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    FAQ/Walkthrough by ThePatrick

    Version: 2.0 | Updated: 10/23/14 | Search Guide | Bookmark Guide

                                     RYUUGA  GOTOKU 2
                                   F.A.Q. / Walkthrough
                                          by Patrick Coffman
                                             coffman (underscore) patrick
                                             (at) yahoo (dot) com
                                             Hatoriki_kai on PSN
                                             hatoriki on XBL
                                             @hatoriki on Twitter
    Version 2.0--Re-written after years to fix up errors and complete guide;
      also, includes HD remake information! (09/17/2014)
    NOTE:  This FAQ is based upon the Japanese version of the game and the trans-
      lations are the author's.  They will be different from any official local-
      Japanese text may be needed for importers to make the correct choices.
      This version does not have such text, but rather Romanized versions of some
      such material.  See kamuro-cho.blogspot.com for a version with Japanese
    NOTE:  I use a combination of Hepburn and Japanese standard Romanization,
      except for common words such as "Osaka" (should be "Ohsaka" or "Oosaka")
    FOUL LANGUAGE WARNING!!  The full cinema translations...well, let's just say
    it's very proper for gangsters who are about to kill each other to shout out
    some obscenities.  I have refrained from such language elsewhere in the guide,
    but I wanted to keep the things people said as close as possible to the source
    material, so I have employed swearing. If you would rather not deign to the
    level of profanity, I suggest avoiding the translations section.
    SPOILER WARNING!!!!  If you don't want spoilers, well...this is the wrong place
    to check.  Probably, the most spoiler-free place will be the "quick story
    walkthrough" part of this F.A.Q., but don't count on it!  I'm sorry in advance.
    BUG WARNING!!!!!  THERE ARE FATAL BUGS (in original disk release; not in the
    HD remakes or the "greatest hits" or Western releases)!
    SEE 6f. Bugs FOR DETAILS!!
      1a.  How to Use This F.A.Q.
      1b.  A Word from the Author
      1c.  Mini-F.A.Q.
    2.  The BASICS
      2a.  The Adventure
        2a-I.  Controls
        2a-II.  Display
        2a-III.  Pause Menu Options
        2a-IV.  Building Up
        2a-V.  Story Progression
      2b.  Fighting
        2b-I.  Commands
        2b-II.  General Battle Advice
        2b-III.  Strategies for Enemies by Type
        2b-IV.  Advanced Battle Discussion
      2c.  Tips for Making Money or Experience
      3a.  Chapter 1
      3b.  Chapter 2
      3c.  Chapter 3
      3d.  Chapter 4
      3e.  Chapter 5
      3f.  Chapter 6
      3g.  Chapter 7
      3h.  Chapter 8
      3i.  Chapter 9
      3j.  Chapter 10
      3k.  Chapter 11
      3l.  Chapter 12
      3m.  Chapter 13
      3n.  Chapter 14
      3o.  Chapter 15
      3p.  Chapter 16
      5a.  Missions
      5b.  Romancing Cabaret Club Girls
      5c.  Running the Cabaret Club
      5d.  Being a Host
      5e.  Skill Games & Gambling
      5f.  Underground Arena
      5g.  Coin Locker Keys
      5h.  Map
      5i.  Shops
      5j.  Items
        5j-I.  Weapons
        5j-II.  Armors
        5j-III.  Accessories
        5j-IV.  Healing Items
        5j-V.  Miscellanies
      5k.  Main Characters List
      5l.  Completion Lists
    6.  EXTRAS
      6a.  Hidden Skills & Power-Ups
      6b.  Hidden Shops
      6c.  Secret Bosses
      6d.  Unlockables
      6e.  Bugs
      6f.  Trivia
      6g.  Trophies
      7a.  Glossary
      7b.  How to Pronounce Japanese
      7c.  How to Pronounce Korean
      8a.  Chapter 1
        8a-I.  Twenty-Some Years Ago...  A Winter's Day
        8a-II.  The First Gunshot
        8a-III.  Lives Saved
        8a-IV.  An Older Man...  Hidden Feelings
        8a-V.  The Kamuro District--December, 2006
        8a-VI.  An Unsettling Feeling Begins to Drift in the Air
        8a-VII.  Nightmares and Peace
        8a-VIII.  Crisis for the Toujou Association
        8a-IX.  The Blood-Stained Letter
        8a-X.  Death of the Fifth-Generation Chairman
        8a-XI.  Emergency Toujou Association Directors' Meeting
        8a-XII.  The Town, One Year Later
        8a-XIII.  Reunion With Daigo
        8a-XIV.  Men Who Don't Know Their Own Limits
        8a-XV.  Feelings Related Through Fists
        8a-XVI.  The Entrusted Wishes
        8a-XVII.  The Pride of Men
      8b.  Chapter 2
        8b-I.  Daigo's Score to Settle
        8b-II.  Arrival at Soutenbori
        8b-III.  The Man Called "the Kansai Dragon"
        8b-IV.  Meet Gohda Ryuuji
        8b-V.  Fireworks
        8b-VI.  Activities of Sudou of Police Headquarters' Fourth Division
      8c.  Chapter 3
        8c-I.  The Yakuza-Hunting Woman
        8c-II.  Target of the Police
        8c-III.  The Oumi Stronghold
        8c-IV.  Present State of the Oumi Alliance
        8c-V.  Coup d'Etat
        8c-VI.  Doujima Daigo's Pride
        8c-VII.  The Kantou Dragon vs. the Kansai Dragon
        8c-VIII.  Sudden Arrest
      8d.  Chapter 4
        8d-I.  The Legendary Detective and "Onigawara"
        8d-II.  The 13th Records Room
        8d-III.  The Top-Secret Mission
        8d-IV.  The Reason for the Arrest; the 2 Targets
        8d-V.  Snack Bar "Aoi"
        8d-VI.  The Bullethole and the Mystery
        8d-VII.  Takashima's Secret Side
        8d-VIII.  Mind Games Between Takashima and Bessho
        8d-IX.  The Outrageous Fee for Information
        8d-X.  A 100,000,000 Yen Bounty
        8d-XI.  Goal of the Battle of Succession
        8d-XII.  Sengoku Toranosuke Makes His First Move
        8d-XIII.  Sayama's True Goal
      8e.  Chapter 5
        8e-I.  The Woman Detective Goes to Kamuro
        8e-II.  Serena, One Year Later
        8e-III.  The Link Between the Gohryuu Association and the Foreign Syndicate
        8e-IV.  Sayama Kaoru and the Past
        8e-V.  Entrance to the Sai no Kawara
        8e-VI.  The Form of the Reborn Sai no Kawara
        8e-VII.  The Secret Underground District
        8e-VIII.  Encounter with the Sai no Kawara's New Boss
        8e-IX.  The Dragon of Doujima, in the Ring Again
        8e-X.  Vs. The Absolute Champion
        8e-XI.  Majima, the Champion vs. Kiryuu, the Challenger
        8e-XII.  After the Match
        8e-XIII.  Terada's Surprising, Other Side
        8e-XIV.  The Pain of Knowing the Past
      8f.  Chapter 6
        8f-I.  To Stardust
        8f-II.  The Secret Investigation Starts
        8f-III.  Two Kazukis
      8g.  Chapter 7
        8g-I.  To Emoto's Clinic
        8g-II.  The Past and Darkness Surrounding Kawara
        8g-III.  Assassins Pay a Call
        8g-IV.  The Mysterious Foreign Syndicate
        8g-V.  The Entity Called "The Jin'gweon Force"
        8g-VI.  The Sengoku Group's Shadow
        8g-VII.  Date Makoto, the Suspect
      8h.  Chapter 8
        8h-I.  Unwavering Suspicion
        8h-II.  To the Legendary Informant
        8h-III.  Arrival at the Millennium Tower
        8h-IV.  To Hanaya's Headquarters
        8h-V.  Reunion with Hanaya; the Mysterious Raid
        8h-VI.  To the Electrical Room
        8h-VII.  The Man Who Discarded His Life
        8h-VIII.  Power Restored
        8h-IX.  Hacking
        8h-X.  To the Tougenkyou
        8h-XI.  The Awaiting Men of the Gohryuu Association
        8h-XII.  Daigo's Rescue
      8i.  Chapter 9
        8i-I.  The Jin'gweon Force and the Doujima Group
        8i-II.  The Events of Twenty-Some Years Earlier
        8i-III.  Record of a Hushed-Up Struggle
        8i-IV.  Funeral for the Fifth Generation Chairman of the Toujou Association
        8i-V.  The Worst Kind of Condolensces
        8i-VI.  Gohda Ryuuji Comes to the East
        8i-VII.  The Sengoku Group Attacks
        8i-VIII.  The "Mad Dog of Shimano" Stands in the Way
        8i-IX.  A Promise Fulfilled
        8i-X.  A Man's Betrayal
        8i-XI.  The Great Toujou Association Directors' Assassination
        8i-XII.  Warped Love and Desire
        8i-XIII.  Results of Internal Conflict
      8j.  Chapter 10
        8j-I.  The Incident, Finally Found
        8j-II.  Sayama's Disappointment
        8j-III. Reunion with Takashi
        8j-IV.  The Screen He Didn't Want to Look At
        8j-V.  Single-Minded Feelings
        8j-VI.  Looking Down a Gun Barrel
        8j-VII.  Kiryuu and Sayama Go to Osaka
        8j-VIII.  The Incident in the Past, as Told by Bessho
        8j-IX.  Kiryuu, Protecting a Woman
        8j-X.  Fleeing
        8j-XI.  The Odd Couple
        8j-XII.  Time for Just the Two of Them
        8j-XIII.  Admiring the Soutenbori at Night
        8j-XIV.  The Tradition that Was About to Be Discarded
        8j-XV.  To the Tattoo Artist's Shop
        8j-XVI.  The Yellow Dragon of Legend
        8j-XVII.  Gohda Ryuuji and the Yellow Dragon Tattoo
        8j-XVIII.  Responsibilities of a Tattoo Artist
      8k.  Chapter 11
        8k-I.  Determination to Know the Past
        8k-II.  Arrival at the Shinsei District
        8k-III.  Survivor of Twenty-Some Years Ago
        8k-IV.  Memories of the Person Called Murai
        8k-V.  Elite Forces Dispatched
        8k-VI.  The Last Move
      8l.  Chapter 12
        8l-I.  Kiryuu Tells the Tale of "That Day"
        8l-II.  Christmas Night
        8l-III.  Kiryuu and Kazama
        8l-IV.  The Actions of a Young Kiryuu
        8l-V.  Rashness
        8l-VI.  A Way to Atone
        8l-VII.  The "Black Scar" In Kiryuu's Heart
        8l-VIII.  The Stabbing Blade
        8l-IX. To Tamiyo's Place
        8l-X.  The Dirty Plan
        8l-XI.  Rescue Haruka
        8l-XII.  The Osaka Castle
        8l-XIII.  Armored Soldiers Stand in the Way
        8l-XIV.  The Dragon and the Tigers
        8l-XV.  The Man Who Overcame the Beasts
        8l-XVI.  Declaration of War
      8m.  Chapter 13
        8m-I.  The Mystery of the Memo Left Behind
        8m-II.  Daimond in the Rough
        8m-III.  Happiness, to Haruka
        8m-IV.  Kurahashi's True Form
        8m-V.  The Enemy from 26 Years Ago
        8m-VI.  Haruka and Sayama
        8m-VII.  Before You Can Reach the Battlfield
        8m-VIII.  The Jin'gweon Force's Law
        8m-IX.  As a Father, As a Daughter
        8m-X.  Fleeing Fire and the Laws
        8m-X1.  Father and Mother
        8m-XII.  Happy Days for a Loving Family
        8m-XIII.  The Reason for the Gunshot
        8m-XIV.  The Voice on the Phone
        8m-XV.  Kawara Jirou, Dying in Duty
      8n.  Chapter 14
        8n-I.  The Clue Left Behind
        8n-II.  The Hidden Dreams of the Kansai Dragon
        8n-III.  Takashima's Conspiracy
        8n-IV.  Sayama's Reaction, Drawn Into Things
        8n-V.  The Man Who Could Quell the Fear of the Psat
        8n-VI.  Bombs Set Up
        8n-VII.  Daigo's Resolve
        8n-VIII.  The Gohryuu Association Invades
        8n-IX.  Rousing the Toujou Association
        8n-X.  Exhausted Measures
        8n-XI.  Sai no Kawara Reborn
        8n-XII.  Duel Against the Gohryuu Association
        8n-XIII.  The Duel, Postponed
      8o.  Chapter 15
        8o-I.  The Town to be Protected
        8o-II.  Red or Blue
        8o-III.  An Unpleasant Dream
        8o-IV.  The Disc, Analyzed
        8o-V.  A Brief Rest
        8o-VI.  Complex Feelings, Awkward Conversation
        8o-VII.  A Flash of Uneasiness Passes through the Mind
        8o-VIII.  The Wishes Displayed on the Screen
      8p.  Chapter 16
        8p-I.  To the Spot Where Ryuuji Awaits
        8p-II.  A Man Called "Dragon"
        8p-III.  The Mastermind
        8p-IV.  Tempting Fate
        8p-V.  As the Last Survivor
        8p-VI.  Rising Dragon
        8p-VII.  The Final Hour
        8p-VIII.  What To Believe in the Very End
      8q.  Missions
        8q-I.  Be My Baby 1
        8q-II.  Be My Baby 2
        8q-III.  Be My Baby 3
        8q-IV.  The Fake Kiryuu 1
        8q-V.  The Fake Kiryuu 2
        8q-VI.  Black Thunder 1
        8q-VII.  Black Thunder 2
        8q-VIII.  Black Thunder 3
        8q-IX.  The Tsuutenkaku's Mr. Billiken 1
        8q-X.  The Tsuutenkaku's Mr. Billiken 2
        8q-XI.  The Man Who Just Wouldn't Learn 1
        8q-XII.  The Man Who Just Wouldn't Learn 2
        8q-XIII.  Champagne Call
    9.  "THANK-YOU"'S
    1a.  How to Use This F.A.Q.
    Navigating the F.A.Q. should be simple.  Even notepad has the "Find" feature.
    I'd suggest using "Find" and typing in the exact text as it appears in the
    Table of Contents.  For instance, if it says "8a-1.  The Abyss," then typing
    in "8a-1.  The Abyss" would get you there.  Typing in "8a-1." would probably
    work, too.  I know F.A.Q.'s can get rather lengthy....
      Now, this guide was written using the Japanese version, intended for import-
    ers to be able to enjoy the game without much Japanese knowledge.  To that end,
    there are times when you will have to figure things out based on a list of
    choices.  For instance, when you try to woo the cabaret club girls, you will
    be presented with (typically) three choices of dialogue, and choosing the right
    one will avoid losing hearts (and usually add to their heart meter).
      Because of that--and because I wanted to keep the text as simple as possible
    so this file can be displayed on all computers, regardless of languages in-
    stalled--when I wrote the Kenzan! guide, I devised a (kinda weird) system of
    showing you what said choices look like.
      Japanese writing evolved from Chinese writing from the 7th century or so on.
    As such, they use Chinese characters--but their language is entirely different
    from Chinese.  So, they still use Chinese characters (they call them "kanji"),
    but they use another writing system called "kana."  This other writing system
    usually shows grammatical things, and each unit represents a "syllable" (tech-
    nically a "mora," but that's neither here nor there).  These usually look much
    more simple than the kanji--but not always.  For instance, the kanji for "one"
    just looks like a straight horizontal line.
      Anyway, I decided to write it out with a "*" for kanji and a "-" for kana,
    so you can just count the symbols--and if you have enough knowledge to discern
    the two, make your decision.
      For example:
    Help him (top choice) ("Tasukeru").
    [*--] +
      The above example shows two choices.  One has a kanji followed by two kana,
    the other has a kanji, a kana, a kanji, and another kana.  Although this examp-
    le already says "(top choice)," note that the first of the two weird-looking
    lines of text has a "+" after it.  This is the choice you should make for the
    best outcome.  I also transliterated the Japanese text for those who can read
      This should be most helpful for the cabaret club girls ("hostesses") and for
    checking the main mission list to see which ones are missing.  The game does
    not list missions you have not initiated, nor does it list them in the order
    you have initiated them (it has its own list that does not seem to follow any
    rhyme or reason, honestly).  This way, you can scroll through the list and try
    to see if you have one missing between ones that are already there.
    1b.  A Word from the Author
    Many years have passed since I revisited my guide.
      Originally, I hied and hurried to type this document up, one year after the
    first game's release, to get it out there as fast as possible for importers.
    Since I wrote the first game's guide some eight or nine months after its re-
    lease (I only really became interested when I replayed the title months after
    having raced through its story), so I only had a few months' break from writing
    guides--but I wanted to be sure people could enjoy this much-improved sequel!
      Turned out, the game made it to the West, after all!  Yet, I never acquired
    the English-language version of the game (I only have Japanese versions of all
    titles).  As such, some found my guide useful, others...not so much.  I only
    have ever included my own interpretations of dialogue, people names, place
    names, and such, and so some things will have strange names to those playing
    the U.S. or Europe releases.
     For those who don't know these games, Ryuu ga Gotoku is like playing in a sort
    of yakuza / action film.  It's kind of heavy on story and cinema, and the feel
    is really great.  However, the action was a little sloppy and the game felt a
    bit half-baked.
      This sequel manages to accomplish just about everything you'd have wanted to
    improve from the first game.  I was happy with the first game and all, but this
    game really does make you want to play it over and over and over.  And, it
    turns out, when the game was released again on disc and via the PSN in Japan, I
    found myself lost in replaying it again!  I have to say, I really found it more
    enjoyable than playing the last couple of entries in the series.
      Said HD re-release has a few improvements, and I would definitely recommend
    it to fans of the series.  Not only are the load times substantially cut, the
    additions of being able to manage items at Save points (rather than needing to
    seek out an Items Box) and the ability to quickly skip through dialogue by
    holding R1 and Circle really helped with the carpal tunnel (characters tend to
    babble way too much in this series).  Naturally, the Trophies system gave me
    incentive to keep on going.
      Long story long, I replayed this game, and revisited my F.A.Q. in the pro-
    cess--and found it severely lacking.  I really rushed through it, and it was
    all fairly sketchy.
      I'm still not 100% sure what this weird compulsion is for us authors to pen
    these silly things, but I hope you find this one useful.  Just know that, being
    a translator and someone who works for international companies, I am fairly ob-
    sessed with languages and cultures, so if it sometimes seems wordy or
    to be telling you all sorts of weird information, don't lose heart.
      Also, don't complain.  Well, OK, you can--it'll probably just be ignored,
    1c.  Mini-F.A.Q.
    Here, I'll post some common questions about the game.  Forgive smarmy answers.
    OK; maybe, don't forgive them.  It's your choice, I suppose.  Have fun with
    that high blood pressure, though.
    Q:  What was changed for the HD remake?
    A:  Well, I can't really speak for the Wii-U version (as I don't have it), but
      for the PlayStation 3 version, the load times were decreased, Trophies were
      added, you can quickly skip through dialogue by holding R1+Circle, and you
      can now manage your inventory at a Save Point (as you could in later games).
    Q:  What's "Roogi gatoogi??"  Why don't you just say "Yakuza??"
    A:  First of all, games like this were designed with the Japanese market in
      mind.  So, they gave it a Japanese name.  I heard this name mocked on X-Play
      and was like "Har har, foreign languages are hilarious, right?"  Pfft.
        Anyway, I use the Japanese titles and character names in these games because
      I play the Japanese games.  I'm not 100% sure what the differences are or if
      it even plays differently for minor details in America.  So, let me just say
      that I can only vouch for the Japanese version being a certain way.
        That having been said, I'm sure there's really not much difference but the
      dubbing and a few name changes.
        BTW, "Ryuu ga Gotoku" means "Like A Dragon" literally.  "A Dragon Among Men"
      or something strange might evoke the image they were going for.  This is old
      speech and sounds really manly and powerful.  It's pretty poetic, too!  So,
      you know...it sounds cooler.  It probably should have been localized as "Like
      A Dragon," honestly, because you're an ex-yakuza.  Being disenfranchised
      makes Kiryuu a better "agent."  I mean, if you were still a yakuza, you would
      have to be following orders of your syndicate and all that, right?  Plus, I
      think they wanted to make him something like the "true meaning" of the "goku-
      dou" (as yakuza like to call themselves).  By the 17th century, the ruling
      caste of the samurai had fallen out of public favor, and their ideals turned
      to folk heroes like the local fire brigades (which were not government
      entities, but almost like gangs).  These guys eventually became what is now
      known as the yakuza, so....  I mean, he's not a thug gangster, and you're not
      trying to take over everything with your vast crime empire (kinda).  You act
      more like a real man, standing up for the weak, and all that.
    Q:  zOMG!!  Y don't Kazuma change his clothes?1!!11111
    A:  This isn't GTA.  It's an adventure game.  Your character has a personality;
      you can't try and customize him to your liking.
        Seriously, this was the number one most vocal complaint about the first
      game.  I thought for sure people would talk about the sluggish fighting or
      the ease at which opponents could just stroll around you while you attacked
      because of the almost non-present tracking system.  But, no--apparently, the
      single-most worst thing about this serious in many gamers' minds is that you
      can't change Kiryuu's hair color, get tattoos, or change his clothes into
      jeans, or whatever.
        What I don't understand is that most people who made that complaint probably
      loved the newest Zelda game to death, and you can't customize Link's look.
        (At the same time I wouldn't mind making him wear something weird like you
      could in later games....)
    Q:  Is Haruka present this time?
    A:  Yes.  She's there.  Oh, and surprise--she gets captured.  You also "get" to
      lead her around town again (joy).
        Don't despair, tho'; you only lead her around twice, and although you can
      buy both Sayama and Haruka food at restaurants, there's no "trust building"
      stuff this time around.
        Oh, and it's only one time she gets captured.  So, she's there, but she's
      not the main focus at all!  This time, they tried to just make it more about
      beating guys up--except for the attention paid to the mini-games.
    Q:  What other characters have returned from the first game?
    A:  Well, Kiryuu, obviously.  Besides him, ther actually are a lot of characters
      who make their appearance in this game, too!  Most of the kumichou are back,
      as well as the policemen from the first game (Date and Sudou), and the story
      character Hanaya (known as "Kage" in the American release of the first game).
        Even minor characters are back, such as Takashi (Hanaya's kid), Doujima
      Yayoi (the wife of the boss killed by Nishiki as the setup for the story in
      the first game), and Tamura (tho' no Aoki this time).
        In fact, it's kinda hard to think of characters who didn't make it back.
      Shimano Futoshi, Doujima Souhei, and Kazama Shintarou (a.k.a. "Fuma Shintaro"
      in the American release) are in the game, but only in cut scenes because they
      died in part one.  You get to see more of "crazy, gun-fu action Kazama" again
      this time around.
        Speaking of which, I believe the only appearance of Nishikiyama this time is
      in a brief scene taken exactly from the first game.  Oh, but his grave is in
      the game.  Same for Yumi.
    Q:  I hear there's a love interest this time.  What's that about?
    A:  You may remember that Kiryuu's main love interest died at the end of the
      first game.
        Well, in action movie world, we all know what that means!  It's time for a
      new gal!  They don't waste any time in action movie / game world, so, of
      course, Kiryuu has a love interest this time.  In fact, she plays a much
      heavier role than Haruka (the first game was mostly about him finding a
      reason to keep going after the love of his life died--and it was in taking
      care of his newly adopted kid).
        Her name's Sayama Kaoru (some spell it "Kaworu"), a cop working for the
      Osakan police, known for going after yakuza (especially Kiryuu's Toujou
        She's pretty, and she's trying to find out some super-secret, dark past
      (oooh).  It works out pretty well as a story dynamic, and you have team Heat
      Actions that look pretty nice.
    Q:  What's "Kansai?"  What's "Kantou?"
    A:  Many years ago, in old Japan, there were two very large cities that were
      pretty much the two seperate seats of power.  There was Kyoto (actually
      "Kyouto"), which was usually just called "Omiyako," meaning "The Capital,"
      and Edo, which is now known as "Tokyo" (actually "Toukyou.")
        The "kyou" in those two words itself is the "Sino-Japanese" reading of a
      Chinese character for a large city or homeland, that is used in Japanese to
      simply mean "capital."  While Kyoto literally means "Capital City," Tokyo
      literally means "Eastern Capital."
        In the old days, the emperor and his courtesans would all pretty much do
      their business in Kyoto and live there or in surrounding areas.  The samurai,
      once they rose to power and became a much more powerful governing body, based
      their bakufu (also known as "shogunate") in Edo.  So, there were two major
      cities that both could be seen as the capital.
        The old world was divided up into areas and there were imperial highways
      upon which stood great gates and checkpoints.  "Kansai" means, pretty much,
      "West of the Gate" or "Western Area," and "Kantou" means "East of the Gate"
      or "Eastern Area."
        Although the Kantou region comprises Tokyo and its suburbs and is very
      easy to pin down, the Kansai area is a little more ambiguous.  Generally, it
      refers to the area known as "Kinki," a word that means "the Vicinity of the
      Capital."  This comprises three major cities:  Kyoto, Osaka (actually
      "Oosaka"), and Nara.  Generally, when people say "Kansai" these days, they
      think of Osaka.
        Since the two were very different and important cultural centers, they
      struggle between Kantou and Kansai is a major theme in many popular works.
        The main difference between the two seems to be that Kansai is warmer,
      more relaxed, and maybe more traditional at times.  The people are said to
      be more like merchants (hence things like Kanematsu's obsession with money).
        Kantou, on the other hand, is more rigid, perfunctory, and modern.  It's
      more of a straightforward, down-to-business sense.
        Of course, as you could imagine, the two sides definitely show their
      rivalry in this game, but the true villains are a third, mysterious, fanatic-
      ally evil group pulling the strings.
    Q:  I played the first game, but the fighting really left me a little cold, to
       be honest.  Did it get any better?
    A:  Yes!  Markedly so.
        The Heat Gauge can be elongated now, the moves are much more brutal, your
      defensive powers can be improved a lot more, the camera can be moved around
      during most fight scenes (finally)....
        But, the most important change to the fighting system was the addition of
      a "soft" targeting system that allows you to quickly switch directions and
      attack people around you.  In the first game, the targeting would leave you
      most often facing one direction while the enemies circled around you at their
      own whim.  Attacking behind you could be done, but only with certain moves
      you had to go out of your way to learn, and still, not very effectively.
        Now, you don't feel so much like you're trying to maneuver a battleship
      into position to attack foes all around you.  Instead, you just let go of the
      targeting button (if you were pressing it at all) and just hit a directiona
      and make Kiryuu go there.
        I, personally, still really enjoyed the fighting in the first game, but I
      have to admit that this improvement was *very* necessary and that this game is
      certainly more accessible and should be able to reach a larger market.
    Q:  Are there mini-games or skill games still?
    A:  Well, yes.  I still only find the "dating" one where you visit the different
      cabaret clubs and romance the hostesses to be enjoyable at all, though that's
      not saying much, but they've really expanded this aspect of the game, too.
        You can play shogi or mahjong, go bowling, play a weird game that's sort-of
      parodying Virtua Fighter called "YF6" (it's actually closer to a first-person
      Star Gladiator or something), go gambling, play the slots, romance cabaret
      club girls, "play" the UFO catcher game, practice your hitting at the batting
      cages, practice your golf swing at the driving range, and even play the part
      of a host at a host club or manage your own cabaret club.
        These mini-games can be a little bit frustrating at times, and they're not
      exactly the best versions of any of the games they mimic, but I suppose it's
      nice to have other things to do than just go around doing backdrops onto
      park benches or tearing teeth out with pliers all day.
        Well...then again, maybe not.  That's just my opinion, though!
    Q:  What's with the Korean connection?
    A:  Well, the "pitch" for this game was "Kantou versus Kansai."  The Kantou
      area is pretty much Tokyo; the Kansai is Osaka and Kyoto and Nara.  The two
      sections have very different cultures and it's a common theme to have them
      competing, almost like a "you say to-may-to, I say tah-mah-to" kind of thing.
        As you may know, when a situation like this occurs when there are two
      popular things clashing, they usually don't end up meeting head-on; rather,
      they sort-of team up to defeat a third, mysterious party.  This time is no
      exception, though, Kiryuu ends up fighting Gohda and their rivalry actually
      becomes the final fight.
        It's a little strange to show the Korean organization (the Jin'gweon Group)
      as some ridiculous people whose laws are set in stone and who have this "iron
      rule" thing where their orders are absolute.  But, I suppose organizations
      like that probably do exist somewhere.  I'm still not 100% sure whether to
      say it's racist or not.
    Q:  In the last game, guns really didn't play a very big role at all--especially
      once you got the bulletproof vest!  How is it this time?
    A:  This is still a brawler, so guns aren't the main objective, but the damage
      a handgun inflicts has been upped a little.  You'll notice that you don't get
      knocked off your feet so much by them, however.  Also, shotguns don't deal out
      so much damage.
        Unfortunately, bulletproof items only lessen the damage of bullets now; they
      don't force an automatic, complete guard of the attack anymore.
    Q:  Um, yeah, sure...you'd fight a bunch of huge guys wearing diapers in a room
      designed to look like a giant nursery.  Give me a break.  Why is there so
      much goofy stuff in here?
    A:  Video game makers are a silly lot--especially in Japan.  In fact, it's this
      silly flavor that makes the game so great, to me.  I mean, who else would have
      thought of having a guy toss you a live octopus to ram into a guy's face and
      watch spray ink all over him than Nagoshi?  If you're looking for very heavy,
      serious stuff, then video games aren't the place to look, I think.
        Honestly, when people ask why I love this series, I used to give them the
      short answer:  "In what other game can you play a big, tough fighting hero
      and win a fight with a mob boss wearing a diaper by pouring salt in his eyes?"
    Q:  What's up with the Sengoku level??
    A:  Yeah, speaking of over-the-top stuff....  That definitely takes the cake.
      A lot of the things that happen in Ryuu ga Gotoku are fantastical, like there
      were some powerful, secret world hiding just beneath the surface of this
      mundane one.  But...for Osaka Castle to be built to split in half to cover
      another one that's built of gold that can be raised and lowered at will, be
      filled with spear-toting samurai and ninja, and to house two giant tigers
      (which Kiryuu defeats, of course), is really well beyond the scope of reality.
        Again, like the question above, this is the cool part of the game.
    Q:  I played the last game through, and all I got was that "Premium Box" thing.
      Is there any replay value this time around?
    A:  Well, I suppose so!  There's certainly much more to unlock.  I'll explain
      later in the F.A.Q., but now, you have lists in your options menu for things
      such as different restaurant items ordered, the number of missions completed,
      and the number of different heat actions you've performed.  After you beat
      the game, if you get 100% in different categories, you'll get rewards such as
      a plasma sword that never runs out of uses or the Dragon Sarashi defensive
        This time, you can play sort-of a "new game +" (if anyon remembers Chrono
      Trigger) and play through the game with a built-up character.  In Ryuu ga
      Gotoku 2, you keep almost everything you had before!  This is good and bad,
      because you can fail certain side missions and they just are listed as
      "finished" as opposed to "completed," and you can't ever go back and do them
      the right way.  You can't get the rewards for them or the coin lockers again,
    Q:  The last game was rather easy.  How's this one?
    A:  Well....  The game certainly is more aggressive, and you can unlock two new
      difficulty levels this time around.  That's good and all, but in my opinion,
      it's still a fairly easy game.  It still does take some getting used to, but
      most bosses and fights aren't much of a challenge.
    Q:  I'm trying to fill in my "completion lists"--it's so frustrating!  Where's
      the "table salt?"  Where's the "mysterious syringe?"
    A:  There are a lot of Heat Actions involving only specific instances, that are
      a little rare.
        The Table Salt weapon is found in only one place that I know of, in the
      battles at the Champion District.  You'll find it at the southern edge, near
      the middle (near the little alley that leads off to Komaki's area).  A home-
      less man was cooking there, apparently; there's salt and a pot.  It only has
      one attack, so unequip it if you aren't in Heat Mode, and then when you are,
      unleash the Triangle attack.
        The Mysterious Syringe is located in the parking lot on eastern Shichifuku
      street in Kamuro.  Like the Table Salt, it only has 1 use.  Hover, unlike the
      Table Salt, it's not a retainable weapon, so you'll have to charge up to use
      its Heat Action first, then grab it.  It's located along the western edge of
      the parking lot, about halfway up.  I hear that you can also find it in the
      area behind the pharmacy in Kamuro, but I haven't really tried looking around
      that battle scene.
        In the section of the FAQ under "extras," I'll list what you need to do to
      complete the Heat Actions list.  Some of the environmental hazards are unique
      or rare, too, so be sure to check there.
