Elise until Akiyama decides he's heard
      enough, go back to back room, repeat
    16.  Return to Sky Finance, get call from Elise's manager
    17.  Enter Milennium Tower
    18.  Enter elevator, answer "yes"
    19.  Cut scene, telephone conversation with Hana, telephone conversation with
      Elise's manager
    20.  Return to Sky Finance, talk to Hana
    21.  Chase Battle:  pursue Hana (you cannot catch her; just follow her to Jid
      Park on West Shichifuku)
    22.  Telephone conversation with Elise's manager
    23.  Enter Elise, DEFEAT BOSS:  MINAMI DAISAKU
    
    
    Part 2:  Saejima Taiga
    ----------------------
    
    Part 2, Chapter 1:  Run to the Truth
    ------------------------------------
    1.  Defeat inmates
      Tutorial:  Use Charge Heavy Attack Finsher, defeat remaining enemies
    2.  Talk to Kamiyama next to save point
    3.  Talk to guys in a group of three in the nothwest
    4.  Talk to Kataoka, third member of the trio in the northwest
    5.  Defeat inmates within 1 minute
    6.  Talk to Kamiyama
    7.  Talk to group of two men in the east
    8.  Talk to Kawana, the man standing more to the east of the two
    9.  Talk to man smoking in the south, Ozaki
    10.  Talk to Kawana
    11.  Talk to guard near gate in the east, walk to the south, pick up lighter
      (flashing light)
    12.  Talk to Kawana
    13.  Defeat inmates within 1 minute
    14.  Talk to Kamiyama
    15.  Talk to Hamazaki
    16.  Check spot in northeast, place grappling hook under panel
    17.  ACTION STAGE:  Defeat prison guards, defeat prison guards, hit Triangle
      when prompted, run up stairs, hit Circle when prompted, hit X when prompted,
      hit X when prompted, DEFEAT BOSS:  SAIT, examine body to pick up key, exam-
      ine panel next to exit door to use key, defeat enemies, go to the roof,
      avoid sniper while breaking gates, enter stairwell, go down, defeat enemies,
      go to yard, go to corner with grappling hook, DEFEAT BOSS:  SAIT (plus other
      enemies)
    
    Part 2, Chapter 2:  The Tiger and the Dragon
    --------------------------------------------
    1.  DEFEAT BOSS:  KIRY KAZUMA  (big chapter, huh?)
    
    Part 2, Chapter 3:  Twenty Five Years Wasted
    --------------------------------------------
    1.  Talk to old man in alley near Works Kamiyama by the east end of Kenmae
    (1A.  Talk to old man near the coin lockers in Kamuro Subway Shopping Area
      without any alcoholic beverages in your possession)
    2.  Purchase Japanese Sake or other alcoholic beverage from a convenience store
    3.  Talk to old man near the coin lockers in Kauro Subway Shopping Area with
      alcoholic beverage in your possession, choose to give it to him
    4.  Enter Champion Mall, event with Kido
    5.  Chase Battle:  catch Kido!
    6.  Meet Kido at the entrance to the Theater Square Underground Area by the
      coin lockers on Taihei (follow him if you want or wait for him to get there),
      meet Kido at the escalator down to the undergound area (follow him or wait
      for him to get there), go to Hatsushiba Headquarters, enter.  This is now
      your Hideout.
    7.  Take escalator to Theater Square Underground area, automatically trigger
      event with Ken (a homeless man) leading you to help The Hermit
    8.  Choose to help The Hermit, defeat enemies
    9.  Talk to the homeless man across the bridge in the Central Sewer area, on
      the west side
    10.  Go north and to the east, take exit from sewer areas
    11.  Go to the restrooms in the entrance to the West Park area on east Kenmae,
      to the last stall in the men's room, event
    12.  Talk to Tsurumi, the construction worker on the northeast corner of the
      intersection near M Store and the Yoshida Battin Cages, promise not to tell
    13.  Go to the manhole in Jid Park, defeat gang members
    14.  Go into the sewers, take path to the Sai no Kawara underground area
    15.  Go to Hanaya's mansion and enter, event
    16.  Talk to Hanaya in front of the arena gates, say you're ready
    17.  DEFEAT BOSS:  IVAN IBRAHIMOVIC
    
    Part 2, Chapter 4:  The Brothers' Oath
    --------------------------------------
    1.  Leave Sai no Kawara underground through manhole to sewers to Jid Park
    2.  Answer Sodachi; either way, you'll end up in his dojo
    3.  Leave Sodachi dojo, go to the west end of Theater Square, take staircase to
      roof of Club SEGA, run to exit from West Rooftops to Sky Finance, meeting
      Kamiyama along the way
    4.  From outside Sky Finance, go towards the Third Park and enter Kamuro Under-
      ground Parking, run across to exit to Pink Street Back Alley, down the alley
      to the stairs to the East Rooftops, to the exit to the Pink Street Back
      Alley near Kysh Ichibanboshi Ramen, north along Senry to Shichifuku Parking
      Lot, take manhole to the Milennium Tower Underground, take elevator up to
      Milennium Tower Back Entrance on Shichifuku, stay on the south side of the
      street and head to entrance to Theater Square Underground Area, down escalator
      and into Hideout
    5.  Enter Hideout again, talk to Kido, choose to rest until night
    6.  Exit Hideout, up escalator, north to exit to Shichifuku, east to back
      entrance to Milennium Tower Underground, up to Shichifuku Parking Lot, down
      Senry to staircase to East Rooftops, down to Underground Parking, manhole to
      Central Sewer, exit to Milennium Tower's gardens, enter Milennium Tower.
    7.  Defeat Majima Group members, DEFEAT BOSS:  MINAMI DAISAKU
    8.  DEFEAT BOSS:  MAJIMA GOR
    
    
    Part 3:  Tanimura Masayoshi
    ---------------------------
    
    Part 3, Chapter 1:  The Kamuro District Tick
    --------------------------------------------
    1.  Enter Luk Laan Jong, talk to shopkeep, talk to young man at mahjong table
    2.  Either gain enough points in mahjong to trade them in for 2 Silver Plates,
      or go to nearby Ebisuya Pawn Shop and buy 2 Fake Silver Plates
    3.  Give 2 Silver Plates or 2 Fake Silver Plates to young man in Luk Laan Jong
    4.  Go to Shichifuku Parking Lot, talk to "Try and Hit Me!" guy, defeat him
      Tutorial:  Parry attacks, defeat remaining enemy
    5.  Leave Shichifuku Parking Lot, get dipatch message over radio
    6.  Automatically change scenes to Theater Square, defeat thugs, talk to
      Akaishi, get phone call from Zhao
    7.  Go to the Chinese restaurant on east Taihei Street, on the north side,
      between Pink and Senry, cinemas, talk to Zhao, get phone call from Midori's
      manager, gain Hideout
    8.  Go to Midori in the alleys to the east of Nakamichi
    9.  Defeat Shibata Group Members
    10.  Take taxi to the Docks
    11.  ACTION STAGE:  Defeat Shibata Group Members, run along path, hit Triangle
      when prompted, defeat enemies, hit X when prompted, defeat enemies, avoid
      slipping on oil by Shifting and not Swaying, hit Square when prompted, defeat
      enemies, break gate, defeat enemies, Hit Circle when prompted, defeat
      Shibata Group Members
    
    Part 3, Chapter 2:  The Real Culprit
    ------------------------------------
    1.  Talk to Yasuko and Zhao, talk to Nair outside, automatically move to aban-
      doned space Nair uses for a base, talk to Nair
    2.  Go to Underground Parking
    (2A.  Check car in space 101, fight yakuza)
    (2B.  Check car in space 402, defeat punks)
    3.  Check car in space 307
    4.  Exit Underground Parking Lot, get Unknown Number call, get picture message
    5.  Go to the East Rooftops, to the western edge where you can see the view in
      the picture and talk to homeless man there
    6.  Talk to Katsuragi on the phone
    7.  Go back to Hideout in Hometown in Asian Alley
    8.  Talk to Zhao in Hometown, agree to rest until morning
    9.  Go to the garden in front of the Milennium Tower, strolling conversation
      event with Katsuragi
    10.  ACTION STAGE:  (Defeat Ueno Seiwa Association Members), run to where path
      is blocked near Kotobuki Pharmacy, defeat Ueno Seiwa Association Members,
      lose attache case and defeat more Ueno Seiwa Association Members, Chase Bat-
      le:  catch fleeing Ueno Seiwa Association Member, defeat Ueno Seiwa Associat-
      ion Members, Chase Battle:  Flee to west entrance to Asian Alley, defeat
      Ueno Seiwa Association Members
    
    Part 3, Chapter 3:  The Door to the Truth
    -----------------------------------------
    1.  Talk to Hisai, agree to go to Police Headquarters
    2.  Examine shelves closest to Hisai and read about the case 25 years ago
    3.  Return to Hometown, talk to Zhao (NOTE:  If you have not done the side
      mission "Another Case," it will be automatically triggered when you try to
      enter Hometown.  Follow it until you rescue Zhao near Karaoke-Kan and he will
      be back at Hometown so you can continue the story)
    
    Part 3, Chapter 4:  What Makes a Detective
    ------------------------------------------
    1.  Go to Sky Finance, talk to Akiyama
    2.  Take a taxi to the Docks to meet Mishima
    3.  Special Chase Battle:  chase down Sugiuchi's boat, ramming it with Square
      and shooting with Triangle when reticle turns red
    4.  DEFEAT BOSS:  SUGIUCHI JUNJI
    
    
    Part 4:  Kiry Kazuma
    ---------------------
    
    Part 4, Chapter 1:  Meeting Again
    ---------------------------------
    1.  Gain use of Hideout in Morninglory Orphanage, talk to Haruka on the beach
    2.  Talk to Hamazaki in front of Morninglory Orphanage, say you're ready to go
    3.  ACTION STAGE:  Defeat prison guards including Sait, go down, defeat guards,
      breaking barriers, go downstairs, hit Circle when prompted, DEFEAT BOSS:
      SAIT
    
    Part 4, Chapter 2:  To the Kamuro District
    ------------------------------------------
    1.  Go to New Serena, event, enter New Serena
    2.  Talk to Date, gain use of Hideout in New Serena, leave New Serena, talk to
      Date
    3.  Go near garden in front of Milennium Tower
    
    Part 4, Chapter 3:  A Chance Encounter
    --------------------------------------
    1.  Return to New Serena, enter, talk to Date, exit
    2.  Walk north up Tenkaichi, see Yasuko, go to intersection near Matsuya, see
      Yasuko, go to alley running to southwest Theater Square, see Yasuko, go into
      Theater Square, see Yasuko, go to Shichifuku, see Yasuko, enter manhole in
      Jid Park
    3.  DEFEAT BOSSES:  AKIYAMA SHUN and TANIMURA MASAYOSHI
    4.  Follow path to Sai no Kawara Underground, told by bum to open manholes
      along the way, gaining access to underground areas, go to Hanaya's Mansion,
      event
    
    Part 4, Chapter 4:  A Chain of Betrayals
    ----------------------------------------
    1.  Talking scenes at New Serena, exit, phone call from Hanaya
    2.  Go to the entrance to the West Park through the toilets at the eastern end
      of Kenmae, enter through last stall in men's room
    3.  ACTION STAGE:  Defeat Ueno Seiwa Association Members, enter Kamuro Hills
      building, press Square when prompted, keep moving up and breaking barricades
      and defeating enemies until you get to an elevator and defeat all waves of
      enemies, defeat enemies in the maze of corridors then in a room, then when
      you enter the next room hit X when prompted, defeat enemies, when you come
      to a gap in the floor hit X when prompted, in the dark room hit X when promp-
      ted, defeat enemies, examine glitter of light near fallen enemy to pick up
      key, unlock and exit door, defeat four boss-like enemies, go up stairs
    
    The Final Chapter:  Requiem
    ---------------------------
    1.  Talk to Date and say you're ready
    2.  DEFEAT BOSS:  ARAI HIROAKI as Akiyama
    3.  DEFEAT BOSS:  KIDO TAKESHI as Saejima
    4.  DEFEAT BOSS:  DJIMA DAIGO as Kiry
    5.  DEFEAT BOSS:  MUNAKATA SEISHIR and underlings (recommended to defeat under-
      lings first) as Tanimura
    
    
    --------------
    5.  APPENDICES
    --------------
    
    -------------
    5a.  Missions
    -------------
    
    What would an action-RPG-esque game be without a lot of side quests, right?
      Well, this series is kinda famous for having lots of side quests to do.  I
    mean, besides the other side material like all the messing around town with
    cabaret club girls and playing darts and such, your characters will run into a
    bunch of people around town who need you to do something for them.  In this
    installment, there are the lowest number of side missions in the entire series.
    Having said that, there are still more side missions than in most games out
    there, by far.
      In the past, they made it pretty convoluted.  You had to activate missions by
    being at exact points in the story or by using a taxi service a certain number
    of times and you had to make sure to have certain things in your inventory and
    that it was the right time of day and all this.
      Well, the time of day is back, but that's neither here nor there.
      My point is, they very obviously did TRY this time to get rid of that stuff.
    In the final chapter, since you can freely roam around as whatever character you
    please and change the time of day by resting on the couch, and since missions
    with requirements such as "win at billiards X number of times" were removed, I
    think it's pretty clear they wanted to make it so that you could race up to the
    very end and then take care of business as you pleased.
      In that light, just so you know, I'm going to list these missions first in the
    order they appear in the list from the various characters' start-button-pause
    menu, then I'm going to give you how to do them in order they occur.  The thing
    is, when they're presented in relation to the main story's chronology, it's a
    bit misleading because it can be interpreted that you HAVE to do them AT THAT
    SPECIFIC POINT.  YOU DO NOT.  You can do the missions later on if you wish.
      With ONE EXCEPTION.  AKIYAMA.  IF YOU WANT TO DO ALL OF AKIYAMA'S SIDE
    MISSIONS IN THE MAIN STORY INSTEAD OF WAITING UNTIL YOU CAN USE YOUR SAVE DATA
    IN PREMIUM ADVENTURE, YOU MUST DO ALL OF HIS SIDE MISSIONS BEFORE GETTING THE
    MONEY TO LILI IN PART 1, CHAPTER 4.  I guess they didn't quite work out all the
    kinks, but, well"A-" for effort?
      Another thing to note is that side missions probably will not be available
    when it rains, and that they almost always require you to be going around alone.
    