    Q:  Why does it still show some items to order at Matsuya?  I've already ordered
      all of them....
    A:  Matsuya has a special, breakfast-only menu.  There are only a few times in
      the story when it's breakfast time; I mean, it's a detective / crime story,
      so everything happens at night.  In Chapter 5, after you come back from the
      Toujou Association's base, and in Chapter 8, when you're preparing to go to
      the Tougenkyou, it should be morning.  It also looks like morning at the
      start of Chapter 14, but I couldn't verify as I had full health, no side
      missions, and no random enemies (so, I couldn't get damaged).  When you're at
      full health and you go into a restaurant, Kiryuu won't even bother looking at
      the menu; he just says "No need to eat right now...."
    Q:  OK...so, it says I got all these cool items when I cleared the game.  That's
      all very well and good and all, but, so um....  Why don't I have them??
    A:  Did you ever notice that weird guy in a leisure suit with a clown face?
      Yeah, that's what I said!
      Anyway, standing at the northeast end of Soutenbori and at the southern edge
      of Tenkaichi (pretty much, the starting points of both main cities), is a
      ... clown guy.
      Yes, that's right--a clown guy!  You act like that's weird!
      Anyway, this guy is Bob Utsunomiya.  He usually just says "Hm" when you walk
      past him, but once you've unlocked extra items, a green triangle will appear
      and you can talk to him.  "Oh--!  It's you!" he says.  "You want that thing,
      right?  I've been holding it for you!"  Then, he'll give you any of the items
      you unlocked.  Yes, you can get an infinite amount of them from him (hooray).
    Q:  Man...grr!!  I so hate Roogie-whatever/Yakuza!!  I hate you and I hate your
      face, too!!  What should I do?
    A:  Eat a Snickers Bar.  You get a little internet troll when you're hungry.
      Thanks for reading!
    Q:  ThePatrick no oyassan!!  Aniki!!  Ha ha ha!  I love your guide!!  Let's be
      the best of friends?
    A:  Let's drunk!!!!1
    2.  The BASICS
    2a.  The Adventure
    This game is a bit like an action-adventure game, with RPG elements.  As such,
    there are just tons of things to do--or, you can just race from story point to
    story point, if you wish.
      Here are some things you should probably know before starting:
    1.  RANDOM FIGHTS.  Just like almost any RPG game, there are random fights.
      You'll see street thugs or yakuza standing around or patrolling certain
      areas.  You should know that random battles are present, so there are not
      battle commands for when you're just running from place to place--in other
      words, unlike sandbox games, you cannot simply hit whomever you'd like.
        If you get in the line of sight of these characters, they will probably
      call out to you and run over.  You can just run past them or avoid their line
      of sight, if you don't feel like fighting, but it's probably best to do so
      for the experience and to do things like check off all the Heat Actions from
      the Completion List (as you get a pretty decent prize for going through the
      story with them checked off).
        Why's that?  Well, in order to fight the next boss or action stage, you'll
      probably want to be as powerful as possible.  There are other ways to get
      experience, but one problem is that once you have enough experience per chap-
      ter in the story, the enemies will stop confronting you, and bow with respect-
      ful greeting.  Note that you cannot flee from fights, so carrying a healing
      item or two is recommended.
    2.  TIME PASSAGE.  The "time of day" is set by the point you are at in the
      story.  In other words, if you're doing something like trying to complete the
      menu for Matsuya (which has a morning menu), you can't simply say "oh it's
      night?--guess I'll wait until dawn."
        However, there is another "game time" that is not displayed in any way by
      the game.  The side game for the 10 Cabaret Club Girls, the side game where
      you manage a Cabaret Club, and the side game where you act as a Host all rely
      upon this feature.
        So, when does time pass?  It appears to pass when you are on the street,
      inside most buildings, or possibly during action stages and fights.  It does
      not pass when you are playing mini-games (visiting Cabaret Clubs included),
      when the game is paused, or--maybe most importantly--when you are in a
      ABOUT THE NEXT PLOT POINT, TIME DOES NOT PASS.  This is important, because it
      means you can't just leave him idle and wait for something like a text from a
      Cabaret Club Girl or a call from Masashi at Marietta or Kagami at Adam.
        Just for your information, it takes about 5 minutes for a call from Kagami
      for the next day's shift at Adam, about 2 and a half minutes for a call from
      Masashi telling you he's settled up the counting for the day at Marietta,
      about a minute for a text from a Cabaret Club Girl for her "After Hours" date,
      about 3 or 5 minutes for the text from a Cabaret Club Girl for her "Escort"
      date (depends on the girl), 10 minutes for the call about Marietta being
      vandalized as the second-to-last event, and some 6 hours for the last event
      at Marietta (when Kiryuu realizes the lights are on inside).  Advancing plot
      points may have an effect on Marietta, but the exact requirements are un-
    3.  SIDE MISSIONS.  One of the selling points of this series has always been
      that there are many side stories.  They use the terms "Missions" and "Sub-
      Stories" interchangeably throuhgout the series to refer to them.
        Throughout the town, various people will show up with various issues, and
      it's up to you to take care of business for them.  Some are as simple as
      chasing yakuza off from harassing the citizens of Kamuro and Soutenbori; some
      are as complicated as managing a Cabaret Club through two expansion plans and
      making it a success.
        These are very much so worth doing.  Generally, you'll get a lot of exper-
      ience and money for them as rewards--plus secret techniques, equipment, and
      items to sell.  The experience aspect is most beneficial as it's easy to reach
      a point where random encounters cease, and the only other ways besides side
      missions to make experience are basically almost like cheats (spending a lot
      of money on the 50-Year Yamazaki whiskey or bringing Sayama to a restaurant so
      you can order everything on the menu for experience, for instance).
        Missions become available at certain points in the story, or after you have
      fulfilled certain requirements.  Most requirements are simply "complete some
      other mission," but some are things like "build up your Mind attribute to
      level 8," or what-have-you.
        A problem with these is that they involve a lot of dialogue choices.  If
      you just blindly go at them, you may answer incorrectly and fail.  In the
      previous game, if you chose the wrong thing, you'd probably just get a lesser
      reward for finishing the story.  In this game, however, there is clearly a
      "pass" or "fail" system.  In fact, the game marks it as either "complete"
      ("passed") or "over/finished" ("failed").  Failing some missions will prevent
      others from opening up at times, but--beyond that--it is impossible to get a
      certain reward item unless you have passed all missions correctly.
        The reward is better for passing them, too, so I suggest keeping the an eye
      on the missions section of this guide until you are familiar with all of them.
    4.  INVENTORY.  You can carry 9 items and 3 weapons sort-of in "storage" as
      you go about town, plus you can have 1 armor, 2 accessories, and 1 weapon
      equipped.  I usually don't go around with a weapon equipped because I prefer
      to fight bare-handed (the game is structured that way, anyway).
        On the streets, you may actually fill up your inventory, as a result.  In
      the PS2 releases, this was a bigger nuisance than in the HD rerelease, as you
      had to go to either your Hideout or an Items Box to manage inventory.  The
      "Items Box" has a limited number of slots, but it's a fairly large number, and
      all items stored in it can be accessed from any Items Box or Hideout.
        One way around this in the PS2 era was to bump into the many people around
      town dispensing Pocket Tissues to advertise shops.  These characters force
      the useless things into your hands.  If you are granted an item by a charac-
      ter (not by finding it during an action stage and picking it up), the game
      brings up a window with your current inventory and said item in question
      (which is highlighted in a different color of text), and asks you which one
      you'd like to put in your "Items Box" storage.  This comes in handy if you
      want to put something away; you can just keep bumping into the same guy and
      getting Pocket Tissues until it brings up the menu--then, you'll probably want
      to throw all the Tissues out.
        In the HD rerelease, it's like later games, where they removed the actual
      Items Boxes entirely and let you manage it from any Save Point.  This makes
      things like visits to Shinsei a little better.  Say you forgot Pocket Tissues
      for the "Nosebleed" mission.  In the PS2 release, you'd need to take a taxi
      back to Soutenbori and go to your Hideout at Snack Aoi to get them, or else
      bump into the advertisers there (who are absent in Shinsei).  In the HD re-
      release, you can just walk over to the Save Point and get 'em.
    5.  EXPERIENCE.  In order to level up, you will need Experience.  Here is how
      you get experience:
        1.  Defeating an enemy (except in the Underground Arena)
        2.  Winning a battle (except in the Underground Arena)
        3.  Winning a tournament in the Underground Arena (experience varies based
           upon how many times you have already cleared the tournament, how many
           times you have knocked an opponent down or used a Heat Action, how many
           times you were knocked down, etc.)
        4.  Ordering food or drink from a bar or restaurant.  The amount is usually
           pretty small (except the 50-Year Yamazaki), and it is reduced if you
           reorder the same item.
        5.  Breaking a weapon.  It's a little strange, but using up a weapon's
           endurance gives you some experience (tho' it's a relatively low amount).
           This includes things lying around stages such as boxes, chairs, and
           decorative vases.
        6.  Clearing missions.  It all depends on which mission; some give a lot,
           others, not so much--in fact, a few don't give any at all.
    6.  MONEY.  Naturally, many things use up your money in the game, but you do
      money by selling things at a pawn shop or weapons dealer, sometimes from
      random enemies, and sometimes from side missions.  You can also purchase
      chips at gambling dens that can be redeemed at their counters for items, some
      of which are meant to be sold for monetary gain.
    7.  SIDE GAMES.  In addition to missions, random fights, and just going through
      the story, there are various side games about town (they call them "Play
      Spots" in Japan).  These include gambling, arcade games, bowling, and side
      games in which you attempt to woo "Cabaret Club Girls" (also called "hostess-
      es"), women hired at clubs to chat up clientel.
    8.  COIN LOCKERS.  Lastly, you can find these little glittering things on the
      maps.  Check them, and choose to pick them up (top choice--not really sure
      why you would want to leave them there, as they don't take up inventory).
        These are used at the two Coin Locker locations to give you items.  There
      are 100 of these total in the game, and some have pretty good rewards, so I
      would recommend finding every one that is possible at each story point before
    You should keep all of this in mind.  Racing through the story without doing
    any side stuff will not only (most likely) be a bit difficult, but it will
    vastly reduce the enjoyment factor of the game.  Sometimes it's a bit tedious to
    do everything possible before moving ahead in the story, but I usually do, so
    that I can be fully built-up and such before moving on.
    2a-I.  Controls
    D-Pad:  Use this to expand the on-screen mini-map, then adjust the area that it
      displays.  Also navigates menus.
    Left Analog Stick:  Moves Kiryuu around and moves the cursor in menus.  Also,
      quickly move the stick back and forth to help Kiryuu stand faster when lying
      on the ground.
    Right Analog Stick:  Moves the camera (finally).  You can't change the camera
      angle in enclosed spaces (transparencies are still hard apparently) or in the
      main adventure area (camera operation is mainly for battles).
    Start Button:  Mainly used to pause the game and bring up the menu.  Also brings
      the title screen when the attract movie is playing, starts the game from the
      title screen, and skips "cut scenes" (movies) if the correct option is set in
      the options menu.
    Select Button:  Pauses the game and brings up a "Quit? Yes / No" menu.  The
      left choice is "yes," the right choice is "no."
    Square:  Mostly used to perform light attacks.  You will also be prompted to
      repeatedly tap it sometimes to do things such as escaping enemy holds, and
      you'll be prompted to press it to continue Heat Actions such as stomping on
      peoples' faces.  Also, repeatedly tapping this will help Kiryuu stand more
    Triangle:  Mostly used to perform heavy attacks.  This is also the button that
      Heat Moves are assigned to.  You will also be prompted to repeatedly tap it in
      certain events to escape holds and things like that, and you'll be prompted to
      press it to continue certain Heat Actions such as stmping on peoples' faces.
      Also, repeatedly tapping this will help Kiryuu stand more quickly.
      This button is also used for certain options in the menus.
    Circle:  Mostly used to talk to people or perform actions such as examining
      objects on the adventure screen.  This also attempts holds and throws, picks
      up and throws weapons, and initiates a special attack for knuckles weapons.
      In the Japanese version, this confirms choices in menus.  Most likely, they'll
      switch that function with the X button's in America.
    X:  Most often used to Sway.  It can also be tapped quickly to help Kiryuu get
      up, is sometimes prompted in certain events to avoid attacks, and must be
      tapped repeatedly to escape most throws.
      In the Japanese version, this goes back in menus.  Most likely, they'll switch
      that function with the circle button's in America.
    L1:  Press (and hold) to guard.  Also, zooms out on the map in the "Map" option
      from the pause menu.
    L2:  This "rights" the camera, setting it behind Kiryuu.
    L3 (press the left analog stick in):  Toggles the on-screen mini-map between a
      wider view, a closer view, and no mini-map at all.
    R1:  Hold down to "lock on" to the nearest enemy.  Kiryuu can only sway to the
      side or backwards while locked on, and his moves set changes slightly.  Also,
      zooms in on the map in the "Map" option in the pause menu.
      HD RE-RELEASE ONLY:  Hold this plus the Circle button to avoid tapping
      Circle repeatedly to skip dialogue.
    R2:  Taunt.  You'll also be prompted to rapidly tap this button to build your
      Heat Gauge up in certain instances to perform special Heat Actions versus
      bosses.  Once the technique is learned, the button may be held down to charge
      the Heat Gauge.
    R3 (press the right analog stick in):  "Rights" the camera, moving it behind
    2a-II.  Display
    The yellow, thicker bar on top is your health, and the lower, bluish-white bar
    is your Heat Gauge.  The thinner line with a number at its right represents
    your experience.  The circle in the lower left-hand corner of your screen is
    the on-screen mini-map, upon which the yellow triangle is Kiryuu, the little,
    yellow dots are enemies, and the little, blue dot is your friend.  Glowing red
    dots and arrows pointing towards them at the edge of the circle are your
    destinations.  Glowing green dots and their green arrows are destinations for
    sub-quests or optional events.
    If you had alcohol, there should be a little bottle in the upper left-hand
    corner.  If it's redder and flashing more, you're more drunk!  That sounds bad,
    but it's actually a good thing in Ryuuga Gotoku Land.  You will generate Heat
    Energy much more quickly in this state!  Fighting, going in and out of build-
    ings, and just letting game time naturally pass will decrease your drunkenness,
    so...keep going back to the bars!  I recommend getting vodka or tequila (the
    last item on Shellac's, Bantam's, and Stijl's menus), because they're cheap and
    get you drunk as drunk can be after only two orders.
    2a-III.  Pause Menu Options
    ITEMS - Press Circle (X on Western versions) to use an item, X to go back
      (Circle on Western versions), or Triangle to throw an item away (you'll have
      to confirm your choice if you do).  The left-most row of items in the grid of
      12 squares (kinda bluish-grey) are for weapons.  You can carry three weapons,
      plus the one you have equipped.
      The left-hand side of the screen is your equipment.  If you choose the weapon
      in the big box, you can store it away in one of the three slots (provided you
      have space).  This is good to remember so you can sell them later!
      Beneath the equipped weapon is an orange slot for your armor and two yellow
      slots for your accessories.  Below that is your attack modifier and your
      defense modifier.
      Hit R1 to get to your "precious items" (story items).  You'll need to use them
      a couple of times; the game will walk you through how to do so (basically, hit
      the "confirm" button when they're selected).
    MAP - Calls up the map (of course).  You can zoom in or out with the L1 or
      R1 buttons--or you can just hit "Confirm" (Circle for Japanese copies, X for
      Western ones).  Names of highlighted places will appear on the bottom of the
      screen, along with street names if you're zoomed in.  White buildings are
      story places, yellow are restaurants, blue are mini-game locations, lavender
      are adult entertainment places, orange markets, and blue are bars.  Curious-
      ly, Atenshi is lavender (because it's a transvestite cabaret club), but you
      can only use it as a bar.  Bantam is always white, but you can also use it
      as a bar (usually).
      You can also hit Triangle for a list of shops and such.
    POWER UP - This section is where you can both build up your abilities and check
      which ones you already have.  The top bar is your experience.  Each "stock"
      represents 1,000 experience points.
      The next below that is your "Mind," then, below that, "Skill," then, below
      that, "Body."  I'll explain in the next section.
      The little window and such below explain what you will get should you purchase
      the next upgrade for the highlighted selection.  Press and hold the Circle
      button (X for the Western release) to spend your experience.  If you don't
      have enough to power up, it'll just put the unused experience back into your
      Hit Triangle to see your acquired abilities (and the basics).  I've listed
      the ones you will need to unlock in the "Hidden Skills & Power-Ups" section
      of the guide.
    TEXT MESSAGES - View your text messages.  This is mostly used either to let you
      know when a cabaret club girl is ready for her date or the two times the
      weapons shops get upgrades.
    CHARACTER BIOS - This really won't be of much help if you're playing the
      Japanese release and can't read Japanese.  The bios change during the game's
      story, so I won't bother listing every revision.  From left to right, the top
      selection is "Kiryuu and those close to him," "The Toujou Association,"
      "Ex-Toujou Members," and "The Oumi Alliance," and the bottom row from left to
      right is "Police," "Prefectural Police - Fourth Division," "Those Related to
      Sayama," and "People of the Kamuro District."
    MISSIONS - These are your side-stories, sub-stories, or whatever you want to
      call them.  It will list the ones available or already closed for whatever
      city you are currently in, but you can hit R1 to see the other town's list.
      Green ones are for Osaka, blue for Tokyo.  Brightly highlighted ones have
      been either "finished" (failed, but over with) or "complete" (brought to a
      good ending).  The kanji at the right tells you which one, but...I dunno if I
      can clearly describe the difference.  The "complete" one is less complicated.
      Those that are still kinda dark are unfinished.
      At the top of the screen, it tells you what your current story objective is.
    COMPLETE - Here are your completion lists.  I'll talk more about them later,
      but the top one is food from restaurant menus, below that is booze from bars,
      below that is the Heat Actions, then cabaret club girls, then sub stories
      (yes, they list them twice, basically), below that, coin lockers, and below
      that, mini-games (games of skill or gambling).  If one is highlighted and
      glowing, you have completed it and will receive your reward after you beat
      the game's story (note that you must complete both food menu items and booze
      to get that reward, and that there is no reward for coin lockers).
    SETTINGS - Here, you can change the game's options.  In the HD remake, the first
      choice is to set the size of your screen.  Below that is controller vibration,
      then subtitles, then the setting for your camera (defaulted to "reverse;" I
      usually set it to "normal"), then the event skip (I would recommend turning
      this on--especially if you are replaying the game), and then you can display
      the color bar if you wanna adjust your TV's settings.
    2a-IV.  Building Up
    As you fight people, buy food and alcohol, and complete side missions, you get
    experience.  Every time you fill up one gauge of experience, that's 1000 points
    you get to spend on the pause menu.
      There are three attributes you can build up.  Once you've spent the required
    amount, you'll level up that attribute, and get whatever moves or improvements
    are listed on the bottom of the screen.  Often, you won't just get one bonus,
    and you can view all of them by moving the D-pad to the right or the left to
    cycle through those little tabs (1, 2, 3) with the desired attribute selected.
      The three are Mind ("Kokoro"), Skill ("Waza"), and Body ("Karada").  Gener-
    ally speaking, Mind deals with your Heat Gauge, Skill deals with basic tech-
    niques, and Body makes your health gauge longer and grants some defensive
      I know it's gonna sound a little bad to people who like to get everything
    quickly, but Skill is probably the least important of these.  Some important
    levels to get quickly would be Mind 4, 5, 7, and 8, Skill level 5, 6, and 8,
    and Body level 5, 7, 8, and 9.
      You get bonus experience in a fight for performing Heat Actions.  In the
    previous game, this bonus was a third or a half of the experience for defeating
    the foe, so getting more Heat Actions was very important.  This time, you only
    get about one-tenth the experience for using a Heat Action, but the defensive
    bonuses you gain from building up Mind are still very much worth it.  Plus, the
    Heat Actions are much more brutal this time.
      Here is a list of the power-ups you get from building up these three
    Level 2
      Spirit and Status of the Red Phoenix ("Suzaku no Kii")
        Kiryuu's Heat Gauge steadily and automatically rises when he's low on
        health and his bar flashes red.
    Level 3
      Strong-Body Discipline ("Goutai no Kokoroe")
        It becomes harder to knock Kiryuu down when in Heat Mode.
      Spirit and Status of the White Tiger ("Byakko no Kii")
        Kiryuu's attack power increases when he's low on health and his life bar
        flashes red.
    Level 4
      Extreme Pursuit ("Oiuchi no Kiwami")
        When in Heat Mode near a fallen enemy and the "Goku" kanji flashes, you can
        hit Triangle for a special Heat Action.
    Level 5
      Spirit and Status of the Dark Warrior ("Gembu no Kii")
        Each time you successfully guard an attack, your Heat Gauge increases.
      Foot Grab ("Ashi Tsukami")
        When in Heat Mode near a fallen enemy, you can hit circle to grab the foe
        by the foot and initiate those moves.
    Level 6
      Fighting Ogre Discipline ("Touki no Kokoroe")
        When Heat Gauge is at maximum, light and medium enemies get effected more
        by unarmed attacks.
      Extreme Capturing ("Oikomi no Kiwami")
        When Kiryuu's health is low and his life gauge flashes red, activating the
        Extreme Pursuit Heat Action causes him to mount the fallen enemy and start
        pounding them in the face repeatedly.
    Level 7
      True Strong-Body Discipline ("Shin - Goutai no Kokoroe")
        It becomes even harder to knock Kiryuu down when in Heat Mode.
    Level 8
      Spirit and Status of the Blue Dragon ("Seiryuu no Kii")
        As long as Kiryuu remains in Heat Mode, he cannot die.
    Level 9
      Fighting God Discipline ("Toushin no Kokoroe")
        When Heat Gauge is at maximum, heavy enemies get effected more by unarmed
    Level 10
      Spirit and Status of the Yellow Dragon ("Kouryuu no Kii")
        Hold the R2 button down continuously to steadily gain Heat.
    Level 2
      Back Kick ("Haimengeri")
        When "Locked On" (holding down R1), pressing away from the enemy plus
        Triangle makes Kiryuu kick behind him.
    Level 3
      Charge Kick
        Holding Triangle down makes Kiryuu crouch and charge a damaging kick that
        knocks foes down.
    Level 4
      Drop Kick
        While running, hitting Triangle makes Kiryuu jump into the air and do a
        drop kick with both legs.
    Level 5
      Komaki-Style Punishment Strike ("Komakiryuu Sabakiuchi")
        When swaying, hitting Triangle performs one of four different attacks,
        depending on the direction Kiryuu sways.
    Level 6
        When Kiryuu blocks a heavy attack that breaks his guard and makes him
        stumble about, releasing the button and hitting it again makes him able to
        guard again.
    Level 7
      Finish Hold
        At the end of the first three attack strings, after the Heavy Attack,
        pressing Circle causes Kiryuu to do one of three grapples, depending on
        the Heavy Attack move.
    Level 8
      Hammer Hook
        After the Uppercut attack string (generally Square x 3, Triangle), Kiryuu
        can add on an additional Triangle to smash the foe down.
    Level 9
      Rising Kick ("Rise Kick" when Romanized)
        When Kiryuu is lying from being knocked down, hitting Square or Triangle
        makes him get up with a sweeping kick attack.
    Level 10
      Down Reversal
        When flying through the air from being knocked down, hitting Triangle will
        make Kiryuu recover and slide in with a stomach-hitting straight punch.
    Level 2
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 3
      Throw Power Increase ("Nage Iryoku Zouka")
        When grappling, Kiryuu can hold enemies longer and throw them more
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 4
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 5
      Quick Stand I
        When lying from being knocked down, tapping Square, X, Circle, and Triangle
        buttons and moving the Left Analog Stick back and forth quickly will cause
        Kiryuu to rise more quickly.
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 6
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 7
      Escape Grade I
        When Kiryuu is grappled by a foe, less tapping of X is required to break
        the hold.
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 8
      Long Sway
        The distance traveled while swaying is increased.
      Iron-Armed Guard ("Tetsuwan Ga-do")
        Kiryuu can guard weapon attacks--except for bladed weapons and bullets.
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 9
      Quick Stand II
        When lying from being knocked down, tapping Square, X, Circle, and Triangle
        buttons and moving the Left Analog Stick back and forth quickly will cause
        Kiryuu to rise even more quickly.
      Escape Grade II
        When Kiryuu is grappled by a foe, even less tapping of X is required to
        break the hold.
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    Level 10
      Health Strengthening ("Tairyouku Kyouka")
        Kiryuu's Health Gauge increases.
    In addition to building those three attributes, there are many other moves that
    must be learned by accomplishing special tasks (usually, from completing side
    quest missions).  I'll list them here, and go more in-depth on how to unlock
    them later:
    Lotus-Style Flashing Energy Palm ("Renge Senkishou")
      Clear the side mission "Master White Lotus's Request 1" ("Hakurenshi no
      Onegai 1").
      Charging the Triangle button for longer than the time required to set up the
      Charge Kick technique causes Kiruu to rear back and release a punch (maybe it
      was supposed to be a palm, but the graphics couldn't make him relax his
      fist?) that goes through enemy's defenses.
    Komaki-Style Tiger Killer ("Komakiryuu Toraotoshi")
      Undertake the "Adventure Course" at the acupuncturist in Shinsei with Skill
      at level 9 or 10, after performing the special Heat Action against a tiger
      in Chapter 12.
      When "locked on" (while holding down R1), pressing Triangle as an opponent's
      attack is coming towards Kiryuu will result in a quick, fierce, straight
      stomach punch.  This works on most melee and weapon attacks, but Kiryuu must
      be facing th opponent.
    Lotus-Style Polearm-Weilding Technique ("Renge Souboujutsu")
      Clear the side mission "Meet Master White Lotus" ("Hakurenshi to no
      An improved attack string for polearm weapons.
    Bat Swing
      Hit ten or more home runs at the Batting Center in Kamuro's Hotel District.
      An improved attack string for bat weapons.
    Golf Swing
      Get 500 or more at any course in the driving range on Soutembori.
      An improved attack string for golf clubs.
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Super Kung Fu Man" video.
      An improved attack string for tonfa.
    Kali Sticks
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Shocking!  The Secret Technique from the
      Philippines!" video ("Kyougaku!  Firipin no Hihou").
      An improved attack string for kali sticks.
    Lotus-Style Hard Body Technique ("Renge Koutaijutsu")
      Clear the side mission "Master White Lotus's Request 2" ("Hakurenshi no
      Onegai 2").  You need Mind to be at level 10.
      When in Heat Mode, Kiryuu cannot be stunned.  You can still be shocked or
      burned.  It's weird; you'll still see stars flashing around Kiryuu's eyes,
      but he can move around like normal.
    Brawling God's Discipline ("Kenkashin no Kokoroe")
      Complete the game having performed all 96 Heat Actions.
      Kiryuu can perform Heat Actions whether he's in Heat Mode or not.  The "Foot
      Grab" and "Finish Hold" techniques are still unavailbe when not in Heat Mode,
      as are status effects that require Heat Mode.
      In other words, without being in Heat Mode, you'll still die if you get hit,
      even though you have the "Spirit and Status of the Blue Dragon" ("Seiryuu no
      Ki'i") discipline.
      On top of that, if you are in Heat Mode and use a Heat Action, Kiryuu will
      still use Heat Energy.
      Still, it makes Kiryuu very, very powerful.
    Kawachi-Style Escaping Throw ("Kawachiryuu Tokinage")
      Complete the side mission "The Martial Arts Youth" ("Kobujutsu Shounen").
      When grappled and prompted to repeatedly tap X, you can repeatedly tap circle
      instead to make Kiryuu reverse the grapple and throw the opponent.
    Komaki-Style Flowing Catch ("Komakiryuu Ukenageshi")
      After defeating Komaki in the Underground Arena, undertake the Adventure
      Course at the acupuncturist in Shinsei.
      While "locked-on" to an enemy (holding R1), pressing circle as the enemy's
      attack is coming towards Kiryuu will make him step to the side and perform a
      grappling knee to the stomach a' la Muay Thai.
    Extreme Golf ("Gorufu no Kiwami")
      Clear the side mission "Albatross Akagi"
      A new Heat Action is available for golf clubs.
    Extreme Bat ("Batto no Kiwami")
      Clear the side mission "American Baseball"
      A new Heat Action is available for bats.
    Extreme Bowling ("Bouru no Kiwami")
      Clear the side mission "Bowling"
      A new Heat Action is available for bowling balls.
    Extreme Tonfa ("Tonfa- no Kiwami")
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Super Kung Fu Man" video.
      A new Heat Action is available for tonfa.
    Extreme Kali ("KALI no Kiwami")
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Shocking!  The Secret Technique from the
      Philippines!" video ("Kyougaku!  Firipin no Hihou").
      A new Heat Action is available for kali sticks.
    Extreme Lotus-Style Staff Technique ("Renge Boujutsu no Kiwami")
      Clear the side mission "Meet Master White Lotus."
      A new Heat Action is available for polearms.
    Extreme Flattening Throw ("Nagetsubushi no Kiwami")
      Complete the side mission "The Wrestler Takes Time Off" (Resura-
      When near an enemy lying on the ground, when in Heat Mode and grappling
      another opponent, Kiryuu can throw the held opponent onto the lying one when
      the "Goku" kanji flashes by hitting Triangle.
    Extreme Superhuman Strength ("Kairiki no Kiwami")
      Complete the side mission "The Wrestler Eats the World" (Resura- Sekai wo
      Taberu").  You'll need your Mind at level 5.
      When holding a fallen enemy by the foot, hitting Triangle will initiate one
      of six special Heat Action throws (usually giant-swing-like).
    Extreme Herculean Strength ("Gouriki no Kiwami")
      Complete the side mission "The Wrestler Drinks the World" (Resura- Sekai wo
      Nomu").  You'll need your Body at level 8.
      When Kiryuu's health is full, grappling an opponent will allow him to execute
      a powerful Heat Action technique while in Heat Mode.  This attack drains a
      lot of Heat energy.
    Komaki-Style Unbeatable Reversal ("Komakiryuu Mutegaeshi")
      Train with Komaki in the Champion District of Kamuro.
      While not "locked on" (not holding down R1) and in Heat Mode, hitting Triangle
      as the "Goku" kanji flashes when an enemy attack is coming towards Kiryuu will
      initiate a reversal.  This can be done against an attack from any direction.
      It doesn't work against missile weapons (obviously).
    Komaki-Style Harquebus Muffler ("Komakiryuu Hinawafuuji")
      Train with Komaki in the Champion District of Kamuro.
      When Kiryuu is near an opponent brandishing a firearm (even shotguns), hitting
      Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a
      Heat Action against that enemy.
    Extreme Extremeness ("Kyuukyoku no Kiwami")
      Defeat the hidden boss Amon Joe.
      When an opponent is standing dazed (either from a weapon such as a bottle, a
      cedar block, etc., or from the Komaki-Style Flowing Catch technique), pressing
      Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a
      Heat Action against that enemy.
      It's simply a right hook that makes the enemy bounce and tumble away.
    Cancel Sway
      Watch the video "Space Ninjaman 3" (sold at Beam for 3980 yen).  You'll need
      Body at level 5.
      Kiryuu can cancel any of his unarmed, light attacks into a Sway.  This will
      use Heat energy, but you don't need to be in Heat Mode to perform the action.
    Komaki-Style Cat Flip ("Komakiryuu Nekozori")
      After noticing a cat behind the pharmacy in Kamuro, undertake the Adventure
      Course at the acupuncturist in Shinsei.
      While flying through the air from being knocked down, pressing X will cause
      Kiryuu to land on his feet.
    Komaki-Style Parrying Reversal ("Komakiryuu Hikikaeshi")
      After clearing the side mission "Try and Hit Me!" ("Naguttemiroya") and
      bringing Skill to level 8, undertake the Adventure Course at the
      acupuncturist in Shinsei.
      While "locked on" (holding R1), hitting L1 right as an enemy's attack is
      coming towards Kiryuu will cause him to parry that attack, stopping attack
      strings and knocking enemies down.
    Lotus-Style Diamond Wall ("Renge Kongouheki")
      Complete the side mission "Master White Lotus's Request 3" ("Hakurenge no
      Onegai 3").  You'll need Body at level 10.
      Kiryuu's guard is increased as you hold down the L1 button, making it so that
      he can block even bladed weapons.
    There are two kinds of attacks you can perform using allies in this game.  One
    is to hit the Triangle button while in Heat Mode near an ally on the battle
    screen (Date, Daigo, or Sayama) who is holding an enemy and the "Goku" kanji
    flashes.  The other one involves making friends about town by completing certain
    side missions.   I'll explain more in the "Completion Lists" section, but it's
    always the same thing for each of the ones where an ally about town helps you
    out:  when you fight near them, they toss you an item at the beginning of the
    match and you can hit "circle" to catch it and beat the snot out of one foe.
    This requires no Heat energy.
    Lastly, you can build up your Heat Gauge now.  You may have seen pictures of a
    gauge where there are a bunch of extra little slots on the right-hand side,
    whereas in the first game, there was only one little extra area for Heat Mode.
      When these extra areas have Heat in them, you will be in Heat Mode.  Some
    Heat Actions take very little Heat, and some a lot.  If you build this up,
    you can obviously be in Heat Mode more easily.  If you fill the meter comp-
    letely, you can usually do Heat Actions without worrying about needing to
    build it up again afterwards so much, since you'll alread still be in Heat
      I'd recommend doing this as soon as the two different areas become available!
      Here are the four things you'll need to do:
    --Watch the video "Legend of the First Group Head" ("Shoudai Kumichou
      Densetsu"), found in Soutenbori Coin Locker #22.  The key is near the taxi
      on the western edge of Soutenbori (the northernmost street).
    --Watch the video "Samurai," found in Kamuro Coin Locker #10.  The key is at
      the eastern edge of Taihei.
    --Beat the Tournament Mode in YF6.
    --Complete the Special Course (bottom choice) in the Love In Heart massage
      parlour in Kamuro.
    Just for the sake of people going "I don't know what I'm missing!" who want to
    have all abilities, I will now transcribe the full list of abilities in the
    game's pause menu.  Go to the "power up" option and hit Triangle to bring up
    this list.
    1.  Bare-Handed Techniques
      Rush Combo - Square x 1-4
      Front Kick - Triangle
      Slam Blow - Square x 1, Triangle
      Body Blow - Square x 2, Triangle
      Uppercut - Square x 3, Triangle
      Finish Kick - Square x 4, Triangle
      Reverse Attack - (without R1) Square x 1-4, back + Square or Triangle
      Back Kick - R1 + back + Triangle (Skill Lv.2)
      Charge Kick - hold Triangle, release (Skill Lv.3)
      Drop Kick - While running, Triangle (Skill Lv.4)
      Hammer Hoock - Square x 3, Triangle, Triangle (Skill Lv.8)
      Rise Kick - repeatedly tap Square or Triangle when down (Skill Lv.9)
      Down Reversal - Triangle when about to land from a knockdown (Skill Lv.10)
      Lotus-Style Flashing Energy Palm - hold Triangle (long), release
        (complete side mission "Master White Lotus's Request 1")
      Komaki-Style Punishing Strike - while swaying, Triangle (Skill Lv.5)
      Komaki-Style Tiger Killer - while locked on, Triangle as oppoent's attack is
        about to hit (learn by taking the Adventure Course at the acupuncturist in
        Shinsei after defeating Ch.12's boss and with Skill at Lv.10)
    2.  Armed Attacks
      One-Handed Weapon Attacks - grenades, crowbars, etc.
      One-Handed Blade Attacks - knives, broken bottles
      Two-Handed Light Weapon Attacks - crates,etc.
      Two-Handed Weapon Attacks - shop signs, bicicles, etc.
      Stick-Like Weapon Attacks - pipes, etc.
      Japanese Sword Attacks - katana, bokutou, etc.
      Pole Weapon Attacks - long pipes, street signs, etc.
      Brass Knuckles Attacks - brass knuckles (hit Circle to use their attack)
      Spray Weapon Attacks - bug spray, fire extinguisher, modified lighter (hold
        Triangle to spray)
      Bomb Weapon Attacks - grenades, etc. (hit Circle to throw them)
      Gunfire - handguns, shotguns (hit Triangle to fire)
      Weapon Throw - hit Circle to throw all weapons except brass knuckles
      Bat Swing - when holding a bat, Triangle (can be held to charge) (learn by
        playing at the batting cages 3 times total--any courses)
      Golf Swing - when holding a golf club, Triangle (can be held to charge)
        (learn by playing at the driving range 3 times total--any courses)
      Tonfa - Tonfas (learn by watching the DVD "Shocking!  The Secret Technique
        from the Philippines!" purchased from Kamiyama, the weapons video merchant,
        after clearing his side mission)
      Kali Sticks - Kali Sticks (learn by watching the DVD "Super Kung-Fu Man" pur-
        chased from Kamiyama, the weapons video merchant, after clearing his side
      Lotus-Style Polearm Techniques - long pipes, etc. (learn by clearing "Meet
        Master White Lotus" mission and opening the coin locker with the key she
        gives you)
    3.  Mental Abilities
      Taunt - R2
      Red Phoenix Mindset - when life bar flashes red, Heat gradually builds
        (Mind Lv.2)
      White Tiger Mindset - R2 taunt generates Heat Energy (Mind Lv.3)
      Dark Warrior Mindset - successfully guarding attacks gives Heat Energy
        (Mind Lv.5)
      Blue Dragon Mindset - while in Heat Mode, Kiryuu cannot die (Mind Lv.8)
      Yellow Dragon Mindset - hold R2 to charge Heat Energy (Mind Lv.10)
      Strong-Body Discipline - when in Heat Mode, it is harder for enemies to knock
        you down (Mind Lv.3)
      True Strong-Body Discipline - it is even harder for enemies to knock you down
        when you are in Heat Mode (Mind Lv.7)
      Lotus-Style Hard Body Technique - when in Heat Mode, enemy attacks do not
        cause staggering or knockdowns (super armor) (learn by completing side
        mission "Master White Lotus's Request 2," which needs Mind Lv.10)
      Fighting Ogre Discipline - when in Heat Mode, your attacks affect light enem-
        ies greatly (Mind Lv.6)
      Fighting God Discipline - when in Heat Mode, your attacks affect heavy enem-
        ies greatly (Mind Lv.9)
      Brawling God Discipline - you can use Heat Moves regardless of being in Heat
        Mode or not (unlock by finishing the game with "Heat Actions" list complete
        or with 30 million yen)
    4.  Throw Techniques
      Seoinage - Circle when holding an enemy
      Hold Combo - Square x 3 when holding an enemy
      Hold Finish - Triangle when holding an enemy
      Grappling Rear Attack - back + Triangle when holding an enemy
      Grappled Rear Attack - back + Triangle when held by an enemy
      Foot Grab - near the right leg of a downed opponent, Circle (Mind Lv.5)
      Finish Hold - Square x 1-3, Triangle, Circle (Skill Lv.7) (USES HEAT)
      Kawachi-Style Breaking Throw - repeatedly tap Circle when held by an enemy
        (learn from Kawachi Motoe during "The Martial Arts Youth" mission)
      Komaki-Style Flowing Catch - when locked onto an enemy, hit Circle as he is
        about to hit you (learn by taking the "Adventure Course" at the acupunctur-
        ist in Shinsei after defeting Komaki in the Underground Arena with Body at
        level 10)
    5.  Heat Actions
      Extreme Environment Attack - in Heat Mode, while holding an enemy near a
        hazard such as a wall (blue on the mini-map), Triangle
      Extreme Weapon Attack - in Heat Mode, when armed near an enemy, Triangle
      Super Extreme Pursuit - when a boss-like enemy crouches, dizzy, automatically
        occurs--tap R2 to build Heat, Triangle when prompted
      Extreme Pursuit - in Heat Mode, near a downed foe, Triangle (Mind lv.4)
      Extreme Mounted Punches - in Heat Mode, with life bar flashing red, near a
        downed foe, Triangle, then repeatedly tap Square (Mind lv.6)
      Extreme Bat - in Heat Mode, when armed with a baseball bat near an enemy,
        Triangle (learn by completing mission "American Baseball")
      Extreme Golf - in Heat Mode, when armed with a golf club near an enemy,
        Triangle (learn by completing mission "'Albatross' Akagi's Club")
      Extreme Bowling - in Heat Mode, when armed with a bowling ball near an enemy,
        Triangle (learn by completing mission "Bowling")
      Extreme Tonfa - in Heat Mode, when armed with a tonfa near an enemy, Triangle
        (learn by watching DVD "Super Kung-Fu Man" purchased from Kamiyama after
        completing mission "The Weapons Video Merchant")
      Extreme Kali - in Heat Mode, when armed with a kali sticks weapon near an
        enemy, Triangle (learn by watching DVD "Shocking!  The Secret Technique from
        the Philippines!" bought from Kamiyama after completing mission "The Weapons
        Video Merchant")
      Extreme Lotus-Style Polearm Technique - in Heat Mode, when armed with a
        polearm weapon near a foe, Triangle (learned by opening the coin locker with
        the key you get in "Meet Master White Lotus")
      Extreme Flattening Throw - in Heat Mode, when holding an enemy near a downed
        enemy, Triangle (learned from completing mission "The Wrestler Takes Time
      Extreme Superhuman Strength - when holding an opponent by the foot, Triangle
        (learn by completing mission "The Wrestler Eats the World," which requires
        Mind Lv.5)
      Extreme Herculean Strength - with full health in Heat Mode, when holding an
        enemy (not near a hazard), Triangle (learn by completing mission "The Wrest-
        ler Drinks the World," which requires Body Lv.8)
      Komaki-Style Unbeatable Reversal - in Heat Mode, when not locked-on, as an
        enemy attack is about to land, Triangle (learn during mission "Komaki
        Training: Fighting a Great Number")
      Komaki-Style Harquebus Muffler - in Heat Mode, near an enemy armed with a
        handgun or shotgun, Triangle (learn during mission "Komaki Training: Fight-
        ing Against Handguns")
      Extreme Extremeness - when in front of a standing dizzy foe, Triangle
        (learn by finishing mission "Amon")
    6.  Defensive Skills
      Guard - L1
      Sway - X (+ direction)
      Throw Break - repeatedly tap X when held by an enemy
      Getting Up - repeatedly tap any button and/or wiggle the stick when downed
      Long Sway - when locked-on (R1) + X (+ direction) (Body Lv.8)
      Cancel Sway - Square x 1-4, X (+ direction) (learn by watching the video
        "Space Ninjaman 3" bought at Beam, with Body at Lv.5) (USES HEAT ENERGY)
      Komaki-Style Cat Flip - X when about to hit the ground from a knockdown
        (learn by taking the "Adventure Course" at the acupuncturist in Shinsei,
        after noticing a cat in the alley behind the pharmacy on Taihei and the
        Poppo Mart behind Nakamichi in Kamuro)
      Komaki-Style Parrying Reversal - L1 right when an opponent's attack is about
        to strike (learn by taking the "Adventure Course" at the acupuncturist in
        Shinsei after mission "Try and Hit Me!" with Skill Lv.8)
      Re-Guard - when guard is broken, release L1, L1 (Skill Lv.6)
      Iron-Armed Guard - you can guard non-bladed weapons (not bullets, either)
        (Body Lv.8)
      Lotus-Style Diamond Wall - you can guard all weapons (not bullets) (learn by
        completing mission "Master White Lotus's Request 3" which requires
        Body Lv.10)
    7.  Basic Abilities
      Lock-On (Strafe) - R1
      Grab Opponent - Circle
      Grab Weapon - Circle
      Camera Reset - L2 or R3
      Move Camera - Left Stick (only on battlefields and indoors)
      Quick Stand I - less tapping is needed to get up from a knockdown (Body Lv.5)
      Quick Stand II - even less tapping is needed to get up from a knockdown
        (Body Lv.9)
      Escape Grade I - less tapping of X is needed to escape when held (Body Lv.7)
      Escape Grade II - even less tapping is needed to escape when held (Body Lv.9)
      Throw Power Up - throws do more damage to enemies (Body Lv.3)
      Strengthening of Throwing Into Enemies - nearby enemies struck by an enemy
        you throw get knocked down more easily (Body Lv.7)
      Health Strengthening - whenever Body levels up
      Heat Gauge Strengthening 1 - maximum Heat added (learn by watching video
        "Legend of the First Group Head" found in Soutenbori's coin lockers)
      Heat Gauge Strengthening 2 - maximum Heat added (learn by watching video
        "Samurai" found in Kamuro's coin lockers)
      Heat Gauge Strengthening 3 - maximum Heat added (complete the harder course
        at the massage parlour to learn)
      Heat Gauge Strengthening 4 - maximum Heat added (complete the tournament mode
        of YF6 in any Club SEGA)
    2a-V.  Story Progression
    The game was originally  divided into 16 chapters--9 on Disc 1, 7 on Disc 2.
    In the "The Best," Western, and PS3 HD releases, it's all on one.  There are
    story moments, when you'll be prompted to run to a certain location and do
    certain things.
      However, you may want to take your time and run around each city.  There are
    three towns available--one in Tokyo (Kamuro from the first game), and two in
    Osaka (Soutenbori and Shinsei).  Besides story moments, there are many other
    things to do in these towns, such as fight random encounters to build Kiryuu's
    powers up, side quests to gain experience, money, allies, and items, and, of
    course, places to buy stuff at.  Not everything is available at all times in
    the game--you can't go to all the locations right off the bat, and you'll
    notice differences between the people and events in the morning and night, so
    you should probably take breaks before moving to the next chapter just to run
    about and accomplish tasks.
      If you played the last game, you probably remember that Coin Locker keys were
    scattered about.  Well, they're back.  So are the side missions / side quests /
    what-have-you's.  However, this time around, there aren't keys in areas you can
    only go in once, nor are there missions you can't do past certain points in the
    story.  In other words, there aren't any "one chance only" things.
      Once you finish the story, you can start a new one with the "Premium New Game"
    option.  Pretty much everything carries over into the next game, which is good,
    but bad because any mission you finished without properly completing will be
    marked as "finished," and you won't be able to go back and do it again.
      The only problem with that is that you'll need them all to be marked
    "completed" in order to get a special item as a bonus.  Other than that caution,
    another improvement made to this game is that there aren't any "one-shot" deals
    and you can miss a mision and go back and do it (unlike the first game).
      The strange thing about the story progression, that they've kept, is that
    until you're at maximum level, you're expected to only reach a certain amount
    of experience before random encounters cease per chapter.  If you go beyond that
    level, you can't encounter thugs or yakuza anymore.  A key tip here is that if
    you get Kiryuu drunk, he'll encounter more thugs and yakuza, but after a while,
    you won't be able to even make them show up if you're toasted.  So, if you
    suddenly find yourself unalbe to pick a fight, just move on with the story and
    remember that in Chapters 15 and 16 you can fight all you want because the
    enemies never stop appearing then (unless you use the Lucky Beads).
    2b.  Fighting
    Fighting is still pretty much what the game's all about, even if they did
    include a large number of side games.  Sorry to all you GTA fans; this still
    isn't a GTA game.  It's a brawler, like Final Fight, Tenchi wo Kurau II,
    Spikeout!, Dynamite Deka, Double Dragon, or what have you.  So, you should be
    familiar with the fighting system!
    2b-I.  Commands
    LEGEND (I don't think you can configure the controls, but just in case, I'll
      list the defaults)
    S = Square (Weak attack button).
    T = Triangle (Heavy attack button).
    X = X (Sway button).
    O = Circle (Grapple button).
    L1 = Guard button.
    R1 = Shift / Lock-On button.
    R2 = Taunt button.
    , = Then....  In other words, "Square, Triangle" means you hit square, and then
      after that, you hit triangle (you don't press them together)
    + = Together.  In other words, "Towards + X" means you press towards the
      opponent and hit X; you don't a direction, let go of the stick, then hit the
    Charge = Keep the button held down for a duration of time.
    Charge long = Keep the button held down for a longer period of time than just
      "charge."  There's only one attack for this, so I'll explain:  you'll see
      Kiryuu get into a second "charge" stance before you release.
    Forward = Press the left analog stuck towards the opponent.
    Back = Press the left analog stick away from the direction Kiryuu faces.
    Left = Press the left analog stick to the left from the way Kiryuu's facing.
    Right = Press the left analog stick to the right from the way Kiryuu's facing.
    Back = Press the left analog stick in a direction other than the one Kiryuu
    Free = Don't forgot *not* to lock on; don't press R1.
    Lock = Must be "locked on"; while holding R1.
    Hold = While holding opponent (after hitting O, in other words)
    Foot Grab = While holding opponent's foot (after hitting O near their foot
      when in Heat Mode, after skill is unlocked)
    While Held = When an opponent has you in their arms in order to throw you
    With Attack = As an enemy attack is coming towards Kiryuu.  Usually, "wind-up"
      animation does not count.
    Behind = When behind an enemy.  Sidestep when they attack or while paralyzed.
    Goku = When prompted; while the "goku" kanji flashes.
    Heat Move = Move can only be done in Heat Mode.
    Wall = Near an environmental hazard such as a wall, bench, river, etc.
    Down = While Kiryuu's lying on the ground.
    Falling = While Kiryuu's flying through the air from being knocked down.
    Front = While the enemy is facing Kiryuu.
    Behind = While the enemy is facing away from Kiryuu.
    Heat bonus = Increases your Heat Energy.
    High Heat bonus = Increases your Heat Energy noticeably.
    Heat cost = Costs Heat Energy.
    High Heat cost = Costs a large amount of Heat energy.
    Light, Med = Effect against light or medium enemies.
    Heavy = Effect against heavy enemies.
    Pow.II = Effects for at maximum Heat once Fighting Ogre Discipline has been un-
      locked (Body level 6)
    Pow.III = Effects for at maxiumum Heat once Fighting God Discipline has been un-
      locked (Body level 9)
    Stagger = Compared to normal attacks, enemies have a longer recovery period.
    Guard Break = Enemies who guard this move are temporarily stunned.
    Knockdown = Enemies who get hit by this will be floored.
    Stun = Enemy becomes paralyzed, usually with flashing lights, but remains stand-
    Down = Enemy becomes stunned, but grovels on the ground.
    Collapse = Enemy grabs their stomach and slowly collapses to the floor.
    Shock = Enemy becomes shocked with electricity, paralyzing him before he falls.
    Burn = Enemy becomes engulfed in flames, paralyzing him before he falls.
    Move:  LEAD JAB
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    Your average jab to the face.  Not too much to say here.
    Move:  SOK KLAB
      S, Free Back + Square
      Free Back + Square
      Light, Med:  Stagger
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Kiryuu spins towards the enemy with a turning, backwards-striking elbow.
    This move starts the jab strings, too, but note that hitting back plus Square
    again will just make Kiryuu do the Straight Back Kick move.
      S, Free Back + S, Free Back + S
      S, S, Free Back + S, Free Back + S
      S, S, S, Free Back + S, Free Back + S
      S, S, S, S, Free Back + S, Free Back + S
      Free Back + S, Free Back + S
      Free Back + S, S, Free Back + S, Free Back + S
      Free Back + S, S, S, Free Back + S, Free Back + S
      Free Back + S, S, S, S, Free Back + S, Free Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    This is the follow-up move to the back-turning moves, turning Kiryuu around
    Move:  SLAM BLOW
      S, T
      S, Free Back + S, T
      Free Back + Square, T
      Light, Med:  Stagger, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Knockdown, Guard Break
    Guard break.  Knocks down light, medium foes as the get up from the ground some-
    times.  I recommend using this move to set someone up for a hold as they get up
    from the ground.  Missing the first Square input is advised.  Also, I recommend
    it for sidesteppers, as Kiryuu will generally recover quickly enough to respond,
    but as they will still attempt a sidestep and follow-up because of the delay.
    Slight delay.
    Move:  FLAPJACK (Heat Move)
      Heat S, T, O
      Heat S, Free Back + S, T, O
      Heat Free Back + S, T, O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Kiryuu grabs the foot of the falling enemy, turns, and hurls them to the ground.
    Heat cost.
    Can be directed with Left Stick.
    Good for knocking down opponents who just won't go down.  Only a few enemies
    are resistant, and they're mostly in the Arena.
    Learn at Skill level 7.
      S, Free Back + T
      Free Back + S, Free Back + T
      Light, Med:  Stagger, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Knockdown, Guard Break
    Guard break.  See "Slam Blow."  Basically the same, with cosmetic difference.
      S, S
      Free Back + S, S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    A little more damaging than just a jab.  Left hand attack.
      S, S, Free Back + S
      Free Back + S, S, Free Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    Kiryuu spins around and swings his arm in a wild punch.
    Move:  BODY BLOW
      S, S, T
      S, Free Back + S, T
      Free Back + S, S, T
      Free Back + S, S, Free Back + S, T
      Light, Med:  Collapse
      Heavy:  Stagger
      Light, Med:  Collapse to Down Stun
      Heavy:  Stagger
      Light, Med:  Collapse to Down Stun
      Heavy:  Collapse
    Heavy, side-swiping hook to the body.  Knocks light foes down when hit from
    behind, staggers heavy foes from behind.
    Great horizontal range (can hit 3 foes at once), can duck under high attacks.
    Slight delay.
    Move:  BACKBREAKER to POWERSLAM  (Heat Move)
      Heat S, S, T, O
      Heat Free Back + S, S, T, O
      Heat S, S, Free Back + T, O
      Heat S, S, Free Back + S, T, O
      Heat Free Back + S, S, T, O
      Heat Free Back + S, Free Back + S, T, O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Heat cost.
    Can be directed with Left Stick.
    Good for knocking down opponents who just won't go down.  Only a few enemies
    are resistant, and they're mostly in the Arena.
    Learn at Skill level 7.
      S, S, Free Back + T
      S, S, Free Back + S, Free Back + T
      Free Back + S, S, Free Back + T
      Free Back + S, S, Free Back + S, Free Back + T
      Light, Med:  Collapse
      Heavy:  Stagger
      Light, Med:  Collapse to Down Stun
      Heavy:  Stagger
      Light, Med:  Collapse to Down Stun
      Heavy:  Collapse
    Same as "Body Blow," but perhaps with slightly less horizontal range and does
    not seem as effective at ducking attacks.
      S, S, S
      Free Back + S, S, S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    The third move in Kiryuu's basic string.
    Move:  BACK KICK
      S, S, S, Free Back + S
      Free Back + S, S, S, Free Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  Stagger
    Kiryuu turns around, throwing out a straight kick.
    Move:  UPPERCUT
      S, S, S, T
      S, S, S, Free Back + S, T
      Free Back + S, S, S, T
      Free Back + S, S, S, Free Back + S, T
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Light, medium knockdown.
    Move:  HAMMER HOOK
      S, S, S, T, T
      S, S, S, Free Back + T, T
      S, S, S, Free Back + S, T, T
      S, S, S, Free Back + S, Free Back + T, T
      Free Back + S, S, S, T, T
      Free Back + S, S, S, Free Back + T, T
      Free Back + S, S, S, Free Back + S, T, T
      Free Back + S, S, S, Free Back + S, Free Back + T, T
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown after Uppercut, Knockdown to Down Stun, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown after Uppercut, Knockdown to Down Stun, Guard Break
      Heavy:  Knockdown after Uppercut, Knockdown to Down Stun, Guard Break
    Guard break.  Light, medium knockdown.
    Learn at Skill level 8.
    Move:  MINI GIANT SWING  (Heat Move)
      S, S, S, T, O
      Free Back + S, S, S, T, O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Heat cost.
    Good for knockin enemies down who just won't normally go down.  Swing has great
    horizontal range and can knock enemies down.  Great for fights in crowds.
    Learn at Skill level 7.
      S, S, S, Free Back + T
      S, S, S, Free Back + S, Free Back + T
      Free Back + S, S, S, Free Back + T
      Free Back + S, S, S, Free Back + S, Free Back + T
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Basically same as "Uppercut;" aesthetic change.
      S, S, S, S
      Free Back + S, S, S, S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  (nothing special)
      Light, Med:  Stagger
      Heavy:  Stagger
    The fourth in Kiryuu's basic string.
    Slight delay.
      S, S, S, S, Free Back + S
      Free Back + S, S, S, S, Free Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Kiryuu turns around, kicking opponents.
    Move:  FINISH KICK
      S, S, S, S, T
      Free Back + S, S, S, S, T
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Knockdown, Guard Break
    Kiryuu turns his hips and throws out a second kick.  Light, medium knockdown.
    Slight delay.
      S, S, S, S, Free Back + T
      S, S, S, S, Free Back + S, Free Back + T
      Free Back + S, S, S, S, Free Back + T
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Knockdown, Guard Break
    Basically same as Finish Kick; aesthetic change.
    Move:  FRONT KICK
      Light, Med:  Stagger
      Heavy:  Stagger
      Light, Med:  Stagger
      Heavy:  Stagger
      Light, Med:  Stagger
      Heavy:  Stagger
    A strange, slow front kick.
    Move:  CHARGE KICK
      Hold T, release
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Knockdown, Guard Break
      Heavy:  Knockdown, Guard Break
    Kiryuu crouches, then releases a powerful kick.
    Guard break.  Light, medium knockdow
    While crouching, Kiryuu avoids high attacks.
    Learn at Skill level 3.
      Hold T long, release
      Light, Med:  Collapse, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Collapse, Guard Break
      Heavy:  Stagger, Guard Break
      Light, Med:  Collapse, Guard Break
      Heavy:  Collapse, Guard Break
    Kiryuu crouches for the Charge Kick, then as you keep charging, shifts back and
    turns his shoulders a' la the beginning of a hadouken from Street Fighter II,
    then steps forward, throwing a long-ranged punch to the stomach.
    While crouching, Kiryuu avoids high attacks.
    Cannot be guarded.  Light, medium collapse.  High Heat bonus.
    Learn by completing mission "Master White Lotus's Request 1" ("Hakurenshi no
    Negai 1").
      Lock Back + T
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Kiryuu attacks behind him, turning around.
    Learn at Skill level 2.
    Move:  DROP KICK
      Run T
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Avoids sweeps and low attacks.  Kiryuu lies on the ground after the move.
    Guard break.  Light, medium knockdown.
    Learn at Skill level 4.
      Forward + X
    Swaying forward; avoids many attacks.
      S (x1-4), Forward + X
      Free Back + S, S (x1-3), Forward + X
    Same as the Forward Crouch Dash, but cancels the light attack string.  Does not
    have to be during Heat Mode.
    Heat cost.
    I use this move during group fights, primarily.  It costs Heat Energy, but you
    do not need to be in Heat Mode, and the cost is light.
    Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body
    at level 5.
      Forward + X, T
      S (x1-4), Forward + X, T*
      Free Back S, S (x1-3), Forward + X, T*
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5.
    *-Must learn Cancel Sway first.
    Move:  SIDESTEP
      (Lock) Left + X
      (Lock) Right + X
    Kiryuu moves to the side, avoiding most attacks.
      S (x1-4), (Lock) Left + X
      S (x1-4), (Lock) Right + X
      Free Back + S, S (x1-3), (Lock) Left + X
      Free Back + S, S (x1-3), (Lock) Right + X
    Same as the Sidestep, but cancels the light attack string.  Does not have to be
    during Heat Mode.
    Heat cost.
    I use this move during group fights, primarily.  It costs Heat Energy, but you
    do not need to be in Heat Mode, and the cost is light.
    Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body
    at level 5.
      (Lock) Left + X, T
      S (x1-4), (Lock) Left + X, T*
      Free Back + S, S (x1-3), (Lock) Left + X, T*
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5
    *-Must learn Cancel Sway first.
      (Lock) Right + X, T
      S (x1-4), (Lock) Right + X, T*
      Free Back + S, S (x1-3), (Lock) Right + X, T*
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5.
    *-Must learn Cancel Sway first.
    Move:  HOP BACK
      (Lock) Back + X
    Kiryuu steps backwards, avoiding most attacks.
      S (x1-4), (Lock) Back + X
      Free Back + S, S (x1-3), (Lock) Back + X
    Same as the Hop Back, but cancels the light attack string.  Does not have to be
    during Heat Mode.
    Heat cost.
    I use this move during group fights, primarily.  It costs Heat Energy, but you
    do not need to be in Heat Mode, and the cost is light.
    Watch the video "Space Ninjaman 3," bought at Beam in Kamuro for 3980, with Body
    at level 5.
      (Lock) Back + X, T
      S (x1-4), (Lock) Back + X, T*
      Free Back + S, S (x1-3), (Lock) Back + X, T*
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5.
    *-Must learn Cancel Sway first.
      L1 With Attack
      Light, Med:  Guard-break-like stun, but does damage
      Heavy:  Guard-break-like stun, but does damage
      Light, Med:  Guard-break-like stun, but does damage
      Heavy:  Guard-break-like stun, but does damage
      Light, Med:  Guard-break-like stun, but does damage
      Heavy:  Guard-break-like stun, but does damage
    Learn at Skill level 5.
    After completing mission "Try and Hit Me!" ("Naguttemiroya"), undertake the
    Adventure Course at the acupuncturist in Shinsei with Skill level 8.
      Lock T With Attack
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Stagger
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Learn at Skill level 5.
    Knockdown.  High Heat bonus.
    After defeating the tiger boss in Chapter 12 with the special Heat Action,
    undertake the Adventure Course at the acupuncturist in Shinsei with Skill at
    level 9.
      Lock O With Attack
      Light, Med:  Stun
      Heavy:  Stun
      Light, Med:  Stun
      Heavy:  Stun
      Light, Med:  Stun
      Heavy:  Stun
    Stun.  Heat bonus.
    After defeating Komaki in the Underground Arena, undertake the Adventure Course
    at the acupuncturist in Shinsei with Skill at level 10.
    Move:  RISING KICK
      Down S
      Down T
      Light, Med:  Knockdown
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Learn at Skill level 5.
    A sweeping kick.
    Light knockdown.
    Learn at Skill level 9.
      Falling X
    Kiryuu lands on his feet.
    After seeing the cat crouching behind the pharmacy in Kamuro, undertake the
    Adventure Course at the acupuncturist in Shinsei.
      Falling T
      Light, Med:  Collapse
      Heavy:  Stagger
     (Pow II or III are not applicable because Kiryuu cannot be at full Heat)
    Learn at Skill level 5.
    Kiryuu lands on his feet, slides towards the opponent, and delivers a straight
    body blow.  Majima uses this move.
    Heat bonus.
    Learn at Skill level 10.
      (Goku) Free T With Attack
    Kiryuu delivers one of several different attacks to the enemy.  "Mute" means
    "no hand," or unarmed, but it also means "no move," as in strategy or chess,
    which means that the opponent was defeated with great ease.
    Heat cost.
    Undergo "Komaki Training: Fighting a Great Number" ("Komaki no Shuugyou
    Fukusuu Kumitehen").
      (Goku) T as Kiryuu stands near a firearm-wielding enemy
    Kiryuu delivers one of two special Heat Actions.
    Heat cost.
    Undergo "Komaki Training: Fighting Against Handguns" ("Komaki no Shuugyou
    Taikenjuu no Kenkahen").
    Move:  STOMP
      T near downed enemy*
    Kiryuu stomps on the enemy.
    *-If in Heat Mode after Extreme Pursuit ("Oiuchi no Kiwami") has been learned,
    move will not work.
    Move:  SPECIAL PURSUIT (Heat move)
      (Goku) T near downed enemy*
    Kiryuu either kicks the victim in the stomach when they're face down or punches
    downward into their face when they're face-up.
    Heat cost.
    Learn at Mind level 4.
    *-If health is low after Extreme Capturing ("Oikomi no Kiwami") is learned,
    move will not work.
    Move:  MOUNTED PUNCHES (Heat move)
      (Goku) T near downed enemy when Kiryuu's health is low
    Tap Square repeatedly to continue to spend more Heat and dish out more punish-
    Learn at Mind level 6.
      (Goku) T when enemy is stunned
    Kiryuu gives a really powerful right hook to the guy's face, causing them to
    tumble away.  This is the most damaging move in the game, by far.
    High Heat cost.
    Defeat the hidden boss, "Amon Joe."
    Move:  TAUNT
    Kiryuu taunts.
    Heat bonus after unlocked.
    Move:  HEAT CHARGE
      Hold R2
    Kiryuu tenses up and gains Heat energy slowly.  It's probably better just to
    sneak in some regular taunts here and there.
    Learn at Mind level 10.
      Tap R2 within time limit to get to Heat Mode, then hit T when (Goku)
    This only occurs with bosses and boss-like characters and usually happens once
    you've knocked them down when they are low in health.  You must approach them
    as they crouch, dizzy.
    Heat Cost.
    Move:  GRAPPLE
    Note that different follow-up moves may occur depending on whether you grabbed
    the opponent by their front or their back.
    Move:  PULL
      Hold directional input
    Use to pull the opponent in the desired direction.
    Move:  ESCAPE
      When Held Tap X repeatedly
    Self-explanatory.  Some unique characters will initiate grapples that require
    other inputs to escape; follow the prompts on the screen.
      When Held Tap O repeatedly
    In essence, a throw reversal.
    Learned during "The Martial Arts Youth" mission ("Kobujutsu no Shounen").