    
    5a-I.  Overall Mission List
    ---------------------------
    
    These are how they appear from the start menus of each of the four characters.
    Note that the official English translation will be different.  If you're missing
    missions, use this list to figure out what's missing, then look in the follow-
    ing, character-specific sections to find them, though those sections will have
    them by chapter so be aware you might need to hunt a bit.
    
    AKIYAMA
    -------
    The Whereabouts of 300 Billion Yen
    The Fake Ticket
    The Cost of Restructuring
    Request to Become an Apprentice
    Defiance of an Apprentice
    A Wife's Feelings
    Retry
    Gourmet Reporter
    A Recruiter's Guide
    Make Money With FX
    Beware of Imitations
    Project Geek Makeover
    Cabaret Club Training
    The Way to Use Money
    Hana-chan's Depression
    Cabaret Club Walkthrough, Akiyama Edition
    
    SAEJIMA
    -------
    Rygj Bodyguard
    Green-Colored Shadow
    Older Sister, Younger Brother 1
    Older Sister, Younger Brother 2
    Older Sister, Younger Brother 3
    Older Sister, Younger Brother 4
    The Bodyguard
    Everyone Had His Own 25 Years
    Disturbance at the Address
    Parent and Child
    The Thing Caught When Fishing
    The Cats and the Homeless Men
    Cause for Retribution
    The Woman With Men After Her
    Remains of Chivalry
    
    TANIMURA
    --------
    Be My Boyfriend, Please
    Dangerous Play
    Another Case
    The Clue
    The True Identity of the Bridge
    That Which Is Inherited
    A View From Above
    Let's Go on a Group Date
    Witness
    L'tranger
    Auto Break-In
    Gambling Addiction Blues
    Mei-Hua's Letter
    The Stolen Bribe
    The Silent Majority
    Cabaret Club Walkthrough, Tanimura Edition
    
    KIRY
    -----
    The White Lie
    Kiry Day Care
    The Condition of Family
    Yya's Way
    A Doctor's Soul
    Color Gangs
    The Language of Flowers
    Return of a Wily Man
    The Hills Rumor
    Ktar Goes Job Hunting
    Cabaret Club Walkthrough, Kiry Edition
    Town Hero
    That Incorrigible Guy
    Curry Chase
    Duel Between Master and Apprentice
    Amon*
    
    *--The mission "Amon" does not "count" for Kiry's total as far as the
      Completion Lists aspect goes and does not appear on his list until all other
      missions for all characters have been completed.
    
    
    5a-II.  Akiyama Missions
    ------------------------
    
    IMPORTANT NOTE!:  If you're trying to get all of Akiyama's side missions done in
      story mode, you MUST do all of his missions before going to get the money for
      Lili in Chapter 4.  After you get her money, an important character who
      appears in many of Akiyama's missions leaves.
    
    Part 1, Chapter 2
    -----------------
    - After talking to Lili at Sky Finance -
    THE COST OF RESTRUCTURING
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  Request to Become an Apprentice
    1.  Get phone call from Hana outside Sky Finance
    2.  Enter Sky Finance, automatically enter event talking to Shiohara
    3.  Any response; repeat until out of choices
    4.  Go to West Shichifuku, talk to president of Paradise Expansion in front of
      the soba shop "Umamoto"
    5.  Talk to Shiohara in Jid Park
    6.  Defeat man
    Reward:  Action Star's Posthumous Work, 5,000 Experience
    
    REQUEST TO BECOME AN APPRENTICE
    Time of Day:  Daytime
    Required Missions:  The Cost of Restructuring
    Activates:  Defiance of an Apprentice (Part 1, Chapter 3 mission)
    1.  Go near Naomi's Mansion on Tenkaichi, automatically bump into Shiohara
    2.  Defeat man
    Reward:  5,000 Experience
    
    GOURMET REPORTER
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  None
    1.  Examine fallen man on east Taihei near Kotobuki Pharmacy
    2.  Go to Atenshi in the Champion Mall, talk to Mikawa, answer questions about
      barbecue restaurant:
       Han Rae
       Special Top-Quality Roast
       Special Top-Quality Tender Diaphragm Meat
    3.  Leave Champion Mall, return to Atenshi, talk to Mikawa, receive reward
    4.  Talk to Mikawa, answer questions about ramen shop:
       Kyushu Ichibanboshi on the Back Alley Near Pink Street
       Homestyle Rich Pork Bone
       Mentaiko straight from Kyushu
    5.  Leave Champion Mall, return to Atenshi, talk to Mikawa, receive reward
    Reward:  50,000 yen x 2, Diamond, 5,000 Experience
    
    A RECRUITER'S GUIDE
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  None
    1.  Talk to recruiter standing in front of Elise
    2.  In 5 minutes, get three or more girls to agree to come to interviews.  Here
      are the five girls who will say "yes:"
       Sexy, Beautiful Woman (you have to fight a yakuza to get her to agree)
       Gorgeous Girl
       Womanly Girl (tell her "You should have an alluring job")
       Unfaithful Girl (you have to fight a man to get her to agree)
       Modern Woman ("Because you're attractive!")
    Reward:  5,000 Experience
    
    PROJECT GEEK MAKEOVER
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  Cabaret Club Training (Part 1, Chapter 4 mission)
    1.  Get close to nerd hiding near Elise
    2.  Meet Taniguchi at garden in front of Milennium Tower (he's in a suit)
    3.  Any answer
    4.  Any answer
    5.  Any answer, but finish with "Read the atmosphere"
    Reward:  Sprakling Love Shine!, 5,000 Experience
    
    THE WAY TO USE MONEY
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  The Whereabouts of 300 Billion Yen (Part 1, Chapter 3 Mission)
    1.  Get near the woman near Matsuya Tenkaichi
    2.  Talk to woman (Yko)
    3.  Return to Sky Finance, talk to Yko
    4.  Go to Sushiya Gin, see Yko, enter shop, talk to chef
    5.  Go to Le Marche, see Yko, enter shop, talk to worker
    6.  Go to Adam, a host club in the east-west alley in the Hotel District
    7.  Defeat Yakuza
    8.  Go to Sky Finance and talk to Yko
    Reward:  Amulet, 3,000 Experience
    
    CABARET CLUB WALKTHROUGH, AKIYAMA EDITION
    Time of Day:  Daytime
    Required Missions:  None
    Activates:  None
    1.  Go near couple in front of MEB on Shichifuku
    2.  Go to JeweL and Shine, choose "Free," visit all three girls made available
    3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
      girl to give answers for, answer questions properly:
      = RIO =
       Champagne Ros
       A dog
       Porn actress
      = Mizutani Noa =
       Ballet
       Chicken Basket
       A man who is a good driver
      = Aihara Elena =
       A rich man with a tough exterior, but who's sweet with women
       Kyoto
       Yamazaki 12-Year
    4.  Leave, return and talk to Minamisawa, receive reward
    5.  Repeat for other two girls
    Reward:  30,000 yen x 3, 5,000 Experience
    