    Move:  HEADBUTT
      Hold S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5.
    Heat bonus.  Note that you are not still holding foe after this move.
    I use these "don't finish the Hold Combo" moves to escape from holding a foe
    if enemies are approaching and I do not have enough time to execute the Back
    Move:  KNEE
      Hold S, S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
    Learn at Skill level 5.
    Heat bonus.  Note that you are not still holding foe after this move.
    I use these "don't finish the Hold Combo" moves to escape from holding a foe
    if enemies are approaching and I do not have enough time to execute the Back
    Move:  LARIAT (Hold Combo)
      Hold S, S, S
      Light, Med:  Knockdown
      Heavy:  Knockdown
      Light, Med:  Knockdown
      Heavy:  Knockdown
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Learn at Skill level 5.
    Heat bonus, knockdown.
    Move:  BACK KICK
      Hold Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  Stagger
    Learn at Skill level 5.
    Kiryuu kicks behind him while holding the opponent.
    Move can easily be directed.
    Move:  HOLD FINISH
      Hold T
      Light, Med:  Knockdown
      Heavy:  Knockdown
      Light, Med:  Knockdown
      Heavy:  Knockdown
      Light, Med:  Knockdown
      Heavy:  Knockdown
    Learn at Skill level 5.
    Kiryuu delivers a roundhouse kick.  Good for scattering enemies and knocking
    down heavy enemies.
    Heat bonus.  Knockdown.
    Move:  IPPONZEOI
      Front Hold O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Learn at Skill level 5.
    Need to tap button repeatedly versus medium, heavy enemies.
    Move can be directed.
      Behind Hold O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Need to tap button repeatedly versus medium, heavy enemies.
    Move can be directed.
      Front Hold (Goku) T at full health
    Kiryuu smashes the opponent's face into the ground in sort of an extreme
    High Heat cost.
    Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu").
      Behind Hold (Goku) T at full health
    Kiryuu pounds the opponent's kidney, then lifts them up and slams them onto
    their head.
    High Heat cost.
    Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu").
    Move:  DOUBLE CRUSH (Heat move)
      Behind Hold (Goku) T at full health near other opponent
    Kiryuu rams the two opponent's heads together like a vaudevillian.
    High Heat cost.
    Complete the mission "The Wrestler Eats the World" ("Resura- Sekai wo Taberu").
    Move:  ENVIRONMENT HEAT ACTION (Heat move)
      Hold (Goku) Wall T
    Kiryuu performs one of several Heat Actions depending on environmental hazard.
    Some have special follow-ups.  See the completion lists section of the FAQ.
    Heat cost.
      Hold (Goku) near fallen enemy T
    Kiryuu performs one of two throws, tossing the opponent onto the fallen one.
    Heat cost.
    Move:  FOOT GRAB ("ASHITSUKAMI") (Heat move)
      Near fallen enemy's feet O
    Kiryuu grabs opponent's foot.
    Learn at Mind level 5.
    Move:  DRAG (Heat move)
      Foot Grab directional input
    Kiryuu drags the opponent around by their foot.
    Learn at Mind level 5.
    Move:  DRAGGING LEG SWEEP (Heat move)
      Foot Grab S
    Kiryuu kicks the opponent while holding their leg, knocking them back.  This is
    a nice alternative to using Heat energy when in Heat Mode near a fallen enemy;
    Kiryuu cannot perform a normal Stomp in that instance.
    Downs surrounding enemies.
    Learn at Mind level 5.
    Move:  DRAGGING BACK KICK (Heat move)
      Foot Grab Back + S
      Light, Med:  (nothing special)
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  (nothing special)
      Light, Med:  Knockdown
      Heavy:  Stagger
    Kiryuu kicks behind him in a fashion similar to when he's doing a normal
    Learn at Mind level 5.
    Move:  MODIFIED FLAPJACK (Heat move)
      Foot Grab O
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
      Light, Med:  Knockdown (throw)
      Heavy:  Knockdown (throw)
    Similar to the Flapjack that comes from S, S, T, O.
    Learn at Mind level 5.
    Move can be directed.  I rather recommend that once you do the Hold Combo, if
    you are in Heat Mode, you follow-up with this move.  Only a few enemies will
    break the foot grab--mostly in the Arena.  No tapping of O is needed to throw
    an enemy.
    Move:  GIANT SWING (Heat move)
      Foot Grab (Goku) T
    There are actually several different moves that are available here, depending
    on location, usually involving swinging them into different objects.  See the
    completion lists section for details.
    After reaching Mind level 5, complete the mission "The Wrestler Drinks the
    World" ("Resura- Sekai wo Nomu").
    All weapons except for Knuckles-type weapons can be thrown with Circle.  Once a
    Bomb-type weapon is thrown, it will explode.
      All weapons be used to guard, and Kiryuu can still run and Sway with them,
    except for the Heavy type.  The Spear-type and Heavy-type weapons will be drop-
    ped when Kiryuu is hit; the others need him to be grappled.  NOTE THAT GRAPPLING
      Gun-type and Spray-type weapons have ammunition that is used with Triangle.
    Guns actually have infinite normal use, and only expire once their ammo is
      Almost all weapons can have their Strong attack delayed and charged for more
    damage and improved effects on the enemies such as knocking an opponent down by
    holding the Triangle button down.
      The Rope and Knuckles-type weapons are unique.  Both give most of the moves
    offered to an unarmed Kiryuu except for Circle.  While Circle causes Kiryuu to
    throw the rope, it'll cause him to do a special, "area-clear" technique with
    the Knuckles-types.  The Rope will allow Kiryuu to perform a unique Heat Action
    when he's behind an enemy in Heat Mode.
      Both weapons technically can be used infinitely.  The Knuckles weapons will
    have "uses" numbers; this is like a gun's ammunition and is used whenever
    Kiryuu initiates the "area-clear" move with Circle.  Once they run out, the
    weapon is useless.  The Rope will become useless as soon as you use its Heat
      There are two types of weapon:  normal and "stage" weapons.  A stage weapon
    is one that is only found in action stages and certain fight areas, and cannot
    be retained after the action or fight scene ends.
      Normal weapons may be sold to the black market person on the 5th floor of
    the Dragon Palace in Kamuro, to the secret weapons dealer in Beam, and to Tatsu,
    the dealer on the Soutenbori River.  The pawn shops will not buy them.
      Remember that you can equip and unequip weapons at any time in a fight that
    you can pause the game.  If you want to unequip a weapon and retain it to sell
    or use later, select the large box on the upper-righthand part of the items
    screen and hit the circle button (might become the X button outside Japan).
    Square, Square, Square:  Basic string
    Triangle:  Overhead hit
    (Goku) Triangle (Heat move):  Extreme Headlock
      Heat cost.  Tap square to continue attack and deplete Heat energy.
    Triangle near downed foe:  Stomp
    Square, Square, Square, Square, Square:  Basic string
      Usually knocks down on the final attack.
    Triangle:  Overhead hit
    (Goku) Triangle (Heat move):  Extreme Blanketing and Repeatedly Attacking
      Heat cost.  Tap square to continue attack and deplete Heat energy.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Pursuit
      Heat cost.
    (Note that getting hit will cause Kiryuu to drop this type)
    Square, Square, Square:  Basic string
      All hits are usually knockdowns.
    Triangle:  Overhead hit
    (Goku) Triangle (Heat move):  Extreme Heavy Attack
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Pursuit
      Heat cost.
    (Note that getting hit will cause Kiryuu to drop this type)
    Square, Square, Square:  Basic string
      All hits are usually knockdowns.
    Triangle:  Overhead hit
    (Goku) Triangle (Heat move):  Extreme Sign
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Compacting
      Heat cost.
    LONG STAFF TYPE (before Lotus-Style Polearm Technique is learned)
    (Note that getting hit will cause Kiryuu to drop this type)
    Square, Square, Square:  Basic string
    Triangle:  Long stab
    (Goku) Triangle (Heat move):  Extreme Long Staff
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extrene Weapon Stomp
      Heat cost.
    LONG STAFF TYPE (only after Lotus-Style Polearm-Weilding Technique is learned)
    (Note that getting hit will cause Kiryuu to drop this type)
    (Before Lotus-Style Polearm-Weilding Technique is learned, these act just like
    Spear-type weapons)
    Square, Square, Square, Square, Square:  Basic string
      The final hit knocks down light and medium enemies.
    Triangle:  Heavy swing
    (Goku) (close) Triangle (Heat move):  Extreme Lotus-Style Staff Technique
      Heat cost.
    (Goku) (far) (locked-on) Triangle (Heat move:  Extreme Long Staff
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    Square, Square, Square:  Basic string
      The final hit is usually a knockdown.
    Triangle:  Heavy horizontal slash
    (Goku) Triangle (Heat move):  Extreme Komaki-Style Sword Attack
      Note that there are really three different Heat Actions depending on type of
      sword wielded.
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    Square, Square, Square:  Basic string
      Final hit knocks down.
    Triangle:  Stab
    (Goku) Triangle (Heat move):  Extreme Dosu
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    Square, Square, Square:  Basic string
    Triangle:  Heavy horizontal swing
    (Goku) Triangle (Heat move):  Extreme Strangling with a Stick
      Heat cost.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    (Note:  Before Golf Swing is learned, acts as Pipe)
    Square, Square, Square:  Basic string
      Final hit knocks down.
    Triangle:  Fore!
    (Goku) Triangle (Heat move):  Extreme Golf
      Heat cost.
      Before Extreme Golf is learend, Extreme Strangling with a Stick comes out
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    (Note:  Before Bat Swing is learned, acts as Pipe)
    Square, Square, Square:  Basic string
      Final hit knocks down.
    Triangle:  Homerun hit
    (Goku) Triangle (Heat move):  Extreme Bat
      Heat cost.
      Before Extreme Bat is learned, Extreme Strangling with a Stick comes out
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    (Note:  I don't even think it's possible to get ahold of one of these without
     having gained their attack strings, but if it is possible, in the last game,
     they were treated as Light weapons)
    Square, Square, Square, Square, Square:  Basic attack string
    Triangle:  Heavy swipe
    (Goku) Triangle (Heat move):  Extreme Tonfa
      Heat cost.  Tap Square repeatedly to continue string at cost of Heat.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    (Note:  I don't even think it's possible to get ahold of this type of weapon
     without having gained its attack string.  If it is possible, it's most likely
     treated as a Pipe)
    Square, Square, Square, Square, Square:  Basic attack string
    Triangle:  Heavy swipe
    (Goku) Triangle (Heat move):  Extreme Kali
      High heat cost.
      This one goes on for a loooong time!
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    Square, Square, Square:  Basic attack string
      Similar to Light type.
      Final hit usually knocks down.
    Triangle:  Spray (depletes ammunition bar)
      Hold Triangle down for continuous spray.
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
      Heat cost.
    (Note that all guns have infinite attack usage, but once their ammunition bar
     exhausted, they expire)
    Square, Square, Square:  Basic attack string
      Similar to Light type.
      Final hit usually knocks down.
    Triangle:  Fire (depletes ammunition bar)
    Triangle near downed foe:  Stomp
    (Goku) Triangle near downed foe (Heat move):  Extreme Weapon Stomp
    All Kiryuu's normal strikes are available--no grapples, though.  Circle will
    still throw the weapon.  Weapon has infinite use, but will become useless after
    Extreme Rope Heat Action is performed.
    (Goku) Triangle behind attacking foe (Heat move):  Extreme Rope
      Sidestep a foe, get behind them, be behind them as they start to attack
      Heat cost.
    All Kiryuu's normal strikes are availabe--no grapples, though.  Weapon has
    infinite normal use, but limited "Whirlwind Spin" usage.  Once Whirlwind Spin
    use is exhausted, weapon becomes useless.
    (Goku) Triangle (Heat move):  Brass Knuckles Headlock
      Heat cost.  Tap Square repeatedly to continue the move and deplete Heat gauge.
    Circle:  Whirlwind Spin
      Kiryuu spins wildly, kicking and punching, becoming invulnerable and striking
      all those around him a' la Attack + Jump in Final Fight.
    2b-II.  General Battle Advice
    Now, with the addition of back-turning weak attacks and an improved soft lock-
    on, you should be able to clear up crowds pretty well.  So, if you get too
    surrounded, don't be afraid to just do a string, pressing directions to hit all
    the guys around you before they can get their attacks off.
      But, the main focus of your attack should be to get in Triangle attacks, since
    that builds your Heat Gauge.  Getting to Heat Mode should be a high priority,
    since you usually gain all sorts of properties and have more attack options.
    Also, don't forget that Heat Actions will add to your experience bonus for
    defeating the enemies, so you'll level up a little faster.
      The basic idea of a fight is "knock the guy down, then do something as he gets
    up to gain heat, stun him, and/or gain the advantage, then knock him down
    again and do that ad nauseum."  To do this properly, there are a few main tech-
    niques you should use:  the Ipponzeoi (Circle, Circle), the Stomp (Triangle
    near a downed foe), the Foot Grab (Circle near a downed foe's legs), the Charge
    Kick (hold Triangle, release), the Lotus-Style Flashing Energy Palm (hold
    Triangle long, release), and, of course, strings ending with a Triangle, par-
    ticularly the Body Blow attack (Square, Square, Triangle).
      I rely most often on the Body Blow, Lotus-Style Flashing Energy Palm, Hammer
    Hook, and Foot Grab.
      The Body Blow is great because most enemies will collapse for a
    very long time, getting them out of the picture for a while.  They actually
    take so long to fall down that you can literally walk right around them and
    grab them from behind.  It also has a very wide attack range, meaning that it
    can hit several enemies standing near you at once.  This is great, because
    when this happens, the Heat bonus you get is added for each enemy you strike.
      The Hammer Hook is awesome.  When I first bought it, I thought, "well, big
    deal; an extra hit."  The thing is, they end up landing in front of you just
    the same as if you'd hit them with simply the Uppercut, it offers two, powerful
    Triangle attacks that add Heat energy, it causes heavy foes to stagger a little
    more, setting them up to be attacked again quickly, and it helps you "track"
    enemies that are trying to move around a little more.
      As for the Lotus-Style Flashing Energy Palm, that move is just unbelievably
    powerful.  It takes a long time to charge, but most attacks will sail over
    Kiryuu as he crouches.  It's best to do this just after you clear people away
    or cause them to collapse.  Although sometimes it will miss because they'll
    roll to the side or start walking around you, when it hits, they have to
    collapse again and you get a huge Heat bonus (not to mention dish out a lot of
    damage).  They can't guard this technique, which is very nice.  After you learn
    the disciplines that make it hard for Kiryuu to get knocked down when in Heat
    Mode, if you start to run low on Heat energy (but you are in Heat Mode), just
    charge up this attack and watch people hit you, then let go and hit them all
    to bring your bar up to full.
      And the Foot Grab--ah, the *Foot Grab!*  This is one of the best additions to
    Kiryuu's arsenal, without a doubt.  Dragging an enemy around, if others start
    to cluster all over you, either hit Circle to throw him behind you, or, better
    yet, get the enemies more or less in front of you and hit Square.  Most foes
    will have to grovel on the ground, holding their ankles a while when his body
    flies into them.  Other than that, you can, once you learn the technique from
    "Cyclops" Ooba, throw them into many things and cause big damage.
      Other than that, I should mention weapons.  I'm still not too fond of them in
    brawlers, since they do alter your attacks and enemies tend to go crazy and
    play rough and dirty to get them out of your hands as quickly as possible.
    But, having said that, they can be very useful.  Keep in mind that most of them
    have a bigger range than just your fists, their attacks usually break enemies'
    guards, they tend to knock foes down, dish out more damage, and even build Heat
    faster than just your fists.  Also, they help you guard against other weapons
    and quite often have special effects such as shocking, stunning, or downing.
      Now, if you're still struggling, I have a highly effective way of defeating
    just about any opponent.
      You'll want to land the Slam Blow.  Most likely, opponents will either get
    hit and stagger a bit, or they'll guard it and have their guard broken.  Many
    opponents will sidestep, but you can almost always force them to be hit or to
    try to guard if you time it right when they get up from a knockdown.  The best
    way is to time it so your lead jab misses because they're still getting up.  To
    time it best, wait for them to rise as they will often roll to the side first.
    To force them to stand up, stomp on them.
      After you've got them to stagger from a hit or a guard break, hit Circle.  If
    you've timed it right, you can grab any enemy in the game this way.  The best
    advice for fights outside the arena is to have the Hercules Glove equipped,
    which can be found in various places throughout the game.  Because I use this
    strategy often, I also usually have the Black Belt accessory equipped (which
    will make either your normal throw or the throw from Foot Grab to do way more
      After you've grappled them, Square x 3.  This will knock them down and build
    a decent amount of Heat--plus it will leave their legs before you!  See where
    I'm going with this?
      If you're in Heat Mode, move slightly to their right leg and grab it.  Only a
    very few number enemies will break this hold instantly--watch for them and
    repeat as if they were getting up from a knockdown.
      Once you have their foot, throw them.  Then, it's time to go back in for a
    Slam Blow and repeat the process.
      With the Hercules Glove equipped, you can use this strategy to very, very
    easily destroy even the hidden bosses!  Only Amon Kazuya will often get up with
    a helicopter kick, but if you know what you're doing, you can stay far enough
    away and start your Slam Blow to land as he gets up anyway.
      Powerful sidestep-happy foes like Devil Tsuji and Majima may require a bit
    more creativity, but note that you can get them to sidestep into walls often,
    and then you can land the Slam Blow or Body Blow sometimes.
      Speaking of sidesteppers, you can use them to your advantage, too.  Just do a
    single attack and get them to sidestep.  You should be able to recover and face
    them (as your lock-on turns into more like a "strafe;" you will lose your lock
    when they sidestep).  Almost always, sidesteppers immediately follow up with an
    attack.  If you have reversals, yay!  Once you have the Extreme Extremeness,
    the Flowing Catch will generate a lot of Heat and most likely put you in Heat
    Mode, and then you'll be in front of them, all dazed up, and ready to rock them
    with a super-heavy-hitting attack.  Even opponents with huge health bars such
    as the final boss are jokes before this attack.  It's even better if you have
    the Brawling God's Discipline, because you can unleash this attack without the
    necessity to be in Heat Mode.  If you don't have such a thing, the Tiger Killer
    is definitely your friend.  In fact, there are opponents in the arena I would
    recommend solely using the Tiger Killer to defeat.
      If you don't have reversals, all you have to do is either block their attack
    or sidestep.  Most of the time, if you sidestep, they'll be back-turned.  This
    is especially good against kung-fu experts, because they will almost always
    respond with the slow, jumping twin kicks attack.  Just walk up behind 'em and
    land a Triangle attack (I'd recommend letting the Square attacks of your string
    miss because they can quickly recover when struck and will just sidestep again,
    which is annoying).
      The only other opponent I can think of that would be hard to employ such a
    strategy upon are the big cats, but they're actually easy once you get the hang
    of them.  They have a very limited repertoire.  For them, I usually use the
    Square x 3, Triangle Uppercut move, but don't generally bother following up with
    the Hammer Hook as they will often recover and hit you.
      One final piece of advice I can lend is that once you have unlocked the Fight-
    ing Ogre or Fighting God Disciplines, you will be able to greatly effect
    enemies when your Heat Gauge is full.  That might not sound like a lot, but it
    will help you knock guys down--and it will also make them do things like lie on
    the ground, rolling around, grabbing themselves in pain.  This is good in that
    you can eliminate them from the fight in group fights or keep them stunned
    properly in one-on-one face-offs.
    2b-III.  Strategies for Enemies by Type
    Obviously, not all of the enemies in this game will attack or defend the same
    way.  Enemies vary based on size and attack pattern.
      There are three basic sizes:  light, medium, and heavy.  Light enemies can be
    thrown normally without any extra input and get effected more by attacks such
    as knockdowns.  Medium enemies get effected similarly by knockdowns and such,
    but you will have to tap the Circle button repeatedly to throw them.  Heavy
    enemies just stagger slightly from almost all knockdowns and stuns, and require
    you to tap the Circle button quickly and repeatedly to throw them.  They also
    tend to have bigger life bars and take less damage.  You should note that when
    you fail a throw attempt, the enemy lands on you, causing damage and leaving
    you stunned on the ground for a while.
      There are four basic types of enemy attack patterns:  brawlers, boxers,
    grapplers, and gunmen.  Although there are many others such as kickboxers, kung
    fu practitioners, karate practitioners, taekwondo practitioners, professional
    wrestlers, big cats, ninja, knife throwers, and of course, unique boss
    characters, you will be facing the four basic ones over and over.
      Here's a few tips on these enemies, then:
    BRAWLER:  This is your basic enemy.  You'll see many of these; trust me.  They
    tend to throw out attacks that push them towards you slowly and avoid grapples
    and some high attacks such as the Lead Jab.  These attacks include running
    headbutts and jumping, hand-locking hammer punches.  Sometimes, as you get up,
    they'll just do these attacks over and over and keep knocking you down.  These
    attacks have a long wind-up and take some getting used to if you want to try
    a reversal, and track you no matter where you go.  In fact, sometimes, their
    running headbutt will push them behind you, so if you stand in their face and
    hold down the Guard button, they'll still be able to hit you.  All I can say is
    that you should Sway away from them and get used to the awkward timing of these
      Other than that, they do grapple often and they also carry weapons.  If you
    see some punk holding a club or something at the beginning of the fight, he's
    probably gonna be a brawler.  They come in all sizes.
    BOXER:  This is the second-most-popular character.  They hop in place and hold
    their hands up (which is good practice for a boxer; believe me).  Their attacks
    are a ducking straight jab, which avoids high attacks such as the Lead Jab, the
    side-stepping Cross Left Hook and Cross Right Hook attacks Kiryuu learns, and
    a wild, three-hit combo that involves overhead hooks and uppercuts.  As I said
    before, they use attacks that generall cause them to duck under highs, and I
    should mention that they usually can avoid grapples that way.
      Having said that, although they will grapple you, the best strategy may be to
    grapple them.  They dance around you when not attacking, so you shouldn't stand
    still and let them just walk all over you.  Rather, walk towards them and hit
    Circle.  Throw them, stomp, throw them, stomp--or better yet, throw them, grab
    their foot, and hurl them into something.  Throwing works really well because
    these guys are almost always light.
    BRUISER:  You'll see these guys standing in some kind of judo-esque pose.  They
    use running headbutts and similar attacks to the brawlers, but they rarely pick
    up weapons.
      Their main "deal?"  Why, to throw you, of course.  Although they get the same,
    generic backbreaker most enemies sport, they'll want to use it over and over,
    and they even sometimes can duck and come close in a sort of crouch dash to
    catch you.  This will avoid most attacks and grapples.
      Now, these guys are almost always heavy.  You'll have to tap the Circle button
    a lot when fighting them.  You'll also need to tap the X button a lot, because
    they'll be trying to throw you a lot.  Remember that a grapple attempt will
    make Kiryuu drop his weapon.
      They're fairly easy, until they get low on health (of which they tend to have
    tons).  Once that happens, they'll charge up, often striking an "I'm-so-angry-
    now" pose.  Unfortunately, in this condition, almost all normal attacks won't
    effect them.  This is their "super armor" move, if you've played many 2d
    fighting games.  What you'll want to do is grapple them.
      Since you have to jam on the buttons so much, remember that you can grapple
    and knock someone down with the Square, Square, Square string or with a simple
    Triangle.  My basic strategy would be to grab someone, kick them down, run
    behind them, grab their foot, and fling them into something or kick them back
    down, then wait for them to get up--lather, rinse, repeat.
    GUNMEN:  At first, these guys will seem very frustrating.  They hang out at the
    edge of the fight and snipe at you.  This time, I didn't find myself getting
    knocked down every two seconds by them, so it's not as bad as it was in the
    first game, but it's still annoying.
      The solution?  Why, to kill them first!  They're very similar to archers in
    the Shin Sangoku Musou / Dynasty Warriors series.  Target them before you take
    care of the rest of the crowd.
      That's not easier said than done; just move towards them and sway when you
    see an attack coming.  You'll notice that gunmen love to creep away from you
    as you approach.  They'll also be doing that side walking that mysteriously
    causes you to miss your attacks a lot.  If they're being particularly annoying
    that way, Sway when they attack.  While they're attacking, they're stuck in
    their animation, and you should be able to close in pretty quickly.  Grapple,
    stomp or floor grapple, wait for them to get up--lather, rinse, repeat.
      Thankfully, they don't have very much life.  You should be able to mop these
    guys up pretty quickly.
    Even for other foes, you can apply these same strategies.  Most of the time,
    you'll be trying to knock people down and then do something to them as they
    get up so you can grapple them and knock them down again.
    2b-IV.  Advanced Battle Discussion
    The purpose of this section is to explain the action a little better.  I rambled
    on about it earlier--and I'll likely ramble a lot from here out--but I want to
    paint a clear picture of what to do at high-level play.  First, I'll explain
    the system a bit better, give some pointers, and then I'll list the various
    enemies and what they do so you know what to do to them.
      Towards that end, I will be using some special jargon in this section, so I
    should start by clarifying a few things:
     - "Invulerability."  I'll call this "invulnerable" or mention "invulnerable
       frames" or "i-frames" or such.  Basically, for all intents and purposes,
       during this action, the character "exists" in that they can be bumped into
       or whatever, but they do not really "exist" in that attacks will simply go
       right through them as if they didn't hit anything.  I-frames are necessary
       for a good action title, in my opinion.
     - "Super armor" or "armor."  In this state, the character can be hit with
       attacks, but their actions don't get interrupted.  In other words, even if
       a heavy attack that would normally cause the victim to stagger slightly or
       collapse, or what-have-you, lands properly, the character will still keep
       right on going as if nothing happened--though they will take damage.
     - "Cool down," "wind-up," and "active attack."  The various actions in the
       game can be thought of as having these three, basic parts.  I'll explain:
        -- "Wind-up" is the first part of most actions.  It's most noticeable when
         people like street thugs are doing their crazy, overhead hooks or slow,
         jumping, spin kicks.  There is no danger of taking damage from someone in
         their wind-up, and most effects aren't even active during this time.
         Having said that, a lot of enemies are either invulnerable or can naturally
         avoid "high" attacks such as most Rush Combo moves.  ALMOST NO ENEMY CAN
         ception of the Unbeatable Reversal.  If you're holding a weapon and want
         to use its Heat Action, and you're wondering why your normal Triangle
         attack came out, that's why.
        -- "Active attack" is the actual attack portion of an action.  This is when
         the attack can do damage and when it can be reversed or interrupted, gener-
         ally speaking.
        -- "Cool down" is the animation after the active window of a move.  Besides
         Rush Combo moves being canceled by the Cancel Sway, you just gotta suffer
         and watch Kiryuu as he recovers from throwing his attack out, for instance.
         Unlike the "wind-up" window, most enemies are vulnerable to all sorts of
         things during this portion of their move.  This is the time to initiate a
         throw or hit them with a Triangle move, or whatever.
     - "Whiff" means just that an attack does not land on its opponent--whether it
       was simply out of range, or if the opponent was avoiding or invulnerable.
     - "Stun," "stagger," "collapse."  These are just various states characters
       enter when hit with an attack.  Basically, being stunned or dizzy means the
       character just stands there, with stars in their eyes, unable to move.  This
       is relatively rare except for when fighting The Man In Black or Gweon Cheol-
       su in the arena (they have a dizzying attack) or when you do something like
       throw a heavy item such as rubble at a foe, or when you do the Flowing Catch
       reversal with O.  Staggering is not really dizzying or anything, but it
       causes enough of a reaction from a foe that you can follow-up.  It won't
       necessarily "combo" in the strictest sense, but...well, for instance, stag-
       gering foes generally don't do that "I immediately broke that!" thing to your
       grapple attempt.  Collapsing is where the character generally does a really
       slow fall to the ground.  During that time, they're usually vulnerable to
       follow-up attacks.
     - "Reversal" refers to a special kind of attack that basically is done during
       the active window of an attack in response.  Generally speaking, it's in-
       vulnerable, because of its speed, and usually does something pretty crazy
       like guarantee a knockdown or collapse or stun.
     - "Parry" refers to a move that is kind-of like a "guard" or "block."  This is
       slightly different from a reversal in that the character will generally do
       it to interrupt a series of fast attacks.  For Kiryuu, it's the Komaki Parry-
       ing Reversal and is done (in this game) by hitting Guard during the active
       portion of an enemy attack.  For enemies, tho', it's something they like to
       do during your Rush Combo attacks, generally.  You'll hear a "thud" like
       they blocked, and then they'll do a (pretty much invulnerable, or else with
       super-armor) attack.
     - "Evade" is called "Sway" by the instructions and all, but it's basically what
       most enemies will do when you're doing your Rush Combo as soon as you hit
       the Triangle for the combo finish.  I'll usually mention what an enemy likes
       to do after evading, because it's very likely that they'll respond that way.
     - "Avoid" is a word I usually use to mean a move is invulnerable to certain
       things.  This pretty much only applies to wind-up periods of attacks that
       avoid "highs"--the Rush Combo, or generic Square-button moves for many
       weapons.  Take the generic thug's Shoulder Charge attack, for example.
       During the wind-up to that move, enemies run towards Kiryuu--but I'll say
       that move "avoids highs," meaning many of your attacks will just sail right
       over them.
     - Move names.  I'm gonna call a lot of things by different terms for this
       section.  For instance, I'll call the "Lotus-Style Diamond Wall" "Super
       Armor."  I'll call most attacks with the "Square" button "Weak" and those
       with Triangle "Heavy."  It's a bit cumbersome to keep looking things up all
       the time, and move names are kinda meaningless babble anyway.
     - "Telegraphing" or "cue."  This refers to the hint you get from the game that
       an action is about to happen.
     - "Staggering" is ... well, it's really just when an opponent is in a reaction
       to either being hit with a heavy attack or when their guard is broken or you
       parry them.  Many opponents will instantly break grapples unless they are in
       this state or if they are in the cool-down window of their attack.  This is
       where I get my whole "Slam Blow - Hold Combo - Foot Grab" thing; this is the
       essential way to beat most opponents in the game.
     - "Game-breaking" refers to the fact that something is overpowering and--in the
       hands of someone who knows what they're doing--may make the game too easy,
       or else just make the enjoyment go away.  Take the Brawling God Disclipline,
       for instance.  This move makes it so that anyone who is somewhat capable at
       the game's fighting should almost fall asleep and still win every single
       match--but it's also "game-breaking" in that it messes things up if you're
       trying for other stuff, such as just doing a "normal" pursuit attack (and
       then, because you can use Heat Actions at any time, you get the Extreme
       Pursuit instead).
    Now that I've rambled a lot, let me give an overview of what techniques are
    useful for what.
     - Rush Combo: Your "usual" attack style in this game is basically a string of
      light attacks, followed by a Combo Finish.  In that sense, most of your strong
      attacks are actually not independent, but rather dependent on where you are
      in a string of lights.  I think this is actually a bit of a drawback to the
      game's fighting design in that you will need to go into attacks to trigger
      another attack.  In other words, say you want to land the Smash Blow (S x 2,
      T).  Say a foe is stunned first or open, or whatever.  Well, the problem is,
      if you're close, you'll probably start landing light attacks first--and that
      means they will pop out of their stun.  I remember this was maddening to me
      when I first played the first game, and I thought stuns were almost worthless
      as a result (for instance, when fighting Komaki, I used to never use the O
      reversal, because I figured there was no decent follow-up).  This means that
      you will be either intentionally missing the Rush Combo moves, or else need a
      contingency plan for if they land, in certain instances.
     - Cancel Sway: The GOOD thing about the Rush Combo is that you can pause to
      either hit behind you, or delay so your heavy attack hits--or, you can cancel
      into an evade.  You have to learn it first, and it saps some Heat--but not
      very much.  Also, if you're vigilant with building up from side missions and
      stuff, you should easily be able to get this in Chapter 5.
     - Back-Turning Attacks: The light back-turning attacks are good for people who
      sidestep behind you or like to sneak up on you when you're attacking someone
      else (read: all enemies).  I recommend using just one light attack for these
      purposes, as all heavy attacks have a start-up delay, which means almost all
      enemies will have time to respond with a sidestep or what-have-you.  I don't
      recommend using the second back-turning light attack (that awkward kick) too
      much as it has no real effects to speak of and leaves you open.
     - Finish Hold: I use this a lot less in this game than I did in the first, but
      it's pretty dang sweet in that you can use it for two reasons:  to get the
      opponent down (some enemies are just really stubborn about getting knocked
      down), or to gain some invulnerability.  Kiryuu's only invulnerable or super-
      armored during the active animation of a throw or a sidestep, really.  If
      you're swarmed with foes, and in Heat Mode, it might be a good idea to sacr-
      ifice some Heat and employ a Finish Hold.  Note that you can't really delay a
      Finish Hold's input like you can a Rush Combo or Combo Finish, tho'.  Also,
      some enemies (tho' very few) actually can't be hit with a Finish Hold.  Pretty
      much, that really only applies to a few Arena entrants and tigers.