    Part 1, Chapter 3
    -----------------
    THE WHEREABOUTS OF 300 BILLION YEN
    Time of Day:  Any
    Required Missions:  The Way to Use Money
    Activates:  Hana-chan's Depression
    1.  Talk to Nishihama behind New Serena
    2.  Choose "OK, I'll hear you out" then "Let's see if you pass a test."
    3.  Walk along Tenkaichi, get a phone call from Nishihama
    4.  Go back to Sky Finance, pick up attach case
    5.  Meet Nishihama at the Taihei coin lockers, answer "Let's go together"
    6.  After event, talk to Miki's friend in Jid Park
    7.  See Miki in front of Le Marche
    8.  Talk to witness on Senry just north of Shwa
    9.  Talk to the two students at Theater Square
    10.  Talk to the taxi driver parked on the west side of the street in front of
      Yoshida Batting Center
    11.  Enter Red Renga Hotel
    12.  Defeat Nishihama
    Reward:  Gold Plate, 5,000 Experience
    
    HANA-CHAN'S DEPRESSION
    Time of Day:  Any
    Required Missions:  The Whereabouts of 300 Billion Yen
    Activates:  The Fake Ticket
    1.  Near Han Rae, automatically activate event to buy kalbi lunch sets
    2.  Go to Sky Finance, talk to Hana
    3.  In any order, choose the four choices and exhaust them:
       Talk to the man who likes big breasts inside MEB
       Talk to the nerdy man to the east of Club SEGA from Nakamichi
       Go to Theater Square, event
       Talk to the manager in front of Elise
    4.  Talk to the man near the place you finished the last choice
    5.  Talk to the recruiter on Pink Street
    Reward:  5,000 Experience
    
    THE FAKE TICKET
    Time of Day:  Any to activate, but finished in Night
    Required Missions:  Hana-chan's Depression
    Activates:  Beware of Imitations
    1.  Go to Sky Finance, talk to Hayashida
    2.  Enter Sushiya Gin, talk to chef
    3.  Talk to the manager at Poppo in Nakamichi
    4.  Talk to the homeless guy on Kenmae
    5.  Walk around until you get a phone call
    6.  Go to Pink Street, talk to man who looks like the sketch, Chase Battle
    7.  AT NIGHT, which only happens in Chapter 3 of Part 1, go to the docks on a
      taxi
    8.  Defeat Fishy Men
    Reward:  5,000 Experience
    
    DEFIANCE OF AN APPRENTICE
    Time of Day:  Any
    Required Missions:  Request to Become an Apprentice
    Activates:  A Wife's Feelings
    1.  Go to Theater Square, talk to Yma
    2.  Go to Sky Finance, talk to Shiohara
    3.  Go to the white building across the street from M Store, talk to the
      troubled man
    4.  Go into the white bilding and talk to then fight Shiohara
    Reward:  5,000 Experience
    
    A WIFE'S FEELINGS
    Time of Day:  Any
    Required Missions:  Defiance of an Apprentice
    Activates:  Retry
    1.  Go to Sky Finance, meet Yma's wife, Sadako
    2.  Event in front of Elise
    3.  Defeat Yma
    Reward:  5,000 Experience
    
    MAKE MONEY WITH FX
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Behind New Serena, get message from FX
    2.  Go to the intersection near Karaoke-Kan, talk to salesman, say "I came to
      hear the sales pitch."
    3.  Talk to the president of FX, choose "So, I have to give money," "Whatever
      happens," "Sounds like you're swindling me, eh"
    4.  Defeat men
    Reward:  80,000 yen, 2,000 Experience
    
    Part 1, Chapter 4
    -----------------
    RETRY
    Time of Day:  Daylight
    Required Missions:  A Wife's Feelings
    Activates:  None
    1.  Talk to Shiohara at the south end of Tenkaichi
    2.  Talk to the yakuza across from the Third Park in the back alley area, trade
      for stomach pills
    3.  Talk to the old man hunched over with stomach probles on the west side of
      the intersection right near the Third Park at Nakamichi, trade for a pair of
      consert tickets
    4.  Talk to the celebrity by the gate at the south end of Tenkaichi, trad for
      name card
    5.  Talk to the man in Theater Square, trade for expensive watch
    Reward:  10,000 Experience
    
    BEWARE OF IMITATIONS
    Time of Day:  Daylight or Night (not Evening)
    Required Missions:  The Fake Ticket
    Activates:  None
    1.  Near the coin lockers on Taihei, talk to man who was tricked by Sky Finance
    2.  Talk to angry woman on Theater Street, hear about fake Sky Finance location
    3.  near Works Kamiyama, talk to host
    4.  Enter fake Sky Finance
    5.  Beat up fake Akiyama
    Reward:  Super-Strong Battery, 5,000 Experience
    
    CABARET CLUB TRAINING
    Time of Day:  Any
    Required Missions:  Project Geek Makeover
    Activates:  None
    1.  Talk to Elise's manager in front of the store
    2.  Say "Be more frank than in the store," "Order what your partner likes,"
      "Go for a family atmosphere," "Take your wallet out and pretend like you're
      gonna pay"
    Reward:  5,000 Experience
    
    
    5a-III.  Saejima Missions
    -------------------------
    
    Part 2, Chapter 3
    -----------------
    - After gaining Hideout -
    OLDER SISTER, YOUNGER BROTHER 1
    Time of Day:  Any
    Required Missions:  None
    Activates:  Rygj Bodyguard
    1.  In the Kamuro Subway Shopping area, have 3,000 yen stolen by a kid
    2.  Pay 1,000 yen to the homeless man near the wall to find out the kid's
      location
    3.  Go to space 312 in the northeast of the Undergound Parking Lot
    4.  Defeat Tadokoro's Minions twice
    Reward:  High Yield Stone, 5,000 Experience
    
    THE THING CAUGHT WHEN FISHING
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Take a taxi to the docks and talk to the man by the water's ege
    2.  Talk to the old man by the dock
    3.  Successfully fish three times.  The third time will be the attach case.
    4.  Defeat man
    5.  Talk to the man by the water's edge, hand case over
    Reward:  Ruby, 5,000 Experience
    
    THE CATS AND THE HOMELESSS MEN
    Time of Day:  Any
    Required Missions:  None
    Activates:  Cause for Retribution
    1.  Talk to homeless people near Hideout in Theater Square Underground Basement
      Level 1, choose to give it a try
    2.  Choose to make a cat's meow, then to get milk
    3.  Go to M Store and buy milk
    4.  Go back to the cats in Theater Square Underground Basement Level 1, give
      milk, receive pendants
    5.  Go to Basement Level 2, in the southwest, examine flashing light on wall
    6.  Go back to Basement Level 1 to where the cats were, examine fire extinguish-
      er, get "Cat's Key"
    7.  Go to Basement Level 2, to the northeast, examine bookshelves
    8.  Defeat homeless men, receive Kamuro Subway Shopping Coin Locker B-3, give
      the two cats names
    9.  Go to the lockers and open, choose to hand 50,000 yen over
    Reward:  Cat's Key, 5,000 Experience
    
    THE WOMAN WITH MEN AFTER HER
    Time of Day:  Any
    Required Missions:  None
    Activates:  Parent and Child
    1.  In the electrical room in the Basement Level 3 of the Theater Square Under-
      ground area, save woman by beating suspicious men
    2.  Near the entrance to the underground area from Theater Square, defeat sus-
      picious men
    3.  In the back alleys to the east of Pink Street, defeat suspicious men
    4.  In the Milennium Tower Underground area, defeat suspicious men
    Reward:  Player Chess Piece, 5,000 Experience
    