     - Reversals: Yeah, reversals.  These are GREAT on one-on-one fights.  In fact,
      they can be almost gamebreaking if you're good at them.  Not in a one-on-one
      fight...?  It might be a little hard to get them off because of the game's
      wonky lock-on system.
     - Lock-on: When in a group fight, it's wise to not really bother with the lock-
      on.  Instead, just do some Rush Combo stuff, because then you can decide
      when to go for a Combo Finish or Cancel Sway or back-turning attack.  Note
      that if an opponent moves to the side, they will no longer be locked onto.
      This is probably the biggest hurdle beginners will wrestle with in the game's
     - Grapples: Although a throw has limited invulnerability and hits nearby
      opponents and guarantees a knock-down, I don't use it too much.  I do, how-
      ever, grapple quite often.  When holding an enemy, if you're being swarmed,
      you can hit back + S.  Since you can drag a guy around while holding them,
      you can easily direct this move in an almost 180 degree arc.  It's very good
      at hitting foes.  Enemies get the extra time for the active window to break
      your grapple, but they also have to wait for the entire recovery window until
      they actually break it--so, if you're fast enough, you can go into the Hold
      Combo.  Speaking of which, if I don't like my positioning, I'll sometimes
      end the Hold Combo early because it has a much faster recovery than it seems
      like it should.  You can even theoretically grab someone, heatbutt them, grab
      again, headbutt ad nauseum, unless they instant-break grapples.  Speaking of
      which, a way around this is the beautiful Hercules Glove item--the only
      accessory I really care about!  You can also equip the Acala Belt if you want
      to throw enemies without mashing the button over and over.  If you need a
      quick knockdown, tho', just use the Hold Kick (T) to get around that.  Since
      enemies--including most who instantly break grapples--generally take more time
      to break a grapple if they are stunned or staggering around, or when their
      guard is broken, that's the general idea behind my whole "Slam Blow - Hold"
      thing.  Just make sure you time the Slam Blow so sidestep-happy types don't
      get a sidestep (for instance, by whiffing the first hit of your Rush Combo as
      they are in i-frames getting up from the ground), and you will either break
      their guard or get them to stagger slightly, which will ensure a grapple for
      most opponents.
     - Grapple breaking: Whoops--you didn't notice someone had you in their grasp,
      and you were thrown!  There are ways around that--and the best is probably the
      "away + S" meant to kick pursuing foes when you are grabbed.  Though the guy
      holding you can still supposedly enter enough button-taps (they don't really
      have to, being the computer) to throw you, they still have to wait for your
      entire kick animation before they can.  Use this time to mash the heck out of
      X or O (if you have the reversal throw) during your strike, and hope you
      entered enough taps to break or reverse the throw.
     - Downed opponents: or, to pursue, or not to pursue?  You pretty much only have
      three or four options against downed guys:  to hit them with a pursuit, to hit
      them with an Extreme Pursuit Heat Action, or to Foot Grab them when you're in
      Heat Mode (the forth is kinda moot, in a way; it's to grab another guy and do
      the Heat Move where you drop them onto the downed opponent).  I prefer not to
      do Heat Moves against downed foes for a few reasons.  For one, the kick
      version (when they're face-down) doesn't do much damage.  For another, you
      have to get popped kinda into "cinema" mode to watch the Heat Action--but
      other foes can regroup in that time.  That means that when you're dumped back
      into gameplay, everyone who was on the ground or whatever could be all
      standing right on top of you.  Now...you will want to pursue foes or grab
      their feet a lot, because you will then force them to stop lying on their
      backs all day as they will automatically enter their "get-up" animation (which
      is invulnerable).  The beauty of the Foot Grab is that you will not use all
      your Heat Energy from an Extreme Pursuit, but you'll still have an answer for
      them just lying on their back all day--plus, since it's a grapple, you can
      throw them and hit the opponents around you--and you don't even need to push
      the button a million times if they're heavy!
    Enemy Attack List
    I'll list the attacks enemies do and say what they like to do after sidesteps,
    and such.
      - Wild Overhead
       Slow wind-up, slow recovery
      - Wild Overhead, Roundhouse Kick, Wild Overhead
       Slow wind-up, slow recovery on all three
      - Spin Kick
       Very slow wind-up, slow recovery
      - Headbutt
       Slow wind-up that avoids highs, super armor.
      - Twin punches
      - Wild Overhead
       Slow wind-up, slow recovery.
      - Wild Overhead, Roundhouse Kick, Wild Overhead
       Slow wind-up, slow recovery on all three
      - Spin Kick
       Very slow wind-up, slow recovery
      - Shoulder charge
      - Poke
       Wind-up avoids highs.
      - Wild Overhead
       Slow wind-up, slow recovery
      - Wild Overhead, Roundhouse Kick, Wild Overhead
       Slow wind-up and recovery for all three
      - Leaping Overhead Hammer
       Very slow wind-up and recovery.  Watch for them to do this when they're at a
      - Body Blow
       Faster than it seems.
      - Rush-in Grapple
       Long active window, very slow recovery.
      Sidestep preference: Leaping Overhead Hammer
      - "Power Up" automatically activates at low health, activates "Super Armor"
      STANCE:  Super Armor (note:  has super armor)
      - Spinning Backfist
       Knockdown.  Long active window, slow recovery
      - Leaping Overhead Hammer
       Very slow wind-up and recovery.  Distance move.
      - Rushing Shoulder Charge
       Very slow wind-up that tracks.
      - Rush-in Grapple
       Long active window, very slow recovery.
      - Special Throw (throw)
       You get less of an escape window and a nice little cinema for a throw.  And
      Sidestep preference: Spinning Backfist
      Once a brute has entered the Super Armor mode, all you can do is hope to
      throw them.  They'll break throws a lot, naturally--but you can force them
      to stagger because they will curiously try to block the Slam Blow as they get
      up from a knockdown and have their guard broken.  I say "curiously" because
      they pretty much don't need to guard because of the Super Armor.
      - Mongolian Chop
       Knockdown.  Super armor.
      - Drop Kick
       Relatively long wind-up and recovery.  Knockdown.
      - Rushing Overhead Hook
      - Quick Jumping Overhead Hammer
      - Overhead Chop
      - Overhead Chop, Horizontal Chop, Mongolian Chop
       Knockdown.  Super armor for the last attack.
      PARRY:  Overhead Chop
      - Ducking Straight
       Wind-up window avoids highs
      - Right Hook, Left Hook
      - Jog Around
       Kind of like super armor effect.
      Sidestep preference:  Ducking Straight or Right Hook, Left Hook, but almost
       always attacks after a side-step.  Very prone to side-stepping.
      - Straight Kick
      - Low Kick
       Basically unblockable (low)
      - Flying Knee
       Long wind-up, long recovery.  Distance move.
      - Quick Spin Kick
      - Straight, Straight, Backdash
       Wind-up of straights avoids highs, backdash is an evade.
      - Straight, Straight, High Roundhouse
       Wind-up of straights avoids highs, roundhouse is a knockdown.
      - Straight
       Long wind-up window, super armor
      - Straight, Straight, Spin Kick
       Long wind-up window, super armor...spin kick knocks down.
      - Roundhouse
       Knockdown, super armor
      - PARRY:  Straight
      Sidestep preference:  Straight
      Bait them into blocking and parrying by tapping them with rush combo moves,
      then respond.  They usuall break throws a lot, so remember to get them to
      stagger or guard break first.
      - Chop
       Slow wind-up that sort-of sidesteps
      - Body Blow, High Kick
      - Reversal Stance
       While getting into the stance, the two enemies with this have super armor.
      STANCE:  Reversal
       All attacks are automatically reversed except the grapple.
      Bait them into getting into their reversal stance with one or two rush combo
      attacks, then throw them.  They usually break throws unless staggering or
      guard broken or in reversal stance.
      - Ducking Poke
       Wind-up evades highs, active window reaches very far and is fast.
      - Side Kick
      - Twin Jump Kicks
       Long wind-up, active, and cool-down windows
      Sidestep preference:  Twin Jump Kicks
      Bait most of them into side-stepping and then evade their jump kicks or guard,
      unless you are surrounded.  They are quite active, so in the three fights
      against a crowd of them, be sure not to get over-extended too much unless
      you've gotten far enough away from the crowd or gotten enough of them down.
      In fact, the three fights against them in Meet Master White Lotus are pro-
      bably the hardest group fights in the game--not just because they will side-
      step into twin kicks, which is slow and far-reaching, but because they will
      stand behind the guys you're hitting and reach through them with their fast
      pokes, which are annoyingly good at interrupting and comboing you.  Best
      things for this are to grab the small guys and immediately throw them for
      some i-frames--or use the Finish Hold if you're in Heat.  If you grab a big
      guy and don't have the Acala Belt (which you probably don't at that point),
      hit T and kick them and hope you don't get poked out of it.  You can rely on
      Master White Lotus to thin the crowds as she uses the Energy Palm instantly.
    TAEGWEONDO / TAEKWONDO (Man In Black, Gweon Cheolsu)
      - Sidestepping, Arching High Kick
       Stuns.  Seemingly unblockable as he moves to the side.  Turn towards him to
      - Somersault Kick
       Long recovery.  Knockdown.
      - Leaping Kick
       Long active and cool-down.  Knockdown.  Prefers this at a distance.
      - Jog Around
       Similar to boxers.
      - High Spin Kick to Jumping Spin Kick
       Second hit is a knockdown.
      Sidestep preference:  Sidestepping, Arching High Kick or High Spin Kick to
       Jumping Spin Kick
      This guy likes to guard a lot, instantly breaks throws often, and sidesteps
      after a guard break.  The only really annoying thing about him is his stunning
      kick.  He'll sometimes do two or three of them in a row.  Hold the guard
      button down if hit by it and there may be enough of a delay to block a follow-
      up attack.
      - Knife/shuriken throw
      These guys move away from you as you close in.  Time a sidestep to get in
      close and mess them up.  Note that their throw is a normal attack, so you can
      reverse it during the wind-up window with the Komaki-Style Unbeatable
      Reversal when close.
      - Overhead slash
      - Dashing slash
      These annoying guys like to lurk far off and dash in.  You'll see a lot of
      them in the Osaka Castle.
    SENTINELS (big guys with two-handed weapons such as Ottomans)
      - Overhead Hit
       Unblockable knockdown.  Invulnerable.
      - Two Big Swings, Overhead Hit.
       Knockdown.  Super Armor.  Guard Break.
      - PARRY:  Overhead Hit
       Unblockable knockdown.  Invulnerable.
      These guys pretty much always have super armor.  You may see them get into a
      "block" stance.  This is because their overhead hit is a parry; they need to
      guard your attack to do it.  Hit them with weapons or get close enough to
      start the Charge Kick or Lotus Palm charging.  This will generally duck their
      attacks.  When they miss, release the button.
      - Weapon Strike (at close range)
      - Fire Weapon
      These guys permanently move away from you until they fire.  Note that their
      shots are actually normal attacks, so if you're close, you can do the Komaki
      Unbeatable Reversal--but you will probably already have the Harquebus Muffler,
      which is specifically designed for them and takes precedence, so it will come
      out instead once learned.  Sidestep and get in close, then mess them up.
    GUN EXPERT (Ji Yeongmin, Mystery Assassin, etc.)
      - Mad Dash
      - Turning Aim-and-Fire
       Long wind-up window.
      - Weapon Strike to Fire (at close range)
      - Reload
       Not an attack--this is an opportunity to get in there and hit them.
      Sidestep preference:  Turning Aim-and-Fire
      They dash around like the guy in "Try and hit me!"  So, you can corner them
      and try rush combos into back-turning attacks when they are near a wall.
      Otherwise, wait until they give a vocal cue and sidestep correclty to get in
      close and mess them up.  Staggering them and then grappling is advised.  The
      Harquebus Muffler Heat Move works on them, but as they dash around, your
      window of opportunity may be small.
    GIM (big brute of the two Jin'gweon guys in Emoto's) (or, Jin'gweon A)
      - Twin Wild Hooks
      - Jumping Overhead Hammer
       Distance move.  Long wind-up and recovery.
      - Rush-in Grapple
       (only when Choei is active)
       Activates QTE:  Tap Square to damage both
      - Leg Hold
       (only when Choei is active)
       Happens when Kiryuu is near Gim while he is down.
       Activates QTE:  Tap Triangle to damage both.
      SUPER PURSUIT:  Automatically activates when knocked down at low health, but
       Choei needs to be still active.
    CHOEI (kickboxer of the two Jin'gweon guys in Emoto's) (or, Jin'gweon B)
      - Straight, Straight, High Kick
       Last hit is a Knockdown.
      - Shin Kick
       Unblockable (low)
      - Rush-in Grapple
       (only when Gim is active)
       Activates QTE:  Tap Circle to damage Gim
      - Leg Hold
       (only when Gim is active)
       Happens when Kiryuu is near Choei while he is down.
       Activates QTE:  Tap Circle to damage both.
      SUPER PURSUIT:  Automatically activates when knocked down at low health, but
       Gim needs to be active.
      - Knife throw
      - Triple knife throw
      - Sweep
       Unblockable (low).  Knockdown.
      Not much to say here--just take out his underlings, who all throw knives,
      and then stay close.  He sidesteps a lot, but that shouldn't be a problem.
      Once you've taken out his underlings, Sayama will help by focusing on him.
      - Jumping Side Kick
       Slow active window.  Usually misses.
      - Quick Kick
       Long recovery.
      - Spinning Backfist
       Knockdown.  Long active window, slow recovery
      SUPER PURSUIT:  Automatically occurs when knocked down at low health.
      - Two Fierce Hooks, Fierce Side Kick
       Super Armor.  Last hit is a knockdown.
      - Sidestepping Fierce Straight
       Super Armor.
      - Flaming Backhand
       Super Armor.
      - Stagger to Flaming Backhand
       Usually occurs after you land a Body Blow.  Super Armor.
      - Stagger to Flaming Uppercut
       Floats.  Usually occurs after you land Uppercut or Slam Blow.  Super Armor.
      - Fierce Side Kick
       Knockdown.  Super Armor.  Very slow wind-up, active, and recovery windows.
      - Healing Charge
       He gets health back.  Super Armor.  Hit him a lot during it, or simply grab
       him to end the health recharge.  In the final fight, he will enter Super
       Armor mode after this.
      - Double Headbutts (throw)
       His grapple has an extremely short escape window.
      Sidestep preference:  Sidestepping Fierce Straight (super armor)
      QTE:  X, T, S (punches)
      FINAL QTE:  T (cross counter--only happens at the very end of the last fight)
      SUPER PURSUIT:  Automatically occurs when knocked down at low health.
      Bait him into the sidestepping fierce straight and respond.  Otherwise, land
      a Combo Finish and wait for him to respond with one of his two staggering
      responses, then respond to that.  He's rather easily thrown, too.
      - Backhand slice
       Super Armor.  Unblockable.  Knockdown.
      - Flaming Backhand
       Super Armor.
      - Two Fierce Hooks
       Super Armor.
      - Sword Uppercut
       Launches.  Unblockable.
      - Quick Slice, Quick Slice
       Knockdown.  Unblockable.  Super Armor.
      - Stagger to Sword Uppercut
       Usualy occurs after a Body Blow.  Super Armor.  Unblockable.
      - Fierce Swipe to Fierce Side Kick
       Knockdowns.  Super Armor.  First hit is unblockable.  Very slow wind-up and
      - Pouncing Slice
       Knockdown.  Unblockable.
      - Healing Charge
       He gets health back.  Super Armor.  Grab him to stop the health recharge.
       Also activates super armor for the remainder of the fight.
      QTE:  X, Square, Circle, Square, Triangle (sword swipes)
      SUPER PURSUIT:  Activates automatically when knocked down at low health.
      Basically the same deal as above with aesthetic differences.  Note that the
      Super Extreme Pursuit is unique to this fight.  Best advice is to give him
      a wide berth because of his huge sword reach, wait for him to miss, and then
      grab him--especially with the Hercules Glove equipped.
      - Extreme Sidestep
       Almost no cool-down or wind-up, so he can do several of them in a row.
      - Lunging Twin Slashes
      - Fiery Straight Punch
       Long cool-down.  Knockdown.
      - Leaping Overhead Stab
       Unblockable.  Long cool-down.  Prefered move at a distance.
      - Lunge, Twin Spinning Kicks, Slash, Fiery Straight Punch
       First and fourth attacks are unblockable.  Last has long cool-down and is a
       knockdown.  Evade the fourth attack to your left when facing him, if poss-
       ible.  Whiff your first hit and land the second to stagger him and try to
      - Back Kick
       Uses this when you're behind him.  Watch out as he sometimes cancels his
       long attack string with this if you get behind him.
      - Sweep
       Knockdown.  Unblockable (low).
      - Taunt
      Get-up preference:  Sweep
      QTE:  X, T, X, T (sweeps and slashes)
      SUPER PURSUIT:  Automatically occurs when knocked down at low health.
      You'll never be able to throw him in this game, as you can only fight him in
      the Ronin GP at the Arena (meaning, you'll always have a weapon).  However,
      since you always have a weapon, it might not be a bad idea to block as much
      as you can until your Heat Gauge charges and then just wait for a slight
      opening to hit the T and do your Extreme Weapon Attack.  Note that succeeding
      during the QTE will charge your Heat Gauge.
     Form 1
      - Overhead Double Hammer
      - Twin Hooks
      - Rush-in Grapple
       Activates QTE:  Tap S, tap S, tap S (smashing against a wall)
     Form 2:  Kali Sticks
      - Kali Fury
       Long wind-up, active, and cool-down.  Invulnerable.  Knockdown.
      - Kali Combo
      - PARRY:  Kali Fury
     Form 3 (once Kali sticks are destroyed--Super Armor)
      - Three Hooks, Overhead Hammer
       Super Armor.
      - Overhead Double Hammer
       Super Armor.
      SUPER PURSUIT:  Activates automatically when health is low and knocked down.
       Activates QTE: tap T, tap T, tap T, tap T
      Easily defeated by using the "stagger or guard break - grapple" strategy.
      Watch for the "ding!" when he does his invulnerable move during form 2.  He
      will do this after a successful guard.  Wait for it to end and then whiff a
      S and hit T to time an easy stagger opportunity.
      - Katana combo (similar to Kiryuu's four-hit string w/katana)
      - Quick Slash
      - Charge Slash
      - Overhead Leaping Slash
      Sidestep Preference:  Quick Slash
      QTE 1:  T, X, Tap X, Tap T (in the garden)
      QTE 2:  S (upstairs)
      SUPER PURSUIT:  Automatically starts when knocked down at low health.
      He responds to sidestepping with way too quick an attack to respond.  He
      can be defeated by the whole "slam blow - hold combo" stuff pretty easily,
    BOSS:  BIG CAT (Tigers, except The Diablo, a lion)
      *NOTE:  No grapples, Finish Holds, O reversals, or Unbeatable Reversals work.
      *NOTE:  They can only be knocked down at certain intervals as their damage
       goes down.
      - Paw Swipe
       Super Armor.
      - Bite
       Fast wind-up.  Super Armor.
      - Overhead Double-Paw
       Knockdown.  Relatively long cool-down.  Unblockable.
      - Pounce
       Knockdown.  Long wind-up window, long cool-down.  Unblockable.  Super Armor.
      - Bite, Overhead Double-Paw, Pounce
       Second and third hits are Knockdowns.  Relatively long cool-down.  Super
      - Turning Swipe
       Super Armor.  Does this when Kiryuu is behind or to the side.
      - Roar
       Super Armor.  Only happens during the boss fight when both tigers are active.
      QTE:  Tap X, O, tap T (only during boss fight when only one tiger is left)
      SUPER PURSUIT:  Automatically happens when knocked down at low health.
      When squaring off one-on-one, it's a bit easier.  You basically don't want to
      sidestep too often as it's kinda pointless.  Just respond after blocking an
      attack with either a Slam Blow, Body Blow, or Uppercut--depending on how much
      life is left.  Sometimes, you can get the Hammer Hook to land, but it misses
      quite often so I don't recommend it.  Note that you can block their attacks
      once you've gotten the Diamond Wall status from the Master White Lotus side
      - Mad Dash
      - Bullet Spray
       Long wind-up, active window, and cool-down.  Super Armor.  Only does full
       spray if Kiryuu stays in front of him.
      - Bullet Burst
       Long wind-up and cool-down.  Super Armor.  Does this if Kiryuu gets to his
       side or back during the wind-up.
      - Gun Bash
       Only does this when you're close to him.
      - Reload
       Not an attack--this is an opportunity to get in there and hit him.
      Sidestep preference:  Bullet Spray or Burst (depending on where you are)
      QTE 1:  O, X (falling i-beams)
       Watch for this one as it does considerable damage if you fail.
      QTE 2:  Tap X repeatedly (reloading)
       Only happens when he's low on health.
      SUPER PURSUIT:  Automatically happens when he's knocked down on low health.
      Best advice for him is to throw out light attacks so he starts his slow
      wind-up before firing and get to the side, and then a little bit away so you
      can whiff an S and then do a T for a Slam Blow--or even 2 S's and a T for a
      Body Blow, if you'd like, then grab him and do the Hold Combo.  Slam Blow -
      Hold Combo - Foot Grab - Throw trap works just fine so long as you miss the
      weak attacks, but you can't win the entire match this way as QTE 1 will
      automatically occur at set intervals and you will have your positions reset.
      - Roll or Backflip
       He dodges a lot--even when not attacked.
      - Slow Triple Axe Attacks
       Very slow recovery.  Guard and punish him.
      - Axe Combo
       Very long recovery period.  Guard and punish him.
      - Axe Uppercut, Uppercut, Axe Dance
       A long combo with a long recovery period.
      - Lunge, Twin Spinning Kicks, Axe Slash, Fiery Straight Punch
       Last attack has long cool-down and is a knockdown.  Evade the fourth attack
       to your left when facing him, if possible.  Whiff your first hit and land
       the second to stagger him and try to follow-up.
      - Sweep
       Knockdown.  Unblockable (low).
      Get-up preference:  Sweep
      Not much to say here.  He's kinda like Kamiyama, but without the invulnerable
      Kali Fury or the Extreme Sidestep of Majima's.  Just stun him with a Slam
      Blow (or whatever) and Hold Combo--especially if you have the Hercules Glove
      equipped.  "Special" Heavy; doesn't get fazed by attacks heavily, even at
      full Heat.
      - Turn and Shoot
      - Fall and Shoot
       Unblockable.  Avoids highs as he falls to the ground.
      - Gun Bash Combo
       Similar to the Kali Dance combo of Kamiyama, Amon Kazuya, and Chef Jeong.
      - Double Fire x 5
      Get-up preference:  Helicopter Rising (unblockable low)
      Your standard "gun expert"--plus a combo.  Nothing really interesting here;
      he doesn't even really dash around like your usual "gun expert."  "Special"
      Heavy; doesn't get fazed heavily by attacks, even at full Heat.
      - Fire Grenade
      - Gun Bash
      Sidestep preference:  Gun Bash
      Does a lot of damage and has a big life bar--and is a "Special" Heavy who
      does not get fazed by heavy attacks like a normal Heavy, even with Pow.2.
      Other'n that, nothing much to say.
      Form 1:  Grenades
      - Grenade Throw
      - Roll/Flip
       His evade.  Usually follows with a grenade.
      - Triple Grenade Throw
      - Sweep
       Unblockable (low).  Knockdown.
      - Quick Jumping Overhead Hammer
      - Flaming Straight Punch
       Just like Majima's.  Knockdown.
      - Charge
       Enables Extreme Extremeness.
      - Extreme Extremeness
       Does HEFTY damage and is unavoidable, like a QTE.
      Form 2:  Exploding-Rounds Gun
      - Turn and Fire
      - Triple Fire
      - Jumping Kick
       Distance move.
      - Sweep
       Unblockable (low)
      - Kali Fury (without Kali sticks, tho'?)
       Unblockable, knockdown, invulnerable.
      - Charge
       Enables Extreme Extremeness.
      - Extreme Extremeness
       Does HEFTY damage and is unavoidable, like a QTE.
      PARRY:  Kali Fury
      Get-up preference:  Sweep
      Form 3:  Twin Plasma Swords
      - Kali Fury
       Unblockable, knockdown, invulnerable.  He will do this to activate the form.
      - Slow Triple Kali Attacks
       Very slow recovery.  Unblockable.  Stuns.
      - Kali Combo
       Very slow recovery.  Unblockable.  Stuns.
      - Kali Dance
       Very slow recovery.  Unblockable.  Stuns.
      - Lunge, Twin Spinning Kicks, Kali Slash, Fiery Straight Punch
       Last attack has long cool-down and is a knockdown.  Evade the fourth attack
       to your left when facing him, if possible.  Whiff your first hit and land
       the second to stagger him and try to follow-up.  "Kali" in this case is his
       unblockable, stunning plasma swords.
      - Charge
       Enables Extreme Extremeness.
      - Extreme Extremeness
       Does HEFTY damage and is unavoidable, like a QTE.
      - Sweep
       Knockdown.  Unblockable (low)
      PARRY:  Kali Fury
      Get-up preference:  Sweep
      This guy may see impossible until you equip the Hercules Glove.  He is a
      "Special" Heavy, he has high defense (especially against Heat Moves), etc.
      All the usual stuff you'd put on the "super" boss.  He switches forms based
      on health.  All bombs pause a moment and then explode, so you will definitely
      want to avoid them after he throws/shoots them.
      If you equip the Hercules Glove, he's a pussycat.  It takes a long time, but
      you can easily just stun him with something like a Slam Blow and then Hold
      Combo, Foot Grab, repeat.  The only caveat is really that he will sweep you,
      which will knock you down if you're not in Heat Mode--so don't stomp him; just
      wait for him to start to stand up before using your Slam Blow.  Keep Staminans
      handy, just in case.  Easiest Amon besides the first game's "use the shocking
      sword over and over" tactic.
    There are basically two types of fight in this game:  one-on-one (bosses) and
    group fights.  Generally, you will be in a group fight.  In order to survive,
    here are some notes:
    GROUP FIGHTS:  As I've noted many times in the guide, what you will basically
    be doing during group fights is not leaving yourself over-extended.  This means
    that a lot of moves have a long period of cool-down or wind-up--you don't want
    to be caught and interrupted during those in a group fight.
      What's the solution?  Well, the Cancel Sway is definitely your friend, but
    you may also want to use grappling a lot.  The Finish Hold is good in that you
    can guarantee invulnerability in a group--and your throw will probably knock
    some guys down, which is nice.  The regular throw is also invulnerable, but
    until you get the Acala Belt, you will probably have to go through the whole
    "tap the button a lot!" thing as most enemies are either Heavy or Medium.  I
    recommend doing a back-turning attack during a hold to knock guys away or simply
    kicking them with T--which actually has a longer wind-up than it should and can
    be interrupted.
      Note that all other enemies besides the guy you are facing will always wait
    to get behind you and look for an opening.  This is why so many enemies side-
    step like mad, for instance.  Their slow attacks can actually go right through
    the guy you're hitting, so be careful of that!
      You should use Rush Combos and back-turning attacks often, then look for an
    opportunity where you're far enough away from others to separate one from the
    crowd, and go ahead and punish him.  Remember that the Unbeatable Reversal works
    wonders in that it hits enemies even in the wind-up period of their attacks--and
    bear in mind that any Heat Move will pretty much reset everything so that every-
    one can be mobbing you like mad right after it's finished.
    ONE-ON-ONE FIGHTS:  Stunning and grappling is, indeed, your friend.  In fact,
    most one-on-one fights can easily be won this way (even against the Amon clan).
    There are a few one-on-ones that require a bit more finesse...I think I've
    covered them above in their appropriate move lists.
    2c.  Tips for Making Money or Experience
    One of the frustrating aspects of this game is that there are experience caps
    for each level.  Well, kinda.  After you reach a certain amount of experience,
    enemies will simply bow in respectful greeting to you rather than go "oy!" or
    whatever and try to pick a fight.  Most of them will simply disappear from the
    map entirely.  So, if you're trying to build up solely by fighting...you'll
    only get so far.
      What to do, then?  Well, I highly advocate pausing at points in the story--
    even when the game is urging you to race to your next objective--and take care
    of any and all side missions available.  I do this after enemies stop fighting,
    so that I have their experience, also.  Bear in mind that the cabaret club girls
    are, in and of themselves, side missions--and so, you should do them when you
    can for their 2,000 experience each.  I usually save them for the end of the
    chapter, along with Host Club Adam and managing Hostess Club Marietta.  Why?
    Because you need to have active game time lapse both to get the girls to meet
    you for their "after" date and--mind you, this takes even longer--for their
    "escort" date.  At the same time, both Adam and Marietta have such waiting
    periods.  It's usually 3 minutes of waiting between "days" for Adam and Mari-
    etta, but Marietta also has some 3+ hours after the final fight for the story to
    conclude.  You can just put a rubber band on the left stick, holding it up and
    to the left, and run Kiryuu into a corner (such as the one in the parking lot)
    for this time, if you'd like--"time" doesn't advance while you're paused, even
    if Kiryuu's just standing there, musing that he should go do the next story
    point.  My advice for Marietta, if you want, is to just turn the TV off or off
    the input and do other stuff for a few hours....  But, you can opt to just go
    ahead with the story and come back to the entrance to see if Kiryuu says "hmm,
    it's closed" or if he decides to go in because the lights are on (there is no
    graphical difference, I think).
      Anyway, I use the time running from club to club to try and get the girls,
    Adam, and Marietta done at the same time in Chapter 5.
      Speaking of the girls...you'll notice that they take a lot of money.  Not so
    much that you'd pull your hair out, if you opt not to order champagne or buy
    them gifts (neither of which are worth it at all; the most you get is 1 heart).
    But that final girl, Nana...you'll need 10 million yen to complete her story!
      That brings up the other annoying thing you may encounter in the game:  money.
      For those who really wanna take care of business as quickly as possible, I
    will, therefore, list ways to get money and to get experience, some of which are
    kinda/sorta cheat-like.
    - MONEY -
    1.  Side Missions.  Of course, fighting gives money, but once that dries up...
      what then?  Well, you can usually get a decent amount of money from side
      missions.  Bear in mind that many side missions give you things to sell.
        One mission in particular should not be missed.  This is the "Agent of
      Vengeance" series.  Once you're done with the final one, be sure to refuse
      the money you're offered, and you'll get a clue to a safe combination.  Go to
      the building you had the final fight in (near the coin lockers in Shoufuku)
      and Kiryuu will be like "Huh, come to think of it, I got that clue" or some-
      thing.  Once inside, go to the safe and enter 5-7-5-7-7.  THIS WILL GIVE YOU
      5 MILLION YEN.
    2.  Sell items.  You can sell all items except weapons at either Ebisuya Pawn
      Shop location.  Some items are a no-brainer that they should be sold right
      away, such as the 10G Coins or Lacquer Plates.  These items actually only
      exist to be sold.  In fact, if you do well at gambling, you should redeem
      your winnings for Gold Plates or whatever--because, that's the only way to
      cash in (use the chips for plates, take them to Ebisuya, sell them).  It's a
      bit cumbersome, I know, but that's how you do it.
        I also would like to point out that you can get some pretty decent cash
      from selling a few things from side missions, like the Albatross Akagi's
      5-Iron from his mission, or the 1000G Coin from the Shogi 2 mission, pretty
      early on.  In fact, I recommend that when you get to Chapter 5, you do the
      Dragon Palace side mission straight away, with food in your inventory, and
      just go up and play Shogi 2 times (you can start the game and quit), and then
      do Shogi 2.  Why?  Because there's a pretty reliable system to it (not 100%,
      but pretty close).  I'll list it in the missions section, but if you can get
      it (which isn't hard), you can sell it for 500,000 yen.  It helps because
      hostesses, Support Sunflower (1-4), and Marietta are all available early on,
      worth the experience, and use a grip of cash.
         1.  The weird "healing" energy drink things you find in action stages.
           Not worth it.
         2.  Bai Ling Water.  USE THIS IMMEDIATELY.  You only get them from coin
           lockers, I believe, but they are basically there to be used, because
           they grant 1,000 experience when you do.
         3.  Accessories.  (Not ones like watches or necklaces, or whatever, that
           are meant to be gifted to cabaret club girls)  Things like the Black
           Belt or whatever...I don't sell, unless I have multiples.  There are a
           few you get tons of (such as the Black Belt and Yakuza Muscle Trainers),
           especially from fights at the arena.  These, naturally, you should sell
           your duplicates of.  But some items you can only pretty much get one of.
         4.  Special items for gambling.  If you've already checked off a mini-
           game on the list by winning a lot at it, great!  Go ahead and sell the
           BJ Charm, or whatever.  However, one I would never, ever sell would be
           either the Black or Red Gem.  You'll see why in a bit--it can make you
           quite rich!
    3.  Sell weapons.  During fights or action stages, many of the weapons you get
      either by knocking them from enemy hands or by simply finding them lying about
      the map can be stowed away.  Simply pause as you pick them up, go into the
      Items menu, select it (it'll be on the upper left-hand corner) and hit the
      Circle (X for Western release) button.  This should remove it and put it in
      one of your three, blue slots for weapons.  I usually go into action stages
      with no weapons so I can pick three up.
        Especially good to sell are guns and "famous swords."  Shotguns net a pretty
      decent amount of cheddar.
        To sell weapons, you will need to find an arms dealer.  There are three who
      will buy weapons (armor, too, but you can sell that to Ebisuya, too).  The
      first one you will encounter in the story is in the Dragon Palace's 5th
      floor in the northeast, near the stairway that used to go to the roof in the
      first game (it's blocked off in this game).  The secret shop at Beam and the
      weapons dealer "Tatsu" (in his Soutenmaru boat) will also buy stuff from you,
      but you need to open them up through side missions later in the game than the
      5th chapter (you'll need to do a side mission in Ch.5 to get into the Dragon
      Palace, but it's a rather easy one).
        Note that you can sell things in your Items Box--same as you can to the guy
      at the pawn shop.  This is particularly good in the HD remake, as you can use
      the Items Box at any save point, rather than in the original release, where
      you had to use an actual Items Box or go to your Hideout.
    4.  Not impressed by my suggestions?  Well, try THIS one on.  This is how to
      really make it rich quick!
        Well OK, I lied.  It's not the quickest thing ever.  It requires a bit of
      patience, quitting, and reloading from a Save Point.
        I'm talking, of course, about Roulette.  On Roulette, you can bet 1,000
      chips on any single number--and then get paid off 36 times your bet.  That's
      36,000 chips--or a whopping 3,600,000 yen!  What really is a bother about
      this is that you will have to then buy 36 Gold Plates, carry them to an Items
      Box (again, the HD remake is WAY better because there's a save point much
      closer than your Hideout--unless you do it in the Sai no Kawara gambling
      area; simply walk across to the Arena and use that box), stow them, and then
      go to Ebisuya and sell them all.  It does take time, but it's not the end of
      the world.
        Doing it naturally is annoying, because your chance is 1/38 that you will
      strike it rich.  Plus, the game is probably programmed to stack it with an
      even lower chance.
        So, what to do, eh?  Well, you can get a Black Gem from the coin lockers in
      Soutenbori.  I would recommend doing so.  If you use it right before you talk
      to the guy at Roulette, the next spin will come up black.  That cuts it down
      to a 1/18 chance.  That's like 5.5%.  If you don't mind restarting over and
      over, you can then spend only 100,000 yen (10 man yen) and end up netting
      3,500,000.  But if you're like me, you don't really like those odds, so I
      will usually pick three random black numbers and go ahead and spend the 300K
      to net 3,300,000.  That gives you a 1/6 chance.  If you don't like those
      odds, you can always go up to 60,000 and pick 6 numbers, giving you a 1 in 3
      chance--and you'll still walk away with 3,000,000 yen!
        The really cool thing?  Guess what?  The "Beast Survivor's Match" at the
      Arena will randomly (though, rarely) give Red Gems.  These are like the Black
      Gems, but they make the next spin always come up on a red number--so just do
      the same thing, but bet on red numbers!
        It sounds annoying (and it kinda is), but trust me...just try it and you
      will probably have a big payoff in some 15 minutes or so of trying.
    5.  Premium New Game time!  So, you didn't do the side stuff and you have an
      awful lot to spend your dough on in Premium New Game--but your wallet is
      hurting, eh?  Well...if you can make it through the story without continuing,
      your rewards can be pretty substantial.  Heck, if you have the Extreme
      Extremeness attack, it's probably fairly easy to just muscle your way through
      the bloody thing.  Just keep doing that over and over and collecting the
      reward, if you want.
    6.  Premium New Game?  Completed the restaurant menu items & booze lists?  Well,
      when you talk to Bob Utsunomiya near the "Kamuro District" sign in the south-
      east of the map, you should be able to get the "Dragon Sarashi" armor.  This
      item sells for 60,000 yen, and you can keep going back to Bob and getting
      more.  It's a bit of a nuisance, but you can keep going back and forth to
      the Pawn Shop and Bob and keep selling it over and over and over, if you wish.
    1.  Side Missions.  Again, this is a great way to get experience.  I usually
      reserve side missions until the thugs stop fighting me (boo-hoo).  This way,
      I reach the experience cap, and then I get all the hefty amounts of exp. from
      side missions on top of that.  In fact, for most of the game, I'll have no
      thugs even wanna duke it out.  It's only the last two chapters where they're
      suddenly raring to go (at which point, if you're fully built-up, unless you
      want to defeat all the Encounter Bosses--which is pretty much only good for
      items and yen--you may as well equip the Lucky Beads item, which can be ob-
      tained at the casino in the Dragon Palace's 1st floor).
    2.  Dining at a restaurant with either cabaret club girls on dates or when
      Sayama is tagging along.  For some reason, the sit-down restaurants around
      town such as Zuboraya or Kanrai will allow you to buy each and every single
      item on the menu when you're on a date.  It's expensive, but it usually gives
      over 1,000 experience points.  If you're on a date with a cabaret club girl,
      you may want to just order the one item she likes for her, then order the
      gamut for yourself--if you order the wrong stuff, they usually lose a half a
      heart (oh, no!).
    3.  Bai Ling Water.  This is a rare item--in fact, I think it's only available
      in the coin lockers.  If you get ahold of one, use it!  Its entire value is
      to give you 1,000 experience.
    4.  The Arena.  The first time you clear a tournament at the arena in the Sai no
      Kawara pleasure quarters, you will get a nice, big chunk of experience.  The
      first time you encounter a certain entrant at the arena, you get a nice chunk,
      too.  Beyond that, the way to get experience is to do things like use Heat
      Actions, not get knocked down, land the Tiger Killer, and knock the opponent
      down.  You'll hear the crowd cheer loudly when you do something cool.  It's
      not a TON of experience--except for I usually get a nice chunk for Magnum
      Force and Maximum--but it's not bad.
    5.  The Yamazaki 50-Year.  This is a very expensive way to go about it, but if
      you don't mind also doing money-making stuff such as hitting it big on Rou-
      lette a few times, you can get a lot of experience.  In fact, it's possible
      to fully build up by Chapter 8 except moves you get from the acupuncturist
      (but you'll be at a high enough level to be able to do all of those except
      the Komaki-Style Flowing Catch, which can only be obtained in Chapter 16).
      Oh, and the ones you get from side missions, naturally, too.
      Anyway, here's the skinny:  1.  fill up your inventory with Boss Sugar-Free
      Black Coffees from M Store or Don Quijote (Don Quijote is cheaper).  2.  Be
      sober.  3.  Go to Bantam and order the Premium Malts (550 yen).  4.  Order
      the 50-Year-Old Yamazaki (50,000 yen).  You'll get 1,000 experience the
      very first time, but it gets cut in half in consecutive orders.  If you do
      this trick, each time you drink a coffee, have a beer, and then the Yamazaki
      50, you'll get 500.  5.  Drink a coffee.  6.  Order the Premium Malts.
      7.  Order the 50-Year-Old Yamazaki (500) experience.  Keep doing that.
      It's very expensive, and you need Bantam to be open for business first.  I'm
      usually all at Lv.8 or so by this point, anyway, so...yeah.  It doesn't
      factor in too heavily with me, but, still....
    When I so take my hand...whether so hurt to mess!  It's always to me!
    I'm sorry, was that weird?  Those are the lyrics to the wonderful opening you're
    probably enjoying.  Well, I don't know if "enjoying" is the right word.  Maybe
    just "experiencing?"
      Anyway, at the beginning of each chapter, I'll give its title and then I'll
    list any Missions that have become available.  Don't forget to shop and fight
    and do these missions, since I won't tell you explicitly to do them all in the
    story walkthrough.
      I'll also list the coin locker keys that you can find...but that may come
    later as I haven't yet put that into the FAQ (sorry!).
    3a.  Chapter 1
    The very first thing we are treated to in this game is a cinema that involves
    characters we haven't met yet.  Well, OK; one of them, we've seen before--Kazama
    Shintarou (who was re-named to "Fuma Shintaro" for the Western release of the
    first game).
      Hey!  Let's discoing!
        [cinema: 8a - I]
      That cop hiding behind the pillar is Kawara Jirou.  The guy in black with
    two guns shooting the other guy down is Kazama Shintarou.  After getting shot,
    the guy says stuff in Korean.
      "Our organization will never be destroyed, even if you kill me!" he says.
    "I'm sure of it!"
      Kawara waits for Kazama to leave, then approaches the mortally-wounded Korean,
    trying to help him.  The man points up the stairs.  "My child...please, save my
    child...." he gasps.
        [cinema: 8a - II]
      Kawara, of course, races upstairs to find the man's wife, who's about to jump.
    Kawara convinces the woman not to be too hasty and says, "There's no reason
    for this poor child, who's never done anything to anyone, to die!"  The woman
    gives in, and hands the child over, sinking to her knees.
        [cinema: 8a - III]
      That was twenty-six years ago.
        [cinema: 8a - IV]
      Another cinema starts.  This time, we see the present day in a district of
    Tokyo called "Kamuro."  Here, we see Yuuya, head host of the Stardust club,
    being threatened by Chinese mafia.  He sends them packing, and says things
    would be different if only Kiryuu were back in town....
        [cinema: 8a - V]
      Here, at the Millennium Tower, we see the head of Kazama's group, Kashiwagi
    Osamu, getting a report from an underling that there were incidents with a
    different syndicate.  He asks if it was the Kansai people (the Osaka region of
    Japan), but...it seems they were from a foreign country.  He then tells his
    underling he's more worried about the Kansai threat.
      It seems they're right at the edge of war with their old enemy from Osaka.
    After his underling leaves, he asks himself, "What would Kiryuu do...?"
      Here, at the top of the Millennium Tower (which was designed but never built
    in reality), a mysterious figure looks out the window and talks on a cell phone.
    He has a cryptic conversation about finally exactin the revenge of their fallen
    comrades 20 years ago, when he talks to the other person--who tells him to get
    the "fireworks" ready.
        [cinema: 8a - VI]
      Now, we see Kiryuu, the hero of our story, rolling around in bed, lost in his
    past.  The man he loved like a father, Kazama, confessed to him in his dying
    moments that he actually killed Kiryuu's real parents.  Kiryuu's best friends
    both died because of pride and because the world hadn't been fair to them.
      In walks Haruka, the girl he's been taking care of for the last year.  She
    has a bunch of flowers, and reminds him that today's the day they were going to
    take a trip to the cemetary to commemorate Kazama's death.  She tells him she'll
    make breakfast, and he smiles and gets up.
        [cinema: 8a - VII]
      Hey, let's go to the cemetary!  Fun times, eh?
      There are three graves of interest here, at the very end, on the left.  First,
    we have Nishikiyama Akira's, Kiryuu's rival and younger-brother-like figure.
    He was also the boss of the last game--kinda.
      Next, we have Sawamura Yumi's.  Yumi may have been the love of Kiryuu's life,
    a childhood friend who fell into bad situation after bad situation.  She stole
    money from Jin'guu, another boss from the last game and father of Haruka (that
    girl you're walking around with).  Oh, did I forget to mention that she's
    Haruka's mother?
      Finally, the big grave is for Kazama Shintarou.  When you look at it, Kiryuu
    will start to remember the past.  Choose the bottom choice to skip all that.
    You can actually check all three if you want an update to the events of the
    last game, or just skip them entirely.  When the game asks to confirm if you
    want to skip, the top choice is "yes."
      While you're lost in memories, the current head of the organization you used
    to belong to, the Toujou Association, comes to visit with you.  His name is
    Terada Yukio, a man who saved Kazama when people were surely targetting him in
    the last game to get the money he and Yumi stole.  Kiryuu was named the Toujou
    Association's new head by the former guy, Sera Masaru, but he immediately
    stepped down and handed the job over to Terada.
      OK, that was way too much to say and digest, but I hope that it sets some of
    the backdrop for the story this time, if you haven't played the first game.
      Terada tells his guards to stay behind, and comes to meet with Kiryuu.  Of
    course, leaving your guards behind means that trouble is just around the corner!
      Kiryuu and Haruka pray to Kazama.  Kiryuu mentions he's trying to take care
    of Haruka.
      Terada tells Kiryuu he has something to talk to him about.  He wants to form
    an alliance with the Oumi Alliance, the group in Osaka.  After the events of the
    last year, the Toujou has been in disarray, and he fears the Oumi will attack
    when they are weak.  Kiryuu refuses helping, saying he's no longer the chair-
    man--it's now up to Terada to handle this!
      Suddenly, Terada is shot.  Kiryuu asks what's going on, and they respond in
    Kansai dialect.  They throw the weapons of Terada's bodyguards on the ground,
    and say they were easy prey.
      Kiryuu tells Terada to lead Haruka off, and it's time to fight!
        [cinema: 8a - VIII]
      Just kidding--it's a tutorial.
      Follow the prompts on the screen and you should get experience for each test
    you pass.  First, they'll want you to do a certain number of "finish blows."
    To do these, you must do any string of Square attacks ended with a Triangle (in
    other words, Square x 1-4, Triangle).
      After that, they want you to do grapple attacks.  Hitting Circle will cause
    you to grab an opponent.  Hit Square x 3, Triangle, or Circle again, once you've
    grabbed someone.
      Next comes weapon attacks.  Grab a weapon--there's a broom and a pumice lan-
    tern sitting around nearby.  There's also an infinite number of ladels sitting
    in a bucket that can be used for ceremonial reasons at plaes like graveyards.
    Once you pick one up with Circle, you can use Triangle or Square to attack
      Next comes guarding.  Guard a certain number of attacks.
      Then, Heat Actions.  These are your super moves.  At this time, you can only
    grab someone and hit them against something in the environment or grab a weapon
    and us its special attack.  You can do these when the blue "Goku" kanji is
    flashing in the corner of the screen while you're in Heat Mode.  You'll see.
      After that, it tells you to dispose of the last guy however you'd like.  Then,
    it'll ask you if you want to go through the training again...chose "no" when
    you are ready with the bottom choice.
      Terada has only a slight wound, but then, well, suprise--a remaining Oumi
    member springs up and shoots at you.  Terada gets in the way and is hit square
    in the chest.
      Terada gives you a note, spattered with his blood.  He tells you to go to
    Osaka and meet with the Oumi Group and deliver the letter to Gohda Jin, their
    current leader.  He tells you to ask for the two to form an alliance.
      This is a big deal for yakuza syndicates.  As allied forces, well...I mean,
    right now, the two have had a long-standing rivalry.  It's not quite as bad as
    North Korea allying with the U.S., or anything, but it's still going to be a
    hard sell.
        [cinema: 8a - IX]
      In the ambulance, Terada dies.  So much for the whole "you're the head of the
    Toujou now, clown!" thing, eh?  Haruka understands Kiryuu has business to take
    care of, so she's gonna go stay at the orphanage Kiryuu grew up in, the Sun-
        [cinema: 8a - X]
      Kiryuu discusses the matter at the Toujou Association's headquarters.  At the
    headquarters, we see a few important people.
      First is Doujima Yayoi, widow of the chairman before Kiryuu (really, two
    before him, but, whatever).  She reads the letter from Terada, and some group
    head gets upset--but he's quieted by Kashiwagi Osamu (with the scars on his
    face you saw earlier)
      Yayoi tells them to shut up, and they do.  She asks Kiryuu if he's going to
    Osaka, and he says he is.  He also says he's going to need their help, but
    Yayoi warns him he'll probably get killed in Osaka.  She asks if he's ready to
    kill them--including Gohda Jin, and he says it depends on what they do.
      Yayoi seems to want to stop him, but she understands it would be pointless.
      A lot of group heads are against Kiryuu going to do this, and so she draws
    her sword to shut them up and says "Kiryuu is ready to give his life for this,
    if you have objections, tell me!" pointing the sword at them all.  Of course,
    they just shut up.
      Kiryuu suddenly tells Yayoi that he'll need to enlist her son.  He believes
    that his strength is needed now that the association has no head.  He says
    he is a capable and strong man who doesn't back away from fights, and that
    the organization needs him now--even if it means he's trying to give him his
    blessing as new chairman!
       [cinema: 8a - XI]
      Yayoi tells him that her son, Daigo, has become a useless, young drunk, and
    has apparently given up on his family's lifestyle after his 5-year prison term.
    She says you'll understand when you meet him.
       [cinema: 8a - XII]
      So, go find him!  You're finally placed in good old Kamuro, but you can only
    wander small areas.  Haruka has gone off to the Sunflower Orphanage; don't
    worry yourself about her this time around.
      First, walk off the main street (Tenkaichi) to that first little alley running
    off to the east.  Kiryuu will automaticaly overhear youths talking about a
    fight in Nakamichi involving some drunk yakuza.  That's your cue!  You can now
    go to the Nakamichi area to the east.
      Once there, run south to where a guy is harrassing some worker.  Beat them up,
    and the worker will tell you he was threatened while trying to collect a bill
    from a customer.  When Kiryuu asks which customer, the man tells you it was
    Doujima Daigo.  He heard that Daigo was in Theater Square.
      You can now go there.  It's north from where you started; northwest of the
    place you just had a fight.  Once there, you'll see a girl being harassed by
    thugs.  Beat them up!
      Naturally, it's actually another tutorial.  First up, they teach you about
    back-turning attacks.  When facing away from an enemy, you can opt to switch
    your attack behind you, even during a string (and with Square or Triangle).
    Land enough back-turning attacks.
      Next comes "Shifting."  This is where you hold the R1 button down to lock onto
    an enemy.  Actually, if you're far enough away from an enemy, or if an enemy
    dodges to the side, or what-have-you, you will pretty much simply be strafing,
    rather than focusing on them.  You'll see; the lock-on system in these games
    takes some getting used to, and you'll probably want to not rely on it much in
    group fights.  Shift and move around for 5 seconds (enemies don't attack; don't
      Next up is "Sway."  Basically, you can evade with the X button.  You can
    press any direction you'd like to sidestep enemy attacks.  Evade enough attacks.
      Again, the game asks if you wanna retry the tutorial, and again it's defaulted
    to "yes," so go ahead and move the cursor down to choose "no" when you're ready.
      The girl wonders how she'll ever repay you!  Kiryuu asks what drunk guy it
    was who was being so forceful to her that started all this, and she says it was
    Doujima Daigo.  He asks where she is now, and she says maybe he should let it
    go...but, Kiryuu is persitent, so she tells him he's in Shine, the cabaret club
    to the southeast.  The game forces you to go there now, so just walk right in.
      Oh there's Daigo, looking all pimp. Doesn't seem like he's too happy to see
    you.  The yakuza there tell him he can't just walk up to their boss and talk to
    him like that, so Kiryuu says it has nothing to do with them and orders them to
    leave them alone for a bit.  They won't hear it, so he suggests they go outside
    so as not to mess up the place.
        [cinema: 8a - XIII]
      This causes fists to start flying.  Kiryuu says "So...there are still people
    like you in this town?"
      They laugh at you.  "What kind of person?"
      "People who don't know their own physical limits."
        [cinema: 8a - XIV]
      Beat up the guys, and one of the guys pulls a knife.  Kiryuu doesn't seem too
    fazed by this, and Daigo shows up.  He tells them they can't possibly beat you,
    and sends them away.  Seems they just showed up to hang out with Daigo; he
    doesn't really go looking for them or anything.  Kiryuu notes that there are
    still those idiots who just show up and try to fit in with tough guys.
      He asks Daigo to return, but Daigo just says he has nothing to do with the
    Toujou Association.  Kiryuu reminds him that he has a debt to pay back to the
    Association, but Daigo just says the syndicate has gradually become useless
    after his father's death.
      Kiryuu says he believes in the strong Toujou Association, back in the days of
    Kazama and Doujima Souhei...and that they need him now.  Daigo laughs and says
    it's stupid of him to have said that, since he's the one who destroyed it in
    the first place!
      Kiryuu figures words aren't getting anywhere, so he'd better just punch Daigo
    in the face.  Apparently, they only understand fisticuffs.  How manly.
        [cinema: 8a - XV]
      Daigo isn't a very hard boss.  If you can handle yourself at all, you should
    be able to bring him down rather quickly.  Knock him down when he's at low
    enough health, and he'll crouch down.  This is your chance to perform a Special
    Heat Action, something that the game explains is only available when fighting
    specific, strong enemies such as bosses.  Tap R2 to build up your meter, and
    when it reaches Heat Mode, hit Triangle to deliver a special attack.
      After the fight, Kiryuu shows Daigo the note to the Oumi, stained in Terada's
    blood.  They go to the Third Park, and Daigo reads the note.  Kiryuu says he
    needs Daigo's help with this, and asks him to take care of the Toujou while he's
     But Daigo has other plans--he's going to go with Kiryuu.  It turns out that
    someone in the Kansai area tricked him into a fight and shamed him (hence the
    prison sentence), and now he wants to go get some payback.
       [cinemas: 8a - XVI, XVII]
    3b.  Chapter 2
      The Watch Salesman (Tokeiuri)
      Befriend the Worker at Magutako (Magutako no Ten'in to Kaonajimi)
      Dine 'n' Dash (Kuinige)
      A Present for My Girlfriend 1 (Kanojo he no Purezento 1)
      A Present for My Girlfriend 2 (Kanojo he no Purezento 2)
      A Present for My Girlfriend 3 (Kanojo he no Purezento 3)
      The Pregnant Woman (Ninbu)
    Welcome to Osaka!  Well--at least, some weird area that doesn't really exist,
    but is supposed to be in Osaka (as Kamuro is based on Kabuki, this Soutenbori
    is based on Doutonbori).  Kiryuu brings canned coffees for himself and Daigo
    in the train and asks what's going on with the whole "you got set up for 5
    years in a prison thing."
      Daigo explains it was the son of the head of the Oumi Alliance, Gohda Ryuuji.
    It was a trap.  Seems Ryuuji is trying to set up his own stupid group as the
    head of a new yakuza group called "Gohryuu Association."  He's trying to take
    over the whole area.  He cautions you to watch out for the chap, if you're
    gonna go forward with this whole "let's be friends!" thing.
        [cinemas: 8b - I, II]
      Kiryuu decides to go indulge in some night life, but Daigo just thinks he'll
    go to the hotel for the night.  He hates Osaka, since he has bad memories
      Oh, poor Daigo.  Go gnash your teeth into oblivion, you brat.
      This is your chance to get into fights and do some side missions and shopping.
    You can only go on Soutenbori Street and those two bridges running off to the
    south (Bishamon Bridge in the west, Iwahashi in the east), but there's still a
    lot to do.
      A little ways down the street, you'll be blocked by some thug.  He tells you
    he doesn't know where you're from, but someone like you shouldn't be seen just
    wandering around like a jerk in his town.  Choose to tell him you don't care
    with the bottom choice and beat him up.  You can walk all the way to the West
      Well...except that halfway down, you'll suddenly be accosted by some strange
    guy.  This ugly mug who looks like a cross between a bulldog and Don Richols in
    a cheap purple suit is Kurogawa, a man about town who really seems to have his
    hands in many pots and his ear close to the ground.
      He tells you that most people see his ugly face and think he must be a yakuza,
    and run away.  He says he always says he's not a yakuza!  But, people run any-
    way.  (maybe they just run because he's ugly as sin, but w/e)
      However, he's a legit businessman--so, it's always a problem for him.  (Why
    is he telling you this?)
      He tells you he saw you trounce that numbskull, and praises you.  It seems
    even he has been having troubles with that kid.  "Even though my name is 'black
    river (that's what 'Kurogawa' means), my heart is really pure-white beautiful.
    Well, I mean...'beautiful,' I say, but everyone runs away saying I'm ugly."
      After introductions, he says he wants to thank you for getting rid of Cap'n
    Stupid, but he's not quite sure how.  If you ever need anything, come see him--
    he's got all sorts of info!
      Anyway, if you go further down the street, there's a catch (one of those guys
    who try to bring customers in by standing on the street) who talks about the
    cabaret club down the street called "Grand."  If you don't know about cabaret
    clubs, I've listed them in the glossary, but they're basically places to go and
    hang out with a gal (who's employed to hang out with you).  This one actually
    has a floor show, too.
      So, go in, and you'll see a customer arguing with an employee.  "Just because
    there are yakuza up there, I can't go to the second floor??"
      Go back out and talk to Kurogawa.  He'll call the owner (he really knows him
    from a really convoluted story, and says something like "I'm the guy who talked
    to the person taught by the teacher at the school that took care of the kid of
    the twin brother of your friend in your mahjong group...."
      Anyway, and you can just go back in and they'll be expecting you, letting you
    up to the second floor.  So, go ahead.  You'll be greeted by Yuuko, a girl
    working there (these clubs are where you basically pay to have the company of
    a female employee while you get soused).
      The table next to you has yakuza freaking out that there are not enough girls
    there, and asks to get the manager.  He wants mre women!  The guy apologizes and
    bows, but he's like "Stop wasting time bowing and get girls!"
      The girl you're with tells you not to make eye contact--they're yakuza!
      That huge guy with a big, fur coat on is Gohda Ryuuji, your main rival in this
    adventure.  People call him the "Kansai Dragon," though he apparently doesn't
    like that too much.  One of the underlings calls him such to a girl, but every-
    one just sneers at him, and Ryuuji asks the girls to leave.  One of his other
    underlings then asks him to get out of his seat, and he bows.
      "That's so disgraceful," says Ryuuji.  "Take yer seat, kid!"
      The guy reaches forward as Ryuuji pours out a bottle into his glass.  "How
    long you been with us?" he asks.  The guy hasn't been there long...but Ryuuji
    is still pouring.  Once the bottle is empty, he naturally smashes the bottle
    over the youngster's head and threatens him with the broken bottle.  "What did
    you call me?" he asks.  "WHAT DID YOu CALL ME?"
      So, Kiryuu says, "Kansai Dragon" in a loud voice.  "He said 'Kansai Dragon.'"
      When Kiryuu comes to face them, one of the guys breaks a bottle over the
    back of his head and Kiryuu is apparently the Terminator because he just shrugs
    it off.
      Of course, a fight breaks out.  Beat these guys up!  Note that you can throw
    them over the banister with a Heat Move.
        [cinema: 8b - III]
      After the fight, Ryuuji claps and tells Kiryuu he's impressed, and apolo-
    gizes for his hot-blooded young men.  Kiryuu walks away, and he asks "Where you
      Kiryuu replies, "As you said, there's just some hot-blooded dinguses here."
      Ryuuji asks his name, but Kiryu refuses.  He presses him more, saying they
    could use someone like him ther, and then asks him his name again, introducing
    himself finally.  Kiryuu sits and hears him out.
      Again, Ryuji asks his name, and again, Kiryuu refuses.  He even asks a third
    time--and this time Kiryuu decides to tell him.
      Ryuuji has heard of him.  "The Dragon of Doujima...." he says.
      But Kiryuu's like "I don't know that guy."
      Ryuuji just laughs.  "Well, you're not him, after all."
      "Why's that?" asks Kiryuu?
      "Well, I wouldn't just be sitting here, drinking booze with him.  I'd shoot
    him right away.  You know, there's no 'Doujima,' or 'Kansai'--in the world of
    us 'gokudou,' there can really only be one person called 'dragon.'"
      He then mentions his little war with the Kantou area, saying that Kiryuu
    should watch for fireworks in the Kamuro District, since it's 12:00 now.  He
    then tells him the Dragon of Doujima will die, and Ryuuji will be the true
      "Well, I guess I've said too much, so, yeah.  I'll be on my way."
      He gets up to leave, and then he says when you go out tomorrow, you should
    probably put some kind of cologne on.  Kiryuu asks why, and he says he can
    really smell it on you--the stench of blood, that is.
      Kiryuu checks his watch, and realizes it's around the time Ryuuji said...the
    fireworks he arranged...??
        [cinema: 8b - IV]
      As you leave, there will be some commotion outside.  Walk to the eastern end
    of the street, and you'll see a news item about explosions at the Millennium
    Tower.  Fireworks, eh?  Oh--get used to that explosion shot because you'll see
    it like 300,000 times during the game.
      Anyway, the news reports that they don't have exact info, but apparently, that
    was the office of some yakuza group (they're officially called 'violence gangs'
      Kawara is there.  "It begins, eh?" he says.
        [cinema: 8b - V]
      Now, we see a policeman in the Kamuro Police named Sudou.
      He's talking on the phone--possibly to a superior.  He says, "No, that person
    is definitely in the Kansai now.  OK.  Yes...I can think of none other than
    Date to handle it.  Bye," and hangs up.  Date was the cop who helped you a lot
    in the first game.
        [cinema: 8b - VI]
    3c.  Chapter 3
      A Present for My Girlfriend - Epilogue (Kanojo he no Purezento Sono Ato)
    Coin Locker Keys (Kansai) (No access to actual lockers yet)
      3, 6, 10, 11, 18, 20, 22, 28, 29, 33, 34, 36, 37, 38, 39, 41, 48, 50
    Last chapter, you met Kiryuu's main rival.  This chapter?  Kiryuu's love inter-
    est.  Well--you'll *kinda* meet her.  You'll see.
      The first thing that happens is Kiryuu and Daigo are all standing on Iwahashi
    Bridge, like "whoah, dude--there was a crazy 'splosion!!  Dude."  Kiryuu tells
    Daigo to call up Yayoi and find out if Kashiwagi is OK later (why?--doesn't
    Kiryuu have a cell, I mean, jeeze, bro--just pick up the phone!).
      Daigo tells you that once you're ready to go to the Oumi Alliance's spot,
    you should come see him.  This is your chance ot do the mission and gather all
    the Coin Locker Keys strewn about the map--though, I should point out that you
    don't actually have access to the lockers themselves yet!  I grab them anyway,
    but that's because I'm a nerdy completionist nerdly little nerd.
      Once you're ready, talk to Daigo and tell him all is set with the bottom
      The same day, in some office...you see Sayama confronting some yakuza.  She
    says he pounded the table when threatening some business owner, and he's like
    "Oh man, it was just like a tiny little 'tap!'"
      He's not taking her seriously because she's a woman.  She smashes the stupid
    "Honor" sign behind him, and she has him arrested.  Cool beans, girl!
        [cinema: 8c - I]
      Now, we see her captain, Bessho Tsutomu.  He gets a call that Kiryuu's in
    town, and someone needs to look after his safety.  So, he decides maybe he
    should put Sayama on it.  It was a call from the yakuza unit's head.  He tells
    Sayama that Kiryuu was the 4th Chairman of the Toujou, and she asks to do it--
    but he's like "naw, kid!"
      She asks to do it, because now is her chance.  He's like "What?"  He thinks
    it's all part of her hating the Toujou, but she gives him some lame "public
    safety" excuse, and he agrees...tho' he doubts her intentions.
        [cinema: 8c - II]
      Anyway, now Kiryuu and Daigou are at the Oumi Alliance's base.  Kiryuu tells
    Daigo that he met Gohda Ryuuji the night before, which piques his interest.
        [cinema: 8c - III]
    "Reach the Top Floor of the Oumi Alliance's Headquarters"
      The Oumi Group's headquarters are a big palace, dating way back.  There are
    all sorts of traditional emblems and artifacts that evoke images of the warring
    states period (a.k.a. the Sengoku Era) littered about the place.
      Except maybe the big, modern chandelier.  A guy on the staircase will explain
    that there used to be a more traditional one hanging, but they installed this
    newer one.
      Strewn about the second and third floors are healing items and the like, so
    it would do well to explore this place thoroughly rather than just run straight
    to the pink arrows and dots.
      In the little room before the conference room, you are expected to remove all
    equipment.  There's an items box there for you--the first time you get to use
    one in this game!  These boxes, in a Biohazard / Resident Evil fashion, hold
    the same items no matter which box you drop them off at.  In other words, there
    are a few of these in the game, and if you put stuff down in one, it'll be in
    all the boxes.  Basically, it's like having a warehouse you can call up and get
    your stuff because you can only carry so many things.  Note that if you have the
    HD rerelease, hey--cool for you (and me)!  You can store your items from any
    Save Point, as in later Ryuuga gotoku games.  Seriously, the Items Box was lame
    and I am not sad to see it go.