    REMAINS OF CHIVALRY
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Approach the people gathered by Jid Park
    2.  At the alley running to the east near Stardust from Tenkaichi, defeat street
      gang and save Katagiri
    3.  Leave and come back to the area and talk to Katagiri and Irie
    Reward:  Theories of Fighting in the Feudal Era, 2,000 Experience
    
    - After checking restroom door to West Park -
    RYGJ BODYGUARD
    Time of Day:  Any
    Required Missions:  Older Sister, Younger Brother 1
    Activates:  The Bodyguard
    1.  Go to your Hideout, event with Tadokoro's messenger
    2.  Talk to Tadokoro near the entrance to the Rygj, receive 300 chips
    3.  Exit, defeat punks
    Reward:  5,000 Experience plus Saejima becomes able to use the Rygj
    
    THE BODYGUARD
    Time of Day:  Any
    Required Missions:  Rygj Bodyguard
    Activates:  Older Sister, Younger Brother 2
    1.  Talk to Tadokoro's messenger in front of your Hideout
    2.  Talk to Tadokoro's messenger in the parking spaces behind the Milennium
      Tower
    3.  Defeat hitman, protecting target
    4.  Defeat suspicious man, protecting target
    5.  Defeat hitman, protecting target
    Reward:  5,000 Experience
    
    OLDER SISTER, YOUNGER BROTHER 2
    Time of Day:  Any
    Required Missions:  The Bodyguard
    Activates:  Everyone Had His Own 25 Years
    1.  Return to Hideout, event
    2.  Go to Luk Laan Jong, defeat punks outside twice
    Reward:  Dragon's Iris, 5,000 Experience
    
    CAUSE FOR RETRIBUTION
    Time of Day:  Any
    Required Missions:  The Cats and the Homeless Men
    Activates:  None
    1.  Save homeless man on Theater Street north, defeat Morimoto
    2.  On Theater Street, defeat Morimoto
    3.  Defeat Iguchi
    Reward:  Exquisite Umbrella, Iron Nail, Banker Chess Piece, 5,000 Experience
    
    PARENT AND CHILD
    Time of Day:  Any
    Required Missions:  The Woman With Men After Her
    Activates:  Disturbance at the Address
    1.  In Theater Underground area, just north of the Taihei Coin Lockers, get
      near office worker, give any response and become Makiko's bodyguard
    2.  Go to Shichifuku Parking Lot and defeat man
    Reward:  Diamond, 5,000 Experience
    
    DISTURBANCE AT THE ADDRESS
    Time of Day:  Any
    Required Missions:  Parent and Child
    Activates:  None
    1.  Rescue Numai in front of the Milennium Tower, say "I'll keep an eye out"
    2.  Talk to the pair of hooligans in the west chuckling and saying it's about
      time to go crazy
    3.  Defeat punks
    Reward:  5,000 experience
    
    Part 2, Chapter 4
    -----------------
    EVERYONE HAD HIS OWN 25 YEARS
    Time of Day:  Any
    Required Missions:  Older Sister, Younger Brother 2
    Activates:  Older Sister, Younger Brother 3
    1.  Near the north entrance to the Theater Underground from Shichifuku, see
      Tadokoro's messenger
    2.  In the northeast of the Hotel District, talk to Motoyama and defeat him
    3.  Talk to Tadokoro's messenger in front of Hideout
    Reward:  3,000 Experience
    
    OLDER SISTER, YOUNGER BROTHER 3
    Time of Day:  Any
    Required Missions:  Everyone Had His Own 25 Years
    Activates:  Older Sister, Younger Brother 4
    1.  In your Hideout, talk to Tadokoro
    2.  Talk to Tadokoro in the underground arena in the Sai no Kawara area, enter
      special Weapon Master Grand Prix tournament, where enemies have weapons but
      you don't
    3.  Defeat Grand Chef Cheung
    4.  Defeat Headmaster Kariya
    5.  Defeat Hunter Ozawa
    6.  Take manhole back to Jid Park
    7.  Chase Battle:  catch Tadokoro
    8.  Defeat Tadokoro
    Reward:  5,000 Experience
    
    OLDER SISTER, YOUNGER BROTHER 4
    Time of Day:  Any
    Required Missions:  Older Sister, Younger Brother 3
    Activates:  None
    1.  Take to Tadashi in Hideout
    2.  Go to the back alley to in the southwest of Theater Square, talk to Tadashi
    3.  Defeat yakuza three times
    Reward:  Dragon Seal, 10,000 Experience
    
    The Final Chapter
    -----------------
    GREEN-COLORED SHADOW
    Time of Day:  Night
    Required Missions:  None
    Activates:  None
    1.  Talk to angry homeless man in front of escalators in Theater Underground
      Area
    2.  Talk to homeless men near staircase down from Basement Level 1
    3.  Enter Theater Underground Hideout, event
    4.  Talk to man in Jid Park near manhole
    5.  Go to M-Store, buy cucumbers
    6.  Go to the manhole, choose to leave cucumbers
    7.  Go back to the manhoel and choose to leave cucumbers aga
    8.  Go to Sushiya Gin with cucumbers in your possession, spend 750 yen and get
      Kappa Roll
    9.  Return to Jid Park, leave Kappa Roll
    10.  Chase Battle:  Catch Kappa?
    Reward:  Stun Gun, 5,000 Experience
    
    
    5a-IV.  Tanimura Missions
    -------------------------
    
    Part 3, Chapter 1
    -----------------
    - After gaining Hideout in Hometown -
    GAMBLING ADDICTION BLUES
    Time of Day:  Day, Night (not Evening)
    Required Missions:  None
    Activates:  Be My Boyfriend, Please, The Stolen Bribe (a Part 3, Chapter 2
      Mission), and Dangerous Play (a Part 3, Chapter 4 Mission)
    1.  Talk to the couple to the west of Hometown in Asian Alley
    2.  Talk to the homeless men in front of the Rygj
    3.  Find the three people in question (in any order):
       Akune:  Go to parking space 402 in the northwest of the Underground Parking
        Lot, talk to Akune, Chase Battle:  catch Akune
       Kamei:  Talk to Akune near Shellac in the Champion Arcade, defeat Kamei
       Maria:  Talk to Maria in the garden in front of the Milennium Tower, defeat
        Bodyguards
    Reward:  Huge, Huge, HUGE EXPLOSIVE FISHING!!!, 5,000 Experience, plus allows
      Tanimura to use the Rygj area
    
    BE MY BOYFRIEND, PLEASE
    Time of Day:  Day, Night (not Evening)
    Required Missions:  Gambling Addiction Blues
    Activates:  None
    1.  Go to Homeland, talk to Fei, answer "OK, I'll be your boyfriend"
    2.  Go to Shellac, talk to Fei
    3.  Defeat Isawa, receive Insta-Freeze MAX
    4.  Go to leave the Champion Mall, defeat Isawa
    5.  Follow Isawa to Senry, talk to ei
    6.  Enter Purple Moon clug on north Pink Street
    7.  Chase battle:  catch Isawa
    Reward:  Insta-Freeze MAX, Sacred Tree Woodchip, 5,000 Experience
    