      Also, note that if you have equipment on, you can just remove it and talk to
    the guards, who let you in, and then re-equip it and walk right by them.
      There's also a telephone here, so you can save your game.  There is an action
    scene coming up and a boss fight, so you might want to do so.
      So, go and meet with Gohda Jin.  There are some important people here, too, of
    course.  The old man in the wheelchair is obviously Jin.  The others include the
    rude, mustachioed Sengoku Toranosuke, who's always seen fanning himself, laugh-
    ing, and being a general nuisance.  His name has different kanji, but its read-
    ing means "warring states," a period of Japanese history when samurai and the
    like ran amok.  His first name means "tiger son," or "tiger warrior;" something
    like that.  Remember that later.
      Also there, guiding Gohda Jin around, is a man who seems to sympathise with
    the Toujou named Takashima Ryou (he's the guy wearing glasses).
      Also, notice how stupid Daigo lounges like an idiot teenager whose parents
    just don't "get" him.  What a loser!
      "Thanks for coming so far.  I am Gohda Ryuuji, the fifth-generation chairman
    of the Oumi Alliance," he notes.
      He then introduces everyone--Takashima, known to Tarada.  He was his "brother"
    in yakuza world.  He says it was a shame that Terada died, which enrages Daigo,
    but Kiryuu holds him back.
      Just then, Sengoku throws his fan and gets all upset.  He thinks it was a
    mistake for someone like Daigo to show up, and Kiryuu apologizes.
      Jin explains that it was a very sad thing, what happened to Terada, but again
    Sengoku gets all upset and is like "Dude, he was one of us and he betrayed us!"
      Takashima stops him, and this time, when Daigo stands up for him, Kiryuu
    doesn't try to stop him.
      It turns out that it wasn't Jin who ordered it...it was, well, it was some-
    thing Jin can't talk about very well, because it pains him so much.  It also has
    to do with the Oumi involvement in the events of the first game.
      In other words, it was this Gohryuu Association's plan.  They've been acting
    out of turn, lately.
      Sengoku gets up and storms out, because he doesn't care to waste his time
    with you.  Jin says that it's pretty bad, the current state of the Oumi
    Alliance.  He can't even control people like Sengoku!  He warns that now,
    people in his group are really looking for a war of "east vs. west."  He
    also believes that Kiryuu can help rebuild the Toujou Association, so that
    relations can continue.  Kiryuu then brings him Terada's blood-stained letter.
        [cinema: 8c - IV]
      When he asks for their alliance, Jin agrees.  Kiryuu says he will send Yayoi
    over to do the sake-cup ceremony, but Jin says he will go, instead.
      Just then, guess who shows up?  Oh--it's Gohda Ryuuji.
      Daigo steps up to stop him, saying he's gonna pay him back, but Ryuuji is
    like "I don't know who you are."  When Daigo attacks him, he's like "Pfft, I
    don't have time for the trash.  I'm here for something else," and easily de-
    feats him.
      Even tho' Ryuuji is Jin's son, he's not really welcome there because of his
    independent actions of late.  Well, OK; so he's not *natural* son, as Ryuuji is
    quick to point out.  Anyway, he's here to have a little coup d'etat, as he
    himself puts it.
      On Ryuuji's orders, his group comes and abducts his father--plus the other
    group heads.  Ryuuji threatens you, but...then curiously vanishes to the door,
    leaving you to fight minions.
        [cinema: 8c - V]
      Ryuuji then applauds you, but Daigo jumps in and knocks him down.  He'll hold
    him at bay here, while you go try to get Gohda Jin back safely.
      Ryuuji's like "Sure...if you wanna die, I'll oblige, you brat!"
        [cinema: 8c - VI]
    "Save the Oumi Alliance's Leader, Gohda"
      Fight the guys in the hallway and make your way back to the save room, then
    leave and go downstairs.  The hallways have been closed off, but you should be
    able to find your way down.  Be careful not to get hit by the knife-throwers or
    the strange, big guys with ottomans who seem to be impossible to knock down.
      Versus those big guys, you'll want to lock on, stay a little close, force them
    to swing, then hit them with something big.  Try the Charge Kick!  It works OK.
    If you have it, use the Lotus-Style Flashing Energy Palm.  Of course, if you
    have that, you're in Premium New Game, which means you probably have all power-
    ups, which means you'll probably be able to withstand their attacks when in Heat
    Mode if you wanna just run up and punch 'em a lot.
      Once near the exit, you can jump to the chandelier.  Follow the button mashing
    that appears on the screen.  Either way, get out of the building.
      Jin is there in his wheelchair, and apologizes for his son's behavior.  He
    thinks it shameful to have to be saved by Kiryuu.
      It seems that Daigo was no match for Ryuuji (what a surprise).  Ryuuji shows
    up, and Daigo carts poor old Jin off in his wheelchair.  Then, Ryuuji finally
    decides it's time to find out, once and for all, who the real dragon is!  It's
    go time!
        [cinema: 8c - VII]
      There are a few things to remember when fighting Ryuuji, but the most im-
    portant is that when he attacks, he's pretty much just gonna keep going even if
    you hit him.  So, don't get caught doing some slow move while he's throwing out
    his punches; you'll get hit even if you hit him.  Also, if you make him stagger,
    he'll respond by doing some backhand or uppercut.  Just be ready for it.  Also,
    you should know that he likes to sidestep and do a straight punch.  After some-
    thing like a Slam Blow, face him and guard or sidestep, or whatever.
      There's a special Heat Action here.  To get it, when he's low on health, you
    have to knock him down for it to show up.  It's the same routine with Daigo;
    you have to get in Heat Mode by tapping the button in the time limit, and then
    hit Triangle when prompted.
      The cops show up and your fight is interrupted.  Kiryuu seems to feel like
    it's over, but Ryuuji says it won't be over until one of them is dead.
      It's Sayama.  She sends all her officers to you--including her undercover
    ones, and calls you by name.  She's there to arrest you.
        [cinema: 8c - VIII]
    3d.  Chapter 4
      Albatross Akagi's Club (Arubatorosu Akagi no Kurabu)
      Mr. Saeki - The Meeting (Saekisensei Deaihen)
      Kanematsu Shigeru - The Meeting (Kanematsu Shigeru Deaihen)
      Befriend the Catch on Soutenbori (Soutenbori no Yobikomi to Kaonajimi)
      Jun at Prime
      Madoka at Prime
      Ayano at Prime
       --After fight at mahjong parlor--
      Worries of a New Comedy Team (Shinjin Geinin Konbi no Nayami)
    Coin Locker Keys (Kansai)
      1, 2, 4, 7, 9, 13, 14, 15, 19, 21, 24, 25, 27, 31, 32, 42, 43, 44, 45, 46, 47
    I should mention that the "four heavenly kings" this title refers to are the
    four guardians of the dharma in Buddhist circles.  I'm not entirely sure why
    this chapter is named that, as you've met them in the last chapter:  Gohda Jin,
    Gohda Ryuuji, Takashima Ryou, and Sengoku Toranosuke.
      At the police station, this shabby-looking guy is Date Makoto, the guy who
    helped you in the first game.  He bumps into a junior officer, who is happy to
    meet him--sice he's apparently kinda famous for his role in the first game.
      Apparently, he's now the "legendary detective," even, ha ha ha!  Just then,
    Kawara shows up and approaches them.  Date calls him "Onigawara."  "Oni" means
    something like "devil," and "onigawara" means "ugly."  Apparently, there must be
    something bad in his past that Date doesn't like about the man, eh?
      Date doesn't seem to want to have anything to do with him, but Kawara tells
    him he's there to fetch him.  Sudou is calling for him.  They'll go together.
        [cinema: 8d - I]
      Now, they go down to some super-duper-secret anti-yakuza room in the basement.
    No, really!  Anyway, there's this silly chart there.  There's Sudou, and the
    guy tapping his finger on the chart is Kurahashi, head of the 2nd division (the
    anti-foreign syndicates special branch).
      Date asks why he's there, and they tell him that the Oumi Alliance is making
    its move.  Date knows about the death of Terada, but that has nothing to do
    with foreign syndicates--or does it?  Turns out, they suspect either a Chinese
    or Korean mafia is involved.
      They show him a picture of Gohda Ryuuji, and say he's the guy who ordered the
    hit on Terada.  Tehy also caught his phone call to the weird guy you saw in the
    Millennium Tower who set them up the bomb--but it was to a mysterious, almost
    definitely foreign person.  They have heard a lot of chatter, but they haven't
    been able to figure out where, exactly he is.
      They ask Date to investigate Kazuki, the head of Stardust in Kamuro.  It seems
    Kazuki is really a Korean named Gang Jin'u, and that he had contact with Ryuu-
    ji...so, he's a person of interest.
        [cinema: 8d - III]
      Once Sayama gets a safe distance away, she removes the handcuffs and reveals
    that she's there to look after Kiryuu's safety.  She had to arrest him with the
    other thugs and get him out of there--not to charge him with anything but just
    to get him to a safe spot.  She tells him that if he tries to get out of her
    sight, she'll arrest him right away.
      Kiryuu looks up and notices a gunman who takes a shot at her.  Even though he
    gets her down, she's hit in the shoulder.  He asks her where the nearest hos-
    pital is, and she says, "Take me...to Snack Aoi...in Soutenbori...."
        [cinema: 8d - IV]
      Now, you're standing at the eastern edge of Shoufuku, the southern part of the
    Soutenbori map that you weren't allowed to explore before.  Your main purpose is
    to find this place, so you probably can't do much shopping.  If you go into the
    Nighttime Fun Dojo, they'll tell you it's right outside their door.  Well, it
    is.  From the car, pass Iwahashi (the first intersection), and at the next
    junction, turn left down the street running off to the south.  Snack Aoi will be
    on the west side of the street, about a third of the way down.  Kiryuu will
    recognize the sign and go in.  The bartender is busy cleaning up, and doesn't
    appear too welcoming.  She figures you're there to collect money, since you
    look like a yakuza.  Once Kiryuu explains, she's like "What??  Well, hurry up
    and bring her if she's been hurt!!"
        [cinema: 8d - V]
      Go back to the car and carry Sayama.  She's bleeding profusely; keep an eye on
    the "danger" gauge running down on the left-hand side of the screen.  There is
    a meddling guy along the way, near the intersection--avoid him!!  He wastes your
    time, and time is something you just do not have!
      Once inside, Kiryuu lies Sayama down and lets the bartender tend to her.
    Now's your chance to go do all the various and sundry side missions, get in
    fights to build up, and gather Coin Locker Keys.  You can actually (finally) use
    the lockers themselves.  There are some good items in there, so I'd avise doing
      Just outside of Aoi, a call comes in from Daigo.  Kiryuu asks how he is, and
    Daigo says he's with Gohda Jin, driving back to Kamuro.  Kiryuu reminds him to
    take care of the alliance deal.
      If you go to the north end of Bishamon Bridge (the west bridge) after a couple
    of minutes of game time (game time only "runs" when you are in motion; don't
    just stand still and let Kiryuu babble), the bartender will call and ask you for
    bandages.  They're sold at the pharmacy on Soutenbori Street, as the last item
    on the menu.  Bringing these back to her will cause the story to progress, so
    only go back if you're ready.
      Once inside (after maybe pausing to get the Coin Locker Key on the ground?),
    talk to the bartender.  Her name is Tamiyo, by the way.
      As Sayama sleeps, Tamiyo pours you some Yamazaki whiskey.  Kiryuu figures
    she's known her for a long time--and Tamiyo reveals that, although they're not
    related by blood, she's like a foster mother to Sayama.  She says that her
    parents died soon after her death, and she took her in.  Kiryuu explains that
    he had no idea--she just asked to go to "Aoi."
      Kiryuu says he knew she was an orphan--because he's one, too.
      Tamiyo asks if he's a cop like her, and he reveals he's more like the enemy
    of the cops.
      Sayama sits up and says that her mom is talking too much.  Tamiyo tries to
    defend Kiryuu, but Sayama says she can't just let her guard down around any
    member of the yakuza.
      Sayama produces the bullet and says that it didn't seem to have anything to
    do with Ryuuji.  It's not from a normal gun, and it's not a normal bullet.
    Maybe, it was intentional that she survive!  Kiryuu thinks maybe it was just to
    send him a message, but Sayama has no idea.
      So, Kiryuu's gonna go get to the bottom of it.  Sayama explains that there is
    an informant around there at the mahjong parlor.  The guy will ask him what
    rate he wants to play for, and he's supposed to respond "I'll leave it to you."
    This is code for gettinf info from the guy, apparently.
      As Kiryuu sets out, Sayama cautions him that he's still under her watch.  If
    he tries to get away, she'll come after him.  Kiryuu's like "Whatevs, kiddo."
        [cinema: 8d - VI]
      You get the "Rifle Bullet."  It's a story item.
    "Meet the Informant"
      You'll find the place to the west.  It's called "Reach Heights."  "Reach" (or
    "riichi") is a term in Japanese mahjong.
      A big, surly man blocks the way in. You can talk to him fifteen times and then
    fight him; that'll get you in.  However, if you do that, you'll miss out on a
    side mission later, reportedly.
      So, I'd recommend you do what the game wants you to do and find this sakura
    tile you need to enter.  Go talk to the man across the street, and a little to
    the north.  He'll tell you about some guy who calls himself "Janka" (which has
    the same character as the "jong" in "mahjong" + the word for "song").  This guy
    has the tile you need.  Kiryuu hasn't ever heard of Janka before, so the guy
    laughs and says that in the world of mahjong, there are three legendary players,
    apparently:  Janka, Janko ("Jong Tiger"), and Jan'en ("Jong Monkey").  However,
    Janka recently gave up mahjong and has gotten a bit of arcade game fever.  He
    hangs out at Club SEGA to the north, always playing the UFO Catcher.
      Go up to the Club Sega on Soutenbori Street and you'll find him standing
    around at the UFO Catcher machines.  Talk to him and he'll ask you to get the
    red "Tiny Kitten" doll.  Get one for him, and he's like "Oh man, Yukiko will be
    so happy!!  ...oh...Yukiko...."
      Two girls nearby will say there's something strange about that guy.
      Talk to him again, and Kiryuu will ask if he's Janka.  The guy says he used to
    go by that name, but he quit because he was cheated out of a huge sum of money
    by the yakuza.  He was able to escape, but his daughter, Yukiko, was kidnapped!
    He was told that if he wants her back, he needs to bring them 5,000,000 yen.
      "Hey, buddy--could you lend me 5,000,000 yen?" he asks.  Of course, he knows
    it's probably impossible.
      Kiryuu asks if he has the invitation for Reach Heights, so he can get past
    the bouncer.  Of course, he has the Sakura Tile you need to get in.  He then
    suggests that if you can go get his daughter, Yukiko, he'll give you the tile.
    Agree to help him with the top choice, and go talk to the yakuza near the Coin
      You can pay him the 5,000,000 if you have it, but why bother?  Just refuse
    with the bottom choice and beat the snot outta him and his goons.  He'll reveal
    that Yukiko is being held by a man under an umbrella along the south bank of the
    Soutenbori River.  So, run down the stairs at the Bishamon Bridge and run along
    the river until you see a guy crouching, and talk to him.
      It seems Janka's "daughter," "Yukiko," is a white cat.  "Yuki" means "snow" in
    Japanese.  The man who was supposed to watch after her is like "Hey, buddy!
    Quick--get this thing out of here!"  He's got scratch marks all over his face,
    heh.  "Why would you give a cat like this such a nice-sounding name like
    'Yukiko?!'" he grumbles.
      You'll automatically return the cat to the guy, who gives you the mahjong tile
    you needed and a book "How to Win at Mahjong."  If you show that tile to the
    bouncer at Reach, you can get in.
      In any event, just get in there.  There's a bunch of mahjong tables about.
    Your man is reported to be there at the table with an empty seat, and he's
    supposed to know the password "I'll leave it up to you" when he asks you what
    rules you'd like.
      So, go to the last table and talk to Ezawa.  Answer that you'll leave it up to
    him and he'll say, "OK, 40 million yen.  If you win, you'll be able to buy the
    Osaka Castle with that kind of money!"
      Kiryuu agrees, and Ezawa is like, "OK...what do you need to know?"
      You'll get some information, but you'll have to pay 100,000 yen.  He'll say
    that the bullet was fired by Takashima.  Takashima uses guns like that, maybe
    because they're cheap.  Kiryuu asks why the police didn't act on the shooting,
    and Ezawa is like "Oh--I've said too much already!"
        [cinema: 8d - VII]
      Now, we get another cinema.  Takashima is talking to someone on a cell phone,
    and he explains that he had to shoot at Kiryuu so that he wouldn't trust any-
    one--even if he figures out who fired the shot.  That's good enough for their
      Bessho walks in and tells him he can't talk on cell phones while in custody.
    "That was only a business conversation," Takashima protests.  Takashima pro-
    tests his questioning, because his organization is the victim of Kiryuu's
    actions, after all!  Bessho says, "Heh, isn't Kiryuu one of you guys?"
      Takashima asks that they bring Kiryuu in.  He says he knows that "that woman"
    has him.
      Since he can't charge him with anything, Bessho has to let him go.  He does
    tell him that he doesn't know exactly what they're planning, but he's going to
    get all the Gohryuu members for their actions--and everyone tied to them.
      "The age of the yakuza and police fighting is over," Takashima says.
        [cinema: 8d - VIII]
      Now, Kiryuu asks Ezawa to tell him what's going on with Takashima.  That'll be
    300,000 yen.
        [cinema: 8d - IX]
      You can, if you want to, pay the 300,000 yen, but there's a way around it.  Do
    you remember Kurogawa, the man who got you into the cabaret club, Grand?  Well,
    he's at the southern edge of Iwahashi (the eastern bridge over the Soutenbori).
    Go and talk to him and he'll say that Ezawa wanted to know the rate for almonds,
    for some reason, and that the bartender at Stijl (the only bar in Soutenbori)
    knows about it.  So, go and talk to him, and he'll ask if you want to buy them.
    Kiryuu says "no."
      Go back to Ezawa, and you should have a third option--the option to mention
    the rate for almonds.  It's the middle choice.  Now, you guys have sort of an
    information exchange--it won't cost you anything to get the info.
      He tells you that Takashima is connected to some bureaucrat from his college
    days at Tokyo University (prestigious school, that).  He also tells you he has
    undying loyalty to Gohda Jin.  He says he must have some great talent to have
    reached such a high rank at such a young age.
      During the conversation, Ezawa gets a phone call and tells everyone that
    there's a price on Kiryuu's head--one hundred million yen!  Kiryuu's like "Pfft,
    that's nothing."
      Ezawa says "That may be nothing to the Toujou Association, but it's an awful
    lot of money to us.  Don't think badly of us, but we're gonna have to kill you
      Everyone at Reach will start to attack you to claim the price on your head.
        [cinema: 8d - X]
      Beat them up, and Kiryuu will threaten Ezawa.  He'll reveal that it was Sen-
    goku who put the price on his head.  He says he's wanted by Gohda, Takashima,
    and Sengoku--he's as good as dead!  They're after him because getting him will
    make the person who does so most likely become the new head of the Oumi.
        [cinema: 8d - XI]
      Sengoku is sure that Kiryuu's going to head back to Kamuro, to chase after
    "that kid," as he puts it.  "Before he gets there," he says, as his men bring a
    huge case of cash over, "use this billion yen about the Kamuro District!"
      What's this?  A trap for Kiryuu??  Uh-ohhhhh!
        [cinema: 8d - XII]
      Go back to Aoi.  Kiryuu listens to Sayama and Tamiyo having an argument
    over her real parents.  Seems they have something to do with the Toujou Assoc-
    iation, and Kiryuu may be her link to it--so, she's going to stick close to him.
      Sayama gets a call from Bessho, who asks if Kiryuu's there.  She's then told
    to pass the phone over to him.  He tells you someone showed up with machine guns
    and captured Gohda Jin and Daigo!  They were speaking some foreign language.
      Apparently, the car that took them was seen entering Kamuro, so...they're in
    Kamuro, somewhere.  He's told to leave Sayama there and go back to Kamuro
    straight away.
      I mean, she doesn't listen, when Kiryuu tells her that, of course.  She's
    coming, too!
        [cinema: 8d - XIII]
    3e.  Chapter 5
      Host Club "Adam"
      Managing Cabaret club "Marietta" (Kyabakura "Marietta" Keiei)
      Try and Hit Me! (Naguttemiroya)
      Enka Alley (Enka Yokochou)
      Battle Stage (Taisendai)
      Text Message Job (Me-ru de Oshigoto)
      Be My Baby
      The Elusive Figure (Maboroshii Figyua)
      Dragon Palace (Ryuuguujou)
      The Wrestler Takes Time Off (Resura- Kyuugyouchuu)
      The Wrestler Eats the World (Resura- Sekai wo Taberu)
      The Wrestler Drinks the World (Resura- Sekai wo Nomu)
      The Arsonist (Houkama)
      Support Sunflower 1 (Himawari Enjo 1)
      Support Sunflower 2 (Himawari Enjo 2)
      Support Sunflower 3 (Himawari Enjo 3)
      Support Sunflower 4 (Himawari Enjo 4)
      The Ex-Boyfriend (Motokare)
      Shogi 2
      American Baseball (Amerikan Yakyuu)
      Mahjong (Ma-jan)
      Slot Machine Ace (Pachisuro E-su)
      Befriend the Catch at Senryou (Senryoudoori no Kyatchi to Kaonajimi)
      Befriend the Youth at Theater Square (Gekijoumae no Wakamono to Kaonajimi)
      Befriend the Owner of Kyushu Ichibanboshi (Kyuushuu Ichibanboshi no Tenchou
        to Kaonajimi)
      Befriend the Drunk in Jidou Park (Jidou Kouen no Yopparai to Kaonajimi)
      Befriend the Mistress of Atenshi (Atenshi no Mama to Kaonajimi)
      Komaki Training: Fighting a Great Number (Komaki Shuugyou Fukusuu Kumitehen)
      Komaki Training: The Secret Heat Method (Komaki Shuugyou Hi-to no Hidenhen)
      Komaki Training: Fighting Against Handguns (Komaki Shuugyou Taikenjuu
      Komaki Training: Sparring with the Three Great Techniques (Komaki Shuugyou
        Sandaiougi Kumitehen)
      Yuma at Jewel (Jewel no Yuma)
      Natsuki at Jewel (Jewel no Natsuki)
      Anna at Jewel (Jewel no Anna)
      Karen at Shine (Shine no Karen)
      Kaede at Shine (Shine no Kaede)
      Maiko at Shine (Shine no Maiko)
       --After fight with Majima--
      Befriend the Kamuro Hills Construction Worker (Kamurochou Hiruzu no Roudousha
        to Kaonajimi)
      The Fake Kiryuu (Nise Kiryuu)
      Fine Automobile (Koukyuusha)
    Coin Locker Keys (Kamuro)
      All but 13 and 27.  22, 32, and 50 are after the fight with Majima.
    "Head for the Toujou Association's Base"
    Just a couple of missions there.
    Welcome back to Kamuro, setting for the first game.  This city is much larger
    than the Osakan areas, and there is much, much more to do.  Kiryuu sets up base
    at Serena, the bar he and his two closest friends used to go to in the old days.
        [cinemas: 8e - I, II]
      Now, it's just an empty room that he can use.  Somehow, the lights still
    work, even tho' the bar is closed down. (What?)
      Kiryuu gets a call from Kashiwagi, who's glad to hear Kiryuu's hanging in
    there.  Kiryuu says he's the one who's glad to hear Kashiwagi's OK, seeing as
    how his offices got all blowed up and all.
      Kashiwagi asks where Kiryuu is, and he says he's just got back to town.
    Kashiwagi further asks Kiryuu to explain just what in blazes went down in Osaka,
    and Kiryuu informs him that Daigo and Gohda Jin were kidnapped.  He says he'll
    come to the Toujou base and explain, so Kashiwagi says he'll gather up the
    directors.  You can now get to the base with the bottom option (above the one
    to not take a taxi, of course), but I'd recommend going around and doing all
    the side stuff--as there is a LOT to do!  Make sure you start by picking up the
    Coin Locker Key in Serena.
      Sayama is still suffering from the fever, so she stays behind, for now.  Why
    not take this opportunity to go and explore Kamuro alone?
      Near the taxi, you'll get a call from Daigo--but then some mystery man takes
    the line and tells you to come to the "Amano" building.  Kiryuu asks if Jin is
    there, too, but the guy doesn't say.  He just tells him to come ot the Amano
    building tomorrow at 1am.
      But for now, Kiryuu's got business at the base.  When you're ready, go to the
    taxi and select the base.
      Kiryuu explains everything about Jin and Daigo, and how he's supposed to go
    to the Amano building tomorrow night.  They warn him that it's a trap, but
    Kiryuu has no choice.  They also realize it has something to do with this weird
    foreign group.
      Yayoi tries to get Shindou to help Kiryuu, since the Amano building is in his
    territory.  Shindou is the head of the Nishikiyama Group--and Nishikiyama was
    your big enemy in the first game.
      Shindou refuses, because he knows Kiryuu defeated the man to whom he was
    loyal and caused his death (in a way).  Everyone barks at him for his refusal,
    but Kiryuu understands and tells him to forget about it.  Shindou leaves with
    a polite bow--but it's more like a "I hate your guts" kind of thing.
        [cinema: 8e - III]
      According to his bio, Shindou Kouji regrouped the Nishikiyama Group with
    members of the old crew and those from Majima's, when Majima was expelled from
    the Toujou Association.  You haven't met him yet, but Majima is a really power-
    ful guy Kiryuu looks up to as like an "older brother," in a way.  He used to
    work for the Shimano Group, but Shimano was killed in the first game.
      Before you leave, Yayoi asks that you meet her downstairs in the foyer, so go
    ahead down there.  She gives you a key with a drawing of a pheasant on it and
    says that it must fit somewhere in the mansion.  Apparently, according to
    Kashiwagi, Terada hid the items owned by the people who were expelled from or
    left the Association somewhere and locked it away with that key.  Kiryuu asks
    why, but she's not really sure.  Maybe, it was just to show he was the boss,
    so people wouldn't remember the events of the past?
      Run north and east to the back door, go out into the room looking out over the
    koi pond, and go back against its far, back wall.  There will be a painting of a
    pheasant hanging.  Push the painting aside (top choice) and use the key (top
    choice).  One of the tatami mats rises, revealing an entrance to a hidden room
    with all sorts of nice stuff in it.
      Plunder said room.  The story item you're looking for is the Kien Dosu.  The
    other items may be of use to you, too.  The one I find most useful is the Bai
    Ling Su.  Immediately use this item--it gives you 1,000 experience!  Then, re-
    turn to Yayoi in the foyer.
      Kashiwagi's with her now.  Amazing how you can survive a huge explosion and
    just get a thin bandage around your head, eh?  Anyway, they say that they should
    probably let the thing with Shindou lie because if they left the Association,
    they'd lose some half of their forces.  It's gotten quite big since they absorb-
    ed the Shimano Group members.  They can't spare manpower now that the Gohryuu
    Association could come and attack at any moment.
      Kiryuu says "Well, we should go get 'that guy' to come back to the Toujou."
      Yayoi asks "'That guy...?'"
      Kiryuu says he can only think of one person who can go toe-to-toe with the
    Gohryuu:  Majima Gorou.
      Kashiwagi feels it will be extremely difficult to get Majima to rejoin the
    Association, but Kiryuu is prepared for the dangers he'll have to face.  So,
    Kashiwagi tells him to head to the "Sai no Kawara" area if he wants to see
      In the first game, that area was where Sai no Hanaya, an ex-detective who
    turned into an informant, had his shop.
      "Sai no Kawara" refers to a riverbed where the Sanzu Rivers, mythical rivers
    like the River Styx of Greek mythology, are found.  Here, people have to do
    certain tasks to remove vestiges (quite literally) of the material world so that
    they can cross over into the next after they die.  So, its name was translated
    to "Purgatory" for the North American release.  I translated it as "the River
    Styx," but I think that this time I will either call it "Sai no Kawara" or
    "Limbo."  I'd like to divest it of the stigmas from other cultures; giving it
    the decidedly Roman Catholic name "Purgatory" is a little strange to me, and
    generally a practice that should be avoided as much as possible by translators.
      Upon exiting, you'll find a driver getting in a fight with some of the Toujou
    members.  It appears he was trying to assassinate someone important.  Beat him,
    but be warned that he's the "dart all over the place with a gun" type.  Close in
    on him by swaying past his gunshot; he'll pause for quite a while when shooting.
      If you've collected many experience and the random encounters do not occur
    anymore, you may want him to damage you considerably first because when you get
    back will be a rare opportunity to order the bottom items from Matsuya!
      After beating him, walk through the gate and go back to Kamuro (top choice).
    "Head for Sai no Kawara"
    Upon returning to Kamuro, you'll get a call from Sayama.  She's awake now, but
    she needs you to do some shopping, apparently.  Although Kiryuu objects, she
    asks for women's underwear and a beer.  You can find both in Don Quijote, the
    supermarket on Shouwa and Nakamichi.
      Please note that it's also early morning.  This is one of only two times that
    you'll be able to order from the morning menu at Matsuya.  The three bottom
    items are offered at this time only.
      Once you have her groceries, go back to Serena and talk to Sayama.  She'll
    come out of the shower and make Kiryuu all uncomfortable while changing right in
    front of him.  D'aw is romance in the air?!  Oh man!11
      Kiryuu suddenly confronts her.  He tells her he overheard her conversation
    with Tamiyo about her parents and her past, and how she's tagging along with him
    just to investigate the connection with the Toujou Association.  She explains
    that she was told her parents died from illness when she was young--but she
    knew Tamiyo was hiding the truth.
      One day, she overheard Tamiyo talking on the phone to someone who must have
    known her past.  During the conversation, she said "the Toujou Association is
    responsible for the death of Kaoru's parents."
      She says that she pestered her for 10 years about it, but that Tamiyo would
    never tell her anything.  "If you found out, there's no way for you to find
    happiness," she told her.  So--although Sayama feels it's really bad form for a
    detective to have their true motives sussed out like that--that's why she
    approached Kiryuu; to find out what really happened.  Apparently, that's also
    why she became a cop--so she could investigate on her own!
      Kiryuu says he understands.  He, too, had a past that was hidden from him.
      However, he cautions her that once he found out (presumably about the man he
    saw as a father figure being the one who assassinated his true parents), he
    suffered a lot of pain.  And now, he realizes...maybe, there are things people
    shouldn't know about their pasts, sometimes.
      Sayama says, "Well, those are the words of someone who already knows the truth
    about their past."
        [cinema: 8e - IV]
      Anyway, Kiryuu tells her he wants to go to Sai no Kawara, so go ahead up to
    the northeast corner of the map and go in the bathroom.  Along the way, one of
    the characters from the first game, Tamura, shows up.  He tells you that there's
    an informant named Morita who operates out of Theater Square, and that if you
    are in a jam, you should go see him.
      In the bathroom, Sayama protests when you head for the men's room, but Kiryuu
    explains that the entrance is through the men's toilets, and they go through.
        [cinema: 8e - V]
      In the first game, many bums lived here in sort-of a transient community.
    Now, that's all changed.  This is the construction site for Kamuro Heights, a
    new skyscraper that's apparently going to be one of the biggest in the world.
    A large, African-American(?) guy named Gary Buster Holmes shows up and, just
    like in the first game, says his boss is in the room all the way in the back.
      You'll go right in to the underground area.  This is the "real" Sai no Kawa-
    ra--a big pleasure district and gambling area.  Sayama says she can't belive
    such a place exists--but Kiryuu tells her "You ain't seen nothing yet."
        [cinemas: 8e - VI, VII]
      At its very end, you'll find the door to the palace once inhabited by Hanaya.
      Inside, however, it's Majima you'll find.  If you haven't played the first
    game, you'll probably notice that he's pretty unstable and eccentric.
      Kiryuu walks in with a knife in his hand.  He says "It's me, Kiryuu.  I know
    you're here.  Come out!" and throws the knife down.  Turns out, this is Majima's
    favorite weapon from the first game.
      Majima's been waiting for your return.  Kiryuu explains that Majima was the
    lieutenant of the Shimano Group, and that he was heavily involved in the events
    of last year.  Majima notices the woman he's with, and she introduces herself
    as a cop--which surprises Majima.