    CABARET CLUB WALKTHROUGH, TANIMURA EDITION
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Go near couple in front of MEB on Shichifuku
    2.  Go to JeweL and Shine, choose "Free," visit all both girls made available
    3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
      girl to give answers for, answer questions properly:
      = Kawasaki Himeka =
       Chicken Basket
       She has a client she hates
       She likes comedians
      = Ichiki Chihiro =
       Don't order strong alcohol
       Kabuki
       She wants to become an actress
    4.  Leave, return and talk to Minamisawa, receive reward
    5.  Repeat for other girl
    Reward:  30,000 yen x 2, 5,000 Experience
    
    - After "Find Yasuko" caption (before going to the docks) -
    LET'S GO ON A GROUP DATE
    Time of Day:  Any
    Required Missions:  None
    Activates:  L'tranger
    1.  Near Watami, talk to two young men, agree to go on date
    2.  Answer the following:
       "Ryta"
       "We'll leave this to Ysuke"
       "He's really cute"
       Throw Ysuke a bone
       Suggest a shower
       "Why don't you just leave it to Ysuke?"
    Reward:  50,000 yen, 3,000 Experience
    
    Part 3, Chapter 2
    -----------------
    ANOTHER CASE
    Time of Day:  Any
    Required Missions:  None
    Activates:  The Clue
    1.  Go near Hometown, encounter Mei-hua, receive Staminan X, Toughness Z, auto-
      matically exit Asian Alley
    2.  Go to the alley running east off of south Senry near Karaoke-Kan, defeat
      yakuza
    3.  Go to Naomi's Mansion
    4.  Go to Pink Street, look for  "woman" with purple muffler named Saki-chan,
      talk to her
    5.  Chase Battle:  catch Saki-chan
    6.  Take taxi to the docks, defeat suspicious men near warehouses
    Reward:  5,000 Experience
    
    THE CLUE
    Time of Day:  Daylight
    Required Missions:  Another Case
    Activates:  The True Identity of the Bridge
    1.  On north Senry (near the entrance to Asian alley), receive police radio
      dispatch, then phone call from Saki-chan
    2.  Go to Shellac, talk to Saki-chan
    3.  Go to the building behind Club SEGA on Nakamichi, enter
    4.  Defeat yakuza
    5.  Go to Naomi's Mansion, talk to Naomi, pay 50,000 yen
    6.  Go to Cuez Bar, talk to the bartender
    7.  Go to the Kamuro Subway Shopping Area Coin Lockers, talk to strange man,
      defeat him
    Reward:  Dragon's Iris, 5,000 Experience
    
    WITNESS
    Time of Day: Daylight
    Required Missions:  None
    Activates:  A View From Above
    1.  Talk to the man on the east side of Theater Square, say you'll catch the
      guy, receive sketch
    2.  Talk to the guy in black clothes with blonde hair and defeat men
    Reward:  Blackjack Amulet, 5,000 Experience
    
    A VIEW FROM ABOVE
    Time of Day:  Daylight
    Required Missions:  Witness
    Activates:  None
    1.  Talk to the woman on the west side of Theater Square (near Mach Bowl)
    2.  Go up the stairs near Volcanic Volcano to the spot where you can look down,
      see other place to go to on West Rooftops area
    3.  Go to other spot
    4.  Chase Battle:  catch peeping Tom
    Reward:  Spy Item Collection, 5,000 Experience
    
    L'TRANGER
    Time of Day:  Daylight
    Required Missions:  Let's Go on a Group Date
    Activates:  None
    1.  Go near Marietta, the club to the east of Shichifuku Parking, save
      foreigner by defeating yakuza
    2.  Agree to guide the foreigner
    3.  Answer "Shogi, right?" and then "A bathhouse"
    Reward:  50,000 yen, 5,000 Experience
    
    AUTO BREAK-IN
    Time of Day:  Daylight
    Required Missions:  None
    Activates:  None
    1.  Hear about auto break-ins at the northwest alley in Theater Square
    2.  Get near the two people near a car near Jid Park
    3.  Slowly walk towards them by pressing lightly on the left stick or holding
      L1 to walk instead of run
    4.  Ask "Is that the key to this car?"
    5.  Defeat criminals
    Reward:  Red Gem, 2,000 Experience
    
    - After dropping off the attach case with Zhao -
    THE STOLEN BRIBE
    Time of Day:  Any
    Required Missions:  Gambling Addiction Blues
    Activates:  The Silent Majority
    1.  As you leave Asian Alley from dropping off the attach case, get call from
      Mei-hua
    2.  Go to Hometown, talk to Mei-hua
    3.  Go to the vacant back alley space across from the Third Park, talk to Yanagi
    4.  Defeat Yanagi
    Reward:  Ruby, 5,000 Experience
    
    THE SILENT MAJORITY
    Time of Day:  Day, Night (not Evening)
    Required Missions:  The Stolen Bribe
    Activates:  None
    1.  Talk to Zhao in front of Homeland
    2.  Talk to Nguy in the little alley behind Homeland (to the north)
    3.  Find Nguy in the shop to the east of Homeland (use first-person view)
    4.  Talk to Tao on the second floor, in front of Nair's room
    5.  Find Tao under the staircase to the west (use first-person view)
    6.  Talk to Myeong by the trash cans in the southern part of Asian Alley
    7.  Look up near the Homeland to find Myeong hiding on a catwalk
    Reward:  5,000 Experience
    
    Part 3, Chapter 4
    -----------------
    DANGEROUS PLAY
    Time of Day:  Any
    Required Missions:  Gambling Addiction Blues
    Activates:  None
    1.  Talk to the rich old man in the Rygj casino, accept challenge
    2.  Choose the following:  accept the challenge, pull the trigger with a strong
      feeling, accept the final challenge, pull the trigger with a stoic feeling
    Reward:  30,000,000 yen, 5,000 Experience
    
    THE TRUE IDENTITY OF THE BRIDGE
    Time of Day:  Any
    Required Missions:  The Clue
    Activates:  That Which Is Inherited
    1.  Go in front of the Poppo Mart Nakamichi, fight man
    2.  Go to Shellac, talk to Saki-chan
    3.  Go to Naomi's Mansion, talk to Naomi
    4.  Go to the garden on the rooftops above Volcanic Volcano, talk to Saki-chan
    5.  Defeat mysterious man
    6.  On Tortoise Street, the southern street running off to the west from Tenka-
      ichi, enter building, defeat Tsugawa
    Reward:  5,000 Experience
    
    THAT WHICH IS INHERITED
    Time of Day:  Any
    Required Missions:  The True Identity of the Bridge
    Activates:  None
    1.  After clearing The True Identity of the Bridge, go to leave the Champion
      Mall and Naomi will call you
    2.  Go to Naomi's Mansion, talk to Naomi
    3.  Go to the street runnin to the east from Pink Street and defeat assassin
    4.  Defeat yakuza
    5.  Chase Battle:  catch Katsuura
    Reward:  Dragon's Iris, 10,000 Experience
    
    MEI-HUA'S LETTER
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Talk to Zhao in front of Homeland
    2.  Go to the park area at the east end of Kenmae Street, defeat punks
    3.  Go to the nothwest corner of the Hotel District, defeat yakuza twice
    Reward:  5,000 Experience
    
    
    5a-V.  Kiry Missions
    ---------------------
    
    Part 4, Chapter 2
    -----------------
    - After visiting Date at New Serena -
    YYA'S WAY
    Time of Day:  Any
    Required Missions:  None
    Activates:  That Incorrigible Guy
    1.  Talk to Yya outside of Stardust (on Tenkaichi, across the street from New
      Serena), talk to Kazuki inside Stardust automatically
    2.  Talk to the girl on a cell phone across the street from Smile Burger
    3.  Talk to Shin'ya near Watami on Nakamichi, defeat Shin'ya
    Reward:  5,000 Experience
    
    THAT INCORRIGIBLE GUY
    Time of Day:  Any
    Required Missions:  Yya's Way
    Activates:  Color Gangs
    1.  Get near Stardust, automatically talk to Yya
    2.  Go to Club SEGA Theater Square
    3.  Go to Smile Burger
    4.  Go to east Champion Mall, defeat Fake Kiry
    Reward:  Popular Bracelet, 5,000 Experience
    
    COLOR GANGS
    Time of Day:  Any
    Required Missions:  That Incorrigible Guy
    Activates:  None
    1.  Go near Coffee Baron, the shop next to Jewel, talk to Shiraki
    2.  Go near Pronto on Nakamichi, talk to the Akai brothers
    3.  Talk to the man talking on the phone to his girlfriend at the intersection
      of Nakamichi and Taihei
    4.  Go to the back alley area behind Kotobuki Pharmacy and Poppo Nakamichi,
      defeat Aota
    Reward:  5,000 Experience
    
    THE RETURN OF A WILY MAN
    Time of Day:  Any
    Required Missions:  None
    Activates:  Ktar goes Job Hunting
    1.  As you leave New Serena, you'll get a message
    2.  Talk to the representative in front of Yoshida Batting Cages
    3.  Hit one of the ten pitches
    Reward:  Sacred Tree Woodchip, 5,000 Experience
    
    KTAR GOES JOB HUNTING
    Time of Day:  Any
    Required Missions:  The Return of a Wily Man
    Activates:  None
    1.  Go near the ramen shop next to Bantam, event with Ktar
    2.  Go near Han Rae, fight off street punks
    3.  After a while, receive a message from Ktar
    4.  Talk to Ktar at the southern end of Nakamichi, defeat, punks
    Reward:  5,000 Experience
    
    CABARET CLUB WALKTHROUGH, KIRY EDITION
    Time of Day:  Any
    Required Missions:  None
    Activates:  None
    1.  Go near couple in front of MEB on Shichifuku
    2.  Go to JeweL and Shine, choose "Free," visit both girls made available
    3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
      girl to give answers for, answer questions properly:
      = Sait Shizuka =
       Embalmer
       Show your back
       Vegetable Sticks
      = Mori Maya =
       Model
       Ask about her work
       Chocolates
    4.  Leave, return and talk to Minamisawa, receive reward
    5.  Repeat for other girl
    Reward:  30,000 yen x 2, 5,000 Experience
    
    CURRY CHASE
    Time of Day:  Any
    Required Missions:  None
    Activates:  Town Hero
    1.  Near the entrance to the Rygj, talk to man surrounded by construction
      workers
    2.  Try to leave twice and then accept his request
    3.  Go to Matsuya and order take-out "Very Large Original Curry Pouch"
    4.  Go to New Serena, event
    5.  Go talk to the man near the entrance to the Rygj
    Reward:  Staminan Spark, 5,000 Experience
    
    TOWN HERO
    Time of Day:  Any
    Required Missions:  Curry Chase
    Activates:  The Condition of Family
    WARNING!!  Finishing this mission requires going near the Millennium Tower,
      which will advance the main story if you are in Chapter 2!!
    1.  Near the Third Park, see man in tights
    2.  Near Poppo Nakamichi, see man in tights
    3.  Save the man in tights at the garden in front of the Millennium Tower
    4.  Go to Matsuya, order take-out "Original Curry Pouch"
    5.  Talk to man in tights
    Reward:  Fitness Gear, 5,000 Experience
    
    DUEL BETWEEN MASTER AND APPRENTICE
    Time of Day:  Any
    Required Missions:  None
    Activates:  The White Lie
    1.  Enter Kyushu Ichibanboshi Ramen
    2.  Talk to Ueda inside Ichibanboshi, agree to help
    3.  Talk to the customer across the street from Kyushu Ichibanboshi
    4.  Talk to Matsuyama in the parking lot across the street from the Champion
      Mall's south entrance
    5.  Talk to Matsuyama in front of Kyushu Ichibanboshi, exhaust two or three
      options, choose final option "Just go make it normally"
    Reward:  5,000 Experience plus you can now order "Black Pork Bone Ramen" from
      Matsuyama inside Kyushu Ichibanboshi (last item on Kyushu Ichibanboshi's list
      in "Complete" section)
    
    THE WHITE LIE
    Time of Day:  Any
    Required Missions:  Duel Between Master and Apprentice
    Activates:  None
    1.  Talk to the bartender in Bantam, event with Chigusa, choose to go out with
      her
    2.  Defeat criminal
    Reward:  Platinum Pair Rings, 5,000 Experience
    
    Part 4, Chapter 4
    -----------------
    THE CONDITION OF FAMILY
    Time of Day:  Any
    Required Missions:  Town Hero
    Activates:  Kiry Day Care
    1.  Talk to Date's daughter, Saya, in front of New Serena
    2.  Talk to Minoru in front of the Millennium Tower
    3.  Defeat the purse snatcher at Shichifuku Parking Lot
    4.  Talk to Minori in front of the Millennium Tower
    Reward:  5,000 Experience
    
    A DOCTOR'S SOUL
    Time of Day:  Night
    Required Missions:  None
    Activates:  None
    1.  Go to the docks at nighttime, talk to wounded man
    2.  Talk to Tanimura at New Serena
    3.  Defeat Se Waa Members
    Reward:  5,000 Experience
    
    The Final Chapter
    -----------------
    KIRY DAY CARE
    Time of Day:  Day or Night (not Evening)
    Required Missions:  The Condition of Family
    Activates:  None
    1.  Go into New Serena, baby event, choose "Did he wet his diaper?"
    2.  Talk to witness in front of New Serena
    3.  Talk to man looking in back alley at New Serena
    4.  Go to parking space 404 in Underground Parking Area, defeat men
    5.  Name baby
    Reward:  Nothingness Gem, 5,000 Experience
    
    THE LANGUAGE OF FLOWERS
    Time of Day:  Day or Night (not Evening)
    Required Missions:  None
    Activates:  The Hills Rumor
    1.  Talk to Takashi in front of the Millennium Tower, lead him to Hanaya
    2.  Talk to Takashi in the Sai no Kawara underground area
    3.  Go near Fukkantei, event
    4.  Go near Poppo Nakamichi, event
    5.  Go to the empty space off to the east of the southern exit of Champion Mall,
      event
    6.  Talk to Hanaya at his mansion in the Sai no Kawara underground area
    7.  Talk to Takashi in front of the Millennium Tower
    Reward:  5,000 Experience
    
    THE HILLS RUMOR
    Time of Day:  Day or Night (not Evening, but Night works best as the mission
      ends in Night)
    Required Missions:  The Language of Flowers
    Activates:  None
    1.  Talk to the lower-ranking Ueno Seiwa Association members in the Third Park
    2.  Talk to the gossipers near MEB
    3.  At night, enter the West Park area through the toilet at the east end of
      Kenmae
    4.  Examine the Kamuro Hills building, enter
    5.  Defeat Gary "Buster" Holmes
    Reward:  Dragon Seal, 5,000 Experience
    
    AMON
    Time of Day:  Night
    Required Missions:  (All of them)
    Activates:  None
    NOTE:  "Amon" does not count toward's Kiry's completing his missions list, but
      it will appear on it once you've activated it.
    1.  Clear all 62 other missions (for all four characters)
    2.  In New Serena, Tanimura will hand Kiry a letter from Amon J
    3.  At night, talk to the driver at parking space 307 of Underground Parking,
      talk to him again and agree to go
    4.  DEFEAT BOSS:  AMON KAZUYA (as Akiyama)
    5.  DEFEAT BOSS:  AMON JIR (as Saejima)
    6.  DEFEAT BOSS:  AMON SANGO (as Tanimura)
    7.  DEFEAT BOSS:  AMON J (as Kiry)
    Reward:  Ryjinmaru, later Amon's Sunglasses (from Bob)
    
    
    -----------------------------
    5b.  Extra Skills & Power-Ups
    -----------------------------
    
    5b-I.  Revelations
    ------------------
    
    5b-II.  Training
    ----------------
    
    == 5b-IIa.  Saig Training (Akiyama) ==
    
    == 5b-IIb.  Helping Out the Hermit (Saejima) ==
    
    == 5b-IIc.  Nair Sparring (Tanimura) ==
    
    == 5b-IId.  Komaki Training (Kiry) ==
    
    == 5b-IIe.  IF7-R ==
    
    --------------------------
    5c.  The Underground Arena
    --------------------------
    
    -------------------------------------
    5d.  Romancing the Cabaret Club Girls
    -------------------------------------
    
    --------------------------------------
    5e.  Make the No. 1 Cabaret Club Girl!
    --------------------------------------
    
    --------------------
    5f.  Make a Fighter!
    --------------------
    
    ---------------------------
    5g.  Skill Games & Gambling
    ---------------------------
    
    --------------------
    5h.  Spoiling Haruka
    --------------------
    
    ---------------------
    5i.  Coin Locker Keys
    ---------------------
    
    ---------
    5j.  Maps
    ---------
    
    ----------
    5k.  Shops
    ----------
    
    ----------
    5l.  Items
    ----------
    
    --------------
    5l-I.  Weapons
    --------------
    
    --------------
    5l-II.  Armors
    --------------
    
    --------------------
    5l-III.  Accessories
    --------------------
    
    ----------------------------
    5l-IV.  Effect/Healing Items
    ----------------------------
    
    -----------------------------------
    5m.  Weapons and Armor Modification
    -----------------------------------
    
    -------------------------
    5n.  Main Characters List
    -------------------------
    
    ---------------------
    5o.  Completion Lists
    ---------------------
    
    To get 100%, you'll have to have all four guys each visit both Kamiyama locat-
    ions and buy everything available to them at Beam (the video store).  You'll
    also need to use all four to buy specific weapons at the Weapons Store, at Works
    Kamiyama (the weapons one), and at Ebisuya Pawn Shop.  You'll need to complete
    each character's specific side games, including making all three girls available
    at Elise with Akiyama and all partners available as Saejima, then completely
    romancing every girl available and winning every tournament available.  You'll
    also need to eat all the menu items and unlock all coin lockers, which will
    basically require getting access to all areas (going through almost the entire
    story).  You'll need to "imprint" your memories in IF7-R with all four main
    characters, too.  You can complete the "mini-games" list with just about anyone
    since they can all play all games except Karaoke.  For that game, you'll need
    to have Kiry available.  You'll need to do all Heat Actions, which will ob-
    viously require using all four guys for their own, unique Heat Moves.
    
    
    5o-I.  Coin Lockers
    -------------------
    
    5o-II.  Restaurant Menu Items
    -----------------------------
    
    5o-III.  Weapons and Armor Modification
    ---------------------------------------
    
    5o-IV.  Allies
    --------------
    
    5o-V.  Revelations
    ------------------
    
    5o-VI.  Mini-Games
    ------------------
    
    5o-VII.  Cabaret Club Girls
    ---------------------------
    
    5o-VIII.  "Make the No. 1 Girl" Girls
    -------------------------------------
    
    5o-IX.  Make the No. 1 Cabaret Club Girl!
    -----------------------------------------
    
    5o-X.  Saig Training
    -----------------------
    
    5o-XI.  Helping Out the Hermit
    ------------------------------
    
    5o-XII.  Nair Sparring
    ----------------------
    
    5o-XIII.  Underground Arena
    ---------------------------
    
    5o-XIV.  Make a Fighter!
    ------------------------
    
    5o-XV.  Police Dispatch Radio Battles
    -------------------------------------
    
    5o-XVI.  Team Encounter Battles
    -------------------------------
    
    5o-XVII.  IF7-R
    ---------------
    
    5o-XVIII.  Heat Actions
    -----------------------
    
    ----------
    6.  EXTRAS
    ----------
    
    ----------------
    6a.  Unlockables
    ----------------
    
    6a-I.  Unlockable Items
    -----------------------
    
    6a-II.  Premium Adventure Mode
    ------------------------------
    
    6a-III.  Ultimate Fighting Mode
    -------------------------------
    
    6a-IV.  "Extra Contents"
    ------------------------
    
    == 6a-IVa.  Versus Modes ==
    
    == 6a-IVb.  Version Updates (DLC) ==
    
    -------------
    6b.  Trophies
    -------------
    
    ---------------------
    6c.  Demo Walkthrough
    ---------------------
    
    -----------
    6d.  Trivia
    -----------
    
    ----------------------------------
    7.  MAIN STORY CINEMA TRANSLATIONS
    ----------------------------------
    
    ------------
    8.  GLOSSARY
    ------------
    
    -----------------
    9.  "THANK-YOU"'S
    -----------------
    
    Thanks to DingoEnderZOE2, Bustah_Woolf, samzam2060, ancaryvan, Bruno Malta, and
    all the folks at the GameFAQs message boards, to Aaron Webb, Yas Noguchi and the
    guys at SEGA of America for delivering what appears to be an awesome version to
    the West, Nagoshi, Kuroda, Yokoyama, Kikuchi, Ugaki, Yamadera, Kugimiya, and
    everyone else who worked on and supported this great title at SEGA (of Japan)!
      Nihon no minasamani, goanzenwo oinoriitasimasu.  Subetewa koko kara desu node,
      ganbatte kudasai!
    Special thanks to my good friend Damon for the times I've been typing busily at
    his place to write the guide while playing on his TV, to Mama ThePatrick for
    delicious food, my dog Sam (Baekgu) for driving me crazy, and Pat Yap for
    school-
    ing me at fighting games while he has no video game system of his own (wth dude,
    seriously), and to Nakayama Take-san, thanks for keepin' your rad store open.
    And as usual, thanks to Serge Gainsbourg, Busdriver, Gil Scott-Heron, DJ Krush
    nujabes (R.I.P.), Mingus, and, of course, EDAN THE HUMBLE MAGNIFICENT for
    keeping
    my ears happy during the writing of this-here document.
    

    FAQ Display Options: Printable Version