      Kiryuu asks what happened to Hanaya, the informant that used to be there, and
    Majima explains that the police sort-of recruited him.  Since Majima is doing
    the construction project, he's kind of naturally taken over this area.  Anyway,
    he asks Kiryuu what he wants--and refuses when Kiryuu asks him to return to the
      Kiryuu bows as he begs Majima, but Majima says he doesn't want to see Kiryuu
    like that.  When asked again, he's like "Well, guess I got no choice--but, I
    have a condition.  You have to do a job for me."
        [cinema: 8e - VIII]
      Turns out, he wants you to win a tournament.  There's an underground fighting
    arena here, and you can fight in it--you did in the first game, too.  Talk to
    Majima, and he'll explain that Hanaya's been set up in a swank office in the
    Millennium Tower's 50th floor.  Talk to him again when you're ready, and you can
    enter the tournament with the bottom choice.
      You'll have to unequip all your defensive and special items (and any weapon
    you might have, too, of course).  Then, talk to the guy in front of the gates
    and choose the last choice again.
      This is a special tournament, and you have special, brass knuckles that never
    run out of endurance.  The opponents will be armed, too.  When in Heat Mode,
    the Heat Action will require you to tap Circle after initiating it to continue
    the combo (at the cost of Heat Energy).
      The first guy is Robeson Caetano da Silva (obviously named after soccer player
    Roberto Carlos da Silva--plus maybe Caetano Veloso?).  Apparently, there's an
    extra missing from an old Hercules set.  Note that while he swings that giant
    halberd around, attacks will not cause him to be stunned at all, so don't over-
    extend yourself with heavy attacks or his attack will still hit you.  Also,
    when he does his great chop, when he rears his weapon back, it'll hit you if you
    stand behind him.  So, just do a few attacks, then sidestep his big swipe.  From
    the side or behind, hit him with heavy attacks.  He shouldn't be too big a prob-
        [cinema: 8e - IX]
      Next up is a character from the first game, Gary "Buster" Holmes.  After he
    says the same cheesey line to Kiryuu about whether he wants to die instantly or
    have a slow death, Kiryuu once again asks if he can even understand the Japanese
    coming out of his mouth.
        [cinema: 8e - X]
      Oh yeah, I forgot to mention that he has two ridiculous iron balls on his
    fists.  Exactly what country were those popular in during the middle ages?  Any-
    way, he fights with a "big-guy / pro-wrestler" style.  Note that just like da
    Silva, he can attack without being stunned.  For his type of enemy, it's the
    weird, big overhead attack they do while they're guarding that has "super
    armor" / hit absorption / whatever you wanna call it.  So, hit him with weak
    attacks from the front, and pause if you see him guarding after a couple of hits
    as he's sure to do it.  Then, sidestep and go to town on him.
      Lastly?  Well....
      Kiryuu is surprised to look over to Majima to see his reaction, only to find
    that he's left his seat.  Sure enough, Majima comes dancing into the ring in a
    ridiculously flamboyant fashion.  "My God," says Kiryuu, "you really are the
    only person I just can't read."
        [cinema: 8e - XI]
      This guy's tough, if you didn't know that from the first game.  Luckily, he's
    a little easier this time around.  You probably can't guard his knife attacks
    (there's a skill you'll learn later to do that), so keep a little bit of space
    between you and him.  The key point to defeating this guy seems to be to re-
    spond correctly to his big string (lunging slash, spin kick, spin kick, wild
    slash, burning straight punch).  Although the first and fourth hits are un-
    blockable, you can sidestep them and guard the rest.
      Don't knock him down too much, either, unless it's from the Brass Knuckles
    Headlock Heat Action.  He'll do the Downed Reversal move you can learn later in
    the game that causes a big, collapsing stun.  Your key here is to remain calm,
    stay a certain distance, and try to remember to use your turning attacks when he
    darts around you.
      Look out for his "quick-time event"-like attack, too.  At certain times, he'll
    start to slash at you and you'll have to hit the on-screen prompts.  Luckily,
    this builds up Heat Energy.  Also lucky?  It's always the same:  X, Triangle, X,
      He can actually often fall into a pattern.  Hit him with a Slam Blow (Square,
    Triangle), and as he staggers, do it again.  He will usually block the first
    punch, then get hit by the Slam Blow.  Note that if you want to get the special
    Heat Action for him, you will have to knock him down when he's low on health--
    but it's not a unique Super Pursuit Heat Action, so....
      After you defeat him, Kiryuu says "Well, you promised.  Now, return to the
      Majima says, "Well, about that....  Let's go have a nice, long talk over
    some booze to celebrate."
        [cinema: 8e - XII]
      Go back and talk to him at his room again.  Although you asked him to return
    to the Toujou Association, suddenly, Kiryuu says that he agrees Majima has no
    place there (what the heck--??).  He realizes that it might be too hard for
    Majima to join, and he doesn't want to force him.  He does, however, want him
    to help SAVE the syndicate.
      Majima agrees to help out, but he notes that the Toujou must be in quite a fix
    if they're relying on him.  Kiryuu explains that they might be losing the large
    Nishikiyama Group, headed by Shindou.  Majima knows that's about half their
    fighting force.  Kiryuu further explains that the Gohryuu Association is fixing
    to come attack, so...yeah, they need manpower.
      Majima's like "Hmph.  I think something's...kinda, you know, artificial about
      Kiryuu's puzzled by his words, so he goes on to say that there's something
    weird about Terada being killed by the Oumi Alliance.  He notes that the Oumi
    Alliance wasn't really trying to be such an enemy of the Toujou, until Terada
    became the chairman of the Toujou.  It's not like Terada was trying to bait them
    into anything, either.  He figures that even with all the Gohryuu Association
    has been up to, they surely wouldn't suddenly want to kill Terada out of the
    blue like that.
      Kiryuu says "Well...then, why did Terada give me this letter and get killed
    by them...?"
      Majima notes that he's not up on his knowledge within the Toujou anymore, not
    being in the syndicate and all, but...he never did like that Terada.  He says
    all he ever did was talk of ideals like "peace" and stuff.  The Toujou was even
    held in low regard by surrounding yakuza groups as a result.  What's more, he
    even caused troubles within the syndicate itself.
      Kiryuu asks why he didn't trust him, and he says that Terada didn't let any-
    one do anything without his orders.  He says that even Kashiwagi was only the
    acting head director in name; not in reality.  Kiryuu is a bit shocked by this,
    and Majima tells him:  "Kiryuu-chan...it's nice to trust people and all, but
    you also gotta keep your eye on what they're doing, man."
        [cinema: 8e - XIII]
      Return to Serena to end the chapter.
      Kiryuu and Sayama are sitting at the counter.  It's past midnight already, so
    Sayama's like "Uh, isn't Daigo waiting for you, man...?"  Kiryuu just lights a
      "Listen," he says, "are you sure you want to know your hidden past?"
      She's like "What're you asking that for all of a sudden, the heck?"
      He then explains that his parents were killed by the Toujou Association--by
    the man he looked up to as a father, Kazama Shintarou.  He was able to forgive
    him, because he was truly like his father...but, if Sayama found out, what would
    she have done?
      She says that if she finds out who killed her parents--no mater who they
    were--she'd most likely kill them.  It's a scary thing, finding out your secret
    past and all...but, that's the road she's chosen, so she's gonna see it through.
      He tells her it's OK, then; she can use him to investigate the Toujou.  She
    asks why, but he says he's not exactly proud of his past as a gangster or any-
      She tells him that maybe she'll find out that he, himself, was responsible.
      Kiryuu says, "If that happens, then, come to me and pull the trigger."
      She says she most likely will.
      Then she gets up.  Kiryuu asks where she's off to, and she says "Gotta do my
      He's like "Your job...?"
      She says "I'm supposed to protect you, remember?  Come on, then, let's get
        [cinema: 8e - XIV]
    3f.  Chapter 6
      The Shady Video (Ayashii Bideo)
      The Straw Legend 1 (Michael) (Warashibe Densetsu 1 [Maikeru])
      The Straw Legend 2 (Warashibe Densetsu 2)
      The Straw Legend 3 (Warashibe Densetsu 3)
      The Straw Legend 4 (Warashibe Densetsu 4)
      The Spirit Medium (Reibaishi)
      Pickpocket Band 1 (Suridan 1)
      Pickpocket Band 2 (Suridan 2)
       --After fight with 16-Bit--
      The Mystery of Beam (Bi-mu no Nazo)
    Coin Locker Key (Kamuro)
    "Head for the Amano Building"
    I guess the title refers to that silly drawing Kurahashi showed to Date and
    Kawara back at the beginning of Chapter 4 that linked Kazuki and Gohda Ryuuji
    to a foreign crime syndicate?  "Ezu" means "illustration," but it also refers to
    a scheme or a plot, so...it could refer to the scheme going on, too.
      So here we are at Stardust.  I dunno why the camera has to zoom all over to
    show us the place and all, but anyway, Date and Kawara are meeting up with
    Yuuya, the head host there, to talk about Kazuki.  Yuuya asks how Saya, Date's
    daughter, is doing, and he says she's fine.
      Kazuki shows up, surprised to be greeted by cops.  Date explains they have
    something they'd like to talk to him about alone, and Yuuya takes off.
      Date warns him that the police are gonna go around and investigate a foreign
    crime syndicate at 1am, and he believes that they will come to Stardust.  Kazuki
    wonders why tells him they're telling him this, and Date says it's because he
    was so good to them a year ago.
      It's a trap.  If Kazuki is, indeed, part of the foreign syndicate, he'll have
    to go and warn his allies.  As they wait while the shop closes, suddenly, to
    Date's disbelief, Kazuki takes off out the front door.  Date chases after him.
        [cinemas: 8f - I, II]
      Then again, this chapter will require a bit of suspension of disbelief, so,
    be warned.
      Anyway, it's time for you to try and save Daigo.  He's at the Amano building,
    and Sayama intends to come with you there.
      As you leave Serena, Yuuya, the number one host of Stardust and ally in the
    last game, shows up and talks to you about Kazuki.  Well, you can't really be
    too bothered with that, now.  Run up to Theater Square, and meeting you there
    will be Morita, informant friend of Tamura's.  You can ask him about Kazuki,
    but he doesn't know anything.
      He does know where the Amano building is located.  It's the second option.
    Ask him, and he tells you that it's the "terf" of some local gang, Team 16-Bit
    (heh).  Go north and find the building, and you're sure to meet them.
      Beat those guys, and they'll tell you that their leader hangs out at the area
    behind the pharmacy.  Go there and meet the guy, who's playing a handheld video
    game of some sort.
      You'll have to fight him, his hulking brute of a brother, and endless hordes
    of Team 16-Bit.
      No, I mean it; they're endless.  The only way to stop them is to beat their
    leaders.  You'll find that the smaller one just tends to walk backwards like an
    idiot and avoids much of the fighting, so you'll have to chase him around a bit.
      This is a great opportunity to get the "Unrivaled in Kamuro" Trophy, if you
    are playing the HD remake.  The endless hordes have very low health, and if you
    don't commit to Triangle attacks, you should be able to hit them with your
    rush combo and kill them.  It helps if you have the Cancel Sway.  You can run
    around the buildings and avoid the big, older brother--Sayama will usually end
    up dealing with him.  The younger brother, as I mentioned before, doesn't ever
    actually attack; he just circles around like an idiot.
      Once you beat them, you'll get the key to the Amano building.  What awaits you
    inside?  Why, an action scene, of course!  Kiryuu's gonna go this alone.
      Before you go back, you may want to go talk to Morita and learn about the
    hidden weapons shop in Beam.  It's a bit convoluted of a side-story, but...it's
    up to you whether you want to do that now or in a later chapter.
    "Find Daigo"
      First things first, hit X to avoid that ... huge box-like thing that the guy
    kicks at you.  Say hello to this guy, by the way--he appears throughout the
    entire game.  He uses taekwondo, but it's essentially the same as a boxing type
    enemy + a move that stuns you.  Don't over-extend yourself and remember to throw
    him a lot.
      You'll end up kicking him into some boxes.  Walk down the hallway, and there
    will be a loud noise.  Kiryuu looks back and we're supposed to notice something
    (I know it wasn't presented too well, but the guy got up and is now roaming
    around somewhere).  There are items at the end of the hallway, too.
      Go upstairs and fight the guys.  Be sure not to get shot as guns do a lot of
    damage until you get special armor that lessens their effect.  Remember to knock
    guys out the window with your environment Heat Action; this is the only building
    you can do that in.
      Go upstairs again.  Hey!  It's everyone's favorite kicker!  I like how he
    doesn't even look like a Korean guy; he looks more like Johnny Cage from Mortal
    Kombat or something.  Anyway, yeah, you're ambushed by that same guy from down-
    stairs.  Beat him again.
      Go upstairs yet again.  Get the shotgun away from the guy as quickly as poss-
    ible.  Don't use it, if you want money!!  Those are worth 150,000 yen apiece,
    fully loaded.  Just pick it up and unequip it.
      Go up again, and you're suddenly climbing an outside staircase up to the top.
    You kick guys back over the railing and throw them down stairs with your
    environment Heat Action--this, again, is your only chance to do that (I think).
      At the top, look out!  Here comes our favorite recurring character again!
    As you walk into the room, hit Circle.  He's gonna try to hit you before you
    expect it.  There are big ... things strewn about the room.  Whenever you get
    close to one, he'll kick it at you as he did in the first floor.  So, be ready
    to hit one of the buttons to avoid the attack!
      Beat him a third time and he just completely vanishes.  Strange after such
    dramatic entrances and exits.  Hm.
      Go out onto the roof and you'll see Kazuki, Kawara, Date, and...Kazuki.  Wow,
    it's suddenly every spy film and cartoon from the '80s!  What the...?  *Two*
    Kazukis??  Man!  No, by the way; they don't ever really give a reasonable
    explanation (I mean, they explain it, but it's just not too believable).
      Kawara draws his gun on one of the Kazukis.  He says he knows he's the cul-
    prit--he can recognize it in his voice.  He demands to know why he called them
    up there.
      Of course, Kazuki(?) protests, saying he has no idea what's going on.  But,
    Kawara is relentless.  Date draws his gun on Kawara and says "You're not going
    to kill people in front of me again!"  Hmm, looks like someone's got a secret
    past, kiddies!
      Kawara tells Date that there's no mistake.  This is not the Kazuki Date
    knows; it's a member of a powerful foreign organization.  He says he can smell
    the blood on him.  Date's like "Are you going to kill someone just based on
    your gut instinct as a detective?!"
      Kawara says, "Don't underestimate a detective's gut feeling!"
      Thanks to the hesitation, the fake Kazuki shoots both Kawara and the real
    Kazuki.  Yeah, thanks a lot, Date.  Thanks for being a "policeman" and upholding
    the "law."  What a jerk!
      The fake Kazuki tells Kiryuu that he's the one who called him before.  Kiryuu
    asks where Daigo is, then, and the man smirks.  "What good would that infor-
    mation be to a dead man?" he asks.
      It's true; he's gathered the four of them up there with the sole purpose of
    killing them.  Date still has his gun, but he just can't bring himself to kill
    someone.  He shoots at the fake Kazuki, but it just grazes his face.
      The fake Kazuki says a naughty word in Korean and then says, "DIE!"
      A gunshot.
      Who was shot?  Why, the fake Kazuki.  The shooter?  Sayama.  She came running
    up the stairs when she heard gunshots.
      Sirens are heard and the blue and red flashes of police lights can be seen.
    They decide to run, but Sayama is confused.  "Why run?" she asks.  "We haven't
    committed a crime!"
      Date explains that there's obviously some dark forces at work here, and that
    it's best not to get caught by the cops.  I mean, maybe, these people control
    the cops, too?
      And so, Kiryuu picks Kazuki up, and Date hoists Kawara, and they head down-
        [cinema: 8f - III]
    3g.  Chapter 7
      The Price of a Tooth (Ha no Nedan)
      Devil Woman (Masei no Onna)
      The Man Who Attacks Kiryuu Because He Was Threatened and, Thus, Has No Choice
        (Odokasare Shikatanaku Kiryuu wo Osou Otoko)
      The Manga Author (Mangaka)
      Meet Master White Lotus (Hakurenshi to no Deai)
      Master White Lotus's Request 1 (Hakurenshi no Onegai 1)
      The Secret Party (Himitsu no Pa-ti)
      I Ryu-Jeon 1 (I Ryuujon 1)
      I Ryu-Jeon 2 (I Ryuujon 2)
      I Ryu-Jeon 3 (I Ryuujon 3)
      I Ryu-Jeon 4 (I Ryuujon 4)
      The Man Who Lost His Memory (Kioku wo Ushinatta Otoko)
      You've Got Something, I've Got Something 1 (Kimi ni Aru Mono Boku ni Aru
        Mono 1)
      You've Got Something, I've Got Something 2 (Kimi ni Aru Mono Boku ni Aru
        Mono 2)
       --After fight at Bantam--
      Black Thunder
      Yuuya's Help (Yuuya no Kyouryoku)
    Coin Locker Key (Kamuro)
    "Hurry to Emoto"
    Don't worry; once you do all these side missions, you'll have most of them done.
      It's decided that the injured parties should be quickly rushed to Dr. Emoto,
    the guy who runs a small clinic that used to be supported by Kazama Shintarou in
    the first game.  Unfortunately, on the way there, you have to avoid detection by
    the cops.  It's actually a little annoying, but if you get caught by them three
    times, you can just start over again without any penalties.  I recommend that,
    since you can't control the camera and a bunch of cops skulk around that area,
    when you reach the western end of Taihei (where the clinic is located), you
    click the left analog stick in to zoom in on the map so you can see where you're
    supposed to be going.
      It's gonna take a long time to care for Kazuki, but Kawara seems OK.  Grumpy,
    but OK.  While he waits to be seen, Kiryuu and Date must think of a new hideout.
    They're really quite spooked by this whole "foreign crime syndicate" thing!
        [cinema: 8g - I]
      The game asks where you should go.  Choose "Bantam."  I believe it's the last
      In the first game, Date and Kiryuu go to Bacchus, which later gets shot up and
    then reopens as Bantam (that shooting, incidentally, is where Kiryuu met
    Haruka).  It's to the east of the Millennium Tower.
      As they exit, they discuss how weird it was to see two Kazukis.  They decide
    that maybe they shouldn't talk to Yuuya about it.  Yuuya can take care of Star-
    dust just fine while Kazuki rests up, and it would probably be bad to drag him
    into it.
      But then, Yuuya suddenly shows up.  Seems a regular at his club told him they
    saw someone who looks like Kazuki all wounded up being taken to the clinic.
    Seems they have no choice but to tell him he's in there, being operated on.
    Date just tells him there was some yakuza fight going on, and Kazuki just hap-
    pened to get shot as a bystander.
      Yuuya says he's gonna go beat up whatever yakuza group that was!  But, Kiryuu
    calms him down.  He tells him that now that he's the head host over at Stardust,
    it's his job to take care of business there--not to go run off and fight some
      After he leaves, Date says they'll tell Yuuya the truth once they figure out
    what on earth is going on.
      Head over to Bantam.  Kiryuu asks the bartender to close up for the night so
    he and Date can talk.  Date explains how they tried to use Kazuki to get to the
    foreign syndicate.  He also explains that Bessho was in the anti-yakuza division
    of Kamuro, once.
      Kiryuu asks him, so Date explains a little about how he doesn't trust Kawara.
      Kawara was his mentor until he massacred a whole group of illegal Korean
    immigrants right in front of Date with little provocation.  Date thought it was
    pure hatred, even worse than simple anti-foreign sentiment or racism.
      When he asked Kawara about it, he simply replied:  "They were bad people."
      Maybe he didn't have his coffee that morning.
      He says that he has asked him many times about it, but that Kawara hasn't
    given him a straight answer.  Kiryuu notes that Kawara...something really bad
    must have happened to him.
      Date says that what he regrets most is only that he was unable to stop Kawara
    from shooting people.  He still has the images of the illegal immigrant's faces
    burned into his memory.
      Kiryuu says that although Date talks ill of Kawara, he must really care about
    the guy.  Date just chuckles.  "Guess so."
        [cinema: 8g - II]
      Leave Bantam and you'll get a call from Sayama.  She's mad that you just up
    and decided to change bases of operation without telling her.  Anyway, she's at
    the clinic now.  Kiryuu tells her Emoto has told him not to linger around there,
    if someone's after him, so he asks her to come by.  She reminds him she has no
    idea where anything is in Kamuro, and he has no choice but to go to the clinic.
      This is your opportunity to take care of the myriad things to do in this
    chapter, by the way.
      Sayama sits there, smoking.  Kawara yells at her for smoking like that, being
    a woman and all.  She's like "Don't tell me what to do, what?"  He tells her
    she should be more womanly, and throws her her badge.  Apparently, she dropped
    it back at the Amano building.  She remarks that a guy from the main police
    office must be really tough, because he can be shot and just sit there like
    nothing happened.  He says he's a special kind of person; it has nothing to do
    with him being from the main police office.  Then he sits there staring at her
    and she gets uncomfortable.
      Go back to the clinic, and something really ridiculous happens.  Apparently,
    with two tough cops and a big, hulking ex-yakuza fighting for justice all
    standing int he middle of the room, two members of that "mysterious foreign
    syndicate" just walk right in, brush past all of you, go right into the oper-
    ating room, and punch the doctor.  Yeah, way to go, team hero.
      They go in and talk to Kazuki, because they thought it was the...um, other
    Kazuki.  They ask him if he's OK in Korean, and he's like "What...?"  They
    realize he's the wrong guy and go to leave, but Sayama stops them, putting them
    under arrest.  They just punch her in the face and go to leave.
      Kiryuu won't have none of that.  He stops them, and they say they have no
    business with him.  But he says he has some with them.  He's not just going to
    stand by while they punch a woman right in front of him!  So, they decide to
    kill you.  Beat them up.  When you're near a fallen one, you'll have to hit
    "X" repeatedly to escape his clutches and throw the two together.  The same
    goes for when you're grappled.  When either of them is low on health and
    knocked down, you'll have an opportunity for a Super Pursuit Heat Action.
        [cinema: 8g - III]
      Kawara straddles one of the guys with a gun and threatens him, demanding he
    say the name of his organization.  He even fires a shot next to the guy's face,
    so, apparently in Ryuuga Gotoku Land, you don't go deaf or blind or get knocked
    unconscious by such a thing.
      He knows just what it is (and, apparently, he knows Korean).  It's the "Jin-
    gweon Force" ("Jin'gweon pa or Jingwonha").  "Jin" means "true" and "gweon"
    means "fist."  They're apparently a very powerful and zealous lot; they believe
    their code of honor is absolute, calling it the "iron law."  Committed to their
    syndicate, these people are very serious and would gladly die or kill themselves
    for the Jin'gweon Force.
      The cops are already on their way, thanks to Kawara's stupid gunshot.  Go to
    the bar you left Date at, Bantam.  Kawara says he'll meet up with you there; he
    has to go change his clothes (into clothes that look exactly the same, of
        [cinema: 8g - IV]
      Apparently, Kawara is the Flash or something, because if you head straight to
    Bantam, you'll find him standing around outside it already.  Guess he also had a
    Staminan or has Wolverine's Healing Power or something, as the wound on his leg
    has mysteriously vanished for good.
      Inside, Kawara explains the stuff I said above about the Jin'gweon Force.
    Sayama notes that he seems to understand Korean, and he says it has something to
    do with his past--but he doesn't seem to want to talk about it.
      Date suddenly says that they need to get out of there.  The bartender's been
    acting a little suspicious.  He was out when you came back to the bar on some
    errands, supposedly, but he had pictures of Kiryuu and Sayama on the bar, for
    some reason.  Date feels that there might be an assassination attempt in the
      Kiryuu tells them to go to Serena, and he'll handle the bartender.
      Kiryuu questions the bartender as to why he has pictures of Kiryuu and Sayama.
    Other shopkeepers in the area suddenly show up, saying that he can't hide them,
    and hand him a bat.  He says, "I'm sorry about this, Kiryuu...but...for our
    sake, you're gonna have to die!"  Kiryuu just raises his eyebrows a bit and
    finishes his whiskey.  Beat them up.  Remember that you should probably use the
    Extreme Superhuman Strength move here, because there's a Heat Action you can
    only get in the bar--and there are only two fights in this bar in the story.
        [cinema: 8g - V]
      After the fight, the bartender bows deeply to you and begs forgiveness.  It
    seems that, ever since the events a year back, customers for the shopkeepers in
    town have been low, and they've all been forced to take out a lot of loans just
    to stay afloat.  It's really embarrassing to him, but suddenly someone from the
    Sengoku Group came and told them that if they took care of Kiryuu and Sayama,
    he'd repay all their debts.
      Kiryuu helps the man up (apparently with magnets in his hands as he puts them
    on top of the man's shoulders).  He tells him he understands; he has a great
    debt to this town, after the events of last year.  He tells him that shops like
    that continuing is the heart of the town, and asks him to please keep serving
    delicious drinks to the people of Kamuro.  He asks him that no matter what
    happens, he not abandon the bar.  The bartender smiles and says he will.
        [cinema: 8g - VI]
      On a side note, both Dr. Emoto and the bartender at Bantam (Tobe) were
    featured in side missions in the first game.  They were both special missions
    because they featured cinemas, which were only present in a handful of missions.
      Anyway, go back to Serena.  Kiryuu explains that the Sengoku Group put a
    price on their heads.
      Date sighs deeply, and Kiryuu asks what's wrong.  Apparently, Date has
    become a person of interest to the police.  The shooting at the Amano Building
    was captured on a police camera.
        [cinema: 8g - VII]
    3h.  Chapter 8
    "Head for the Millennium Tower"
    The title of this chapter refers to Date, who is now under suspicion thanks to
    footage from the top of the Amano Building.
      The video footage shows him apparently shooting Kazuki.  It was really Sayama
    shooting the fake Kazuki, but you can't tell from that angle.  Is someone trying
    to remove Date from the picture?
      Anyway, back at headquarters, the Chief tells them to go get Date.  He says
    there can be no mistaking it--Date clearly shot the guy.  Sudou thinks there is
    certainly a mistake, but the bullet they extracted was from the scene was from
    Date's gun.
      Sudou says it has something to do with the strange organization who set up
    the explosion at the Millennium Tower, so the Chief asks what organization that
      Kurahashi explains that they're after the Jin'gweon force.  He further ex-
    plains that the host in question who was shot was a suspected member of said
    force.  The Chief doesn't care what Sudou thinks; he believes they have to go
    and arrest Date.  Even if Kazuki was a member of the Jin'gweon, he shouldn't
    have shot him.  If this gets out, it'll be a big disgrace for the force, since
    Date was a detective once, after all.
      Sudou turns to Kurahashi to discuss Date, and Kurahashi says that he also has
    a debt to pay to Date, and that he will think of some plan to clear his name.
        [cinema: 8h - I]
      So, where did the video footage come from?  Well, there's only one guy who
    videotapes just about everything that happens in Kamuro:  Sai no Hanaya, the
    legendary informant who used to run Sai no Kawara.  He was a prominent player in
    the first game, and this time won't be too different.  The next day, Kiryuu
    decides to go talk to Hanaya, who's set up shop at the 50th floor of the Mil-
    ennium Tower now.
      Back at the pad, they discuss what to do.  Sayama feels that even with some
    weird video footage, she could clear his name by turning herself in and showing
    the gun.
      However, as Kawara points out, Date did shoot the guy, so they still would
    have his bullet there from his gun with the man's blood on it.  Date's not an
    ordinary citizen; he's an ex-detective, so they would still have a scandal (and
    they'd have an even further one with a policewoman involved, right?).
      Kawara tells Date that he'll probably get arrested if he stays in town and
    suggests he leaves.  Date agrees, and asks Kiryuu what he's going to do next.
      Kiryuu says he has no choice but to go to the man himself--Hanaya.
      Date says if he finds anything out, he'll contact them, and leaves with
        [cinema: 8h - II]
      To figure out what's going on, Kiryuu and Sayama will have to head on over to
    the Millennium Tower.  Usually, the police will stop you from entering because
    of the explosion earlier, but they'll let you in this time because Sayama is a
     police officer.  Unlike the previous game, you can't explore the inside of the
    Tower at all; you just go straight up to Hanaya's room.
        [cinemas: 8h - III, IV]
      That guy in the chair is Hanaya.  Kiryuu praises his move to such a great
    spot, telling him he never ceases to amaze him, and Hanaya responds that Kiryuu
    sure has a lovely lady with him.
      Kiryuu tells her that she's a police officer--but Hanaya already knows that.
    In fact, he seems to know pretty much everything about her!  He knows she moved
    up in ranks in only 4 years and became known as the "Yakuza-Hunting Woman."
    Seems he's been doing his homework!
      Naturally, he already knows why they're there--Doujima Daigo.  He also knows
    that they used his video to make it look like Date shot Kazuki, tho' he also
    knows it's not the case.
      Somehow, he has a leak.  He's pretty sure the mole is linked to whoever it
    was who set up the bomb before.
      Naturally, he's monitoring everything in Kamuro, 24-7--but, there are times
    when he's just not in the room, naturally.  He guesses they use those oppor-
    tunities to leak info.
      Suddenly, they tell him they've spotted Daigo, and he tells them to put it on
    the main monitor.  There he is, being taken into a building on Taihei Street.
      Just then, the systems go down, and everything turns all red on reserve power.
    Someone's tampering with the electrical grid!  It's in the 10th floor in the
    basement.  Kiryuu decides to go down there and fix things--I mean, he needs to
    know where Daigo is!
        [cinema: 8h - V, VI]
      Go down the elevator (but first pick up the items littered on the floor) and
    to the generator room.  Beat the guys up, and then Kiryuu will notice the last
    one, who walks into the room and takes his mask off.
      This hulking brute is Hayashi Hiroshi, a member of the Oumi Group who fought
    you in the first game--also in the Millennium Tower.  He was there to kidnap
    Haruka.  This time, it seems like Hayashi isn't working for the Oumi...more
    like, the Gohryuu Association.
      Sayama even knows who he is, naturally.  She knows his name vanished from the
    list of directors of the Oumi because of the events of the first game.  Guess
    he's gone over to the Gohryuu, after all.  She threatens to arrest him, but he
    scoffs that a man like him, who has thrown his life away, isn't worried about
    going to jail.
      Naturally, it's fight time!
        [cinema: 8h - VII]
      First of all, he's still easy to grapple--but be warned that he is a "big"
    enemy, so you'll have to pound on Circle like crazy to throw him.  His attacks
    are kind of slow, but they pack a punch and will break your guard.
      Once you've gotten him down quite a bit, he'll break two pipes off the wall
    and use them like kali sticks at you.  If you start attacking him with a string,
    be careful!  He'll initiate an invulnerable attack string that starts with a
    "ding!" sound and a little posturing, giving you enough time to realise what's
    going on and let you sidestep--if you don't use slow, heavy attacks.  Beware--
    it *is* invulnerable, so for the entire duration of the attack, don't try to
    hit him.
      After you bring him down some more, his pipes will break and he'll slug it out
    with you again.  This time, he has "super armor"--your attacks don't stun him
    or knock him down--unless you grapple him.  So, grapple him!  When you get him
    low enough on health and knock him down, you can get a special Super Pursuit
    Heat Action.
      He's a little tough, but after you get used to him, it's a cake walk.
      After you defeat him, Hayashi passes out.  Sayama and Kiryuu realize that the
    power of the Gohryuu must be pretty big if they could get a former director of
    the Oumi in their pocket like that.
      Then, although they were there breaking all sorts of things, apparently all
    they really needed to do was flip some stupid switch to turn the power off,
    because that's all Sayama does to fix it (?).
        [cinema: 8h - VIII]
      Now it's time for the mole to make his move--in ridiculous fashion, as usual.
    He hacks into the computer system and starts messing things up--but, he didn't
    count on Sayama being an unbelievable hackin genius.  She works from another
    monitor, countering him in real-time like some episode of Spooks/MI-5.  It's
    kind of stupid, because...I mean, think about it--all Hanaya had to do was look
    around, and he'd see who was doing the hacking.  Or, just tell all his opera-
    tives to stop, and the culprit would have to reveal himself, right?  Oh well.
      No surprise to the viewer, the culprit is Cap'n Camouflage--the guy we saw
    on the phone with Ryuuji in Chapter 1.  Look at his silly smirk.  Oh noez!  He's
    so evil!
      When Kiryuu is surprised by her skill, Hanaya just seems like "Yup, that's
    what I heard.  You didn't know?  She's like this crazy internet crime unit
    engineer computer expert super-nerd!"  Then they make fun of her and the studio
    audience laughs for no reason and she goes "Bazinga!!"  No wait, that's every
    episode of The Big Bang Theory ever.
      Oh well, kiddo!  You lost to Sayama.
      Thanks to her, they find Doujima Daigo.  There he is, all tied up like in some
    weird alternative "adult video" or something.  Turns out, he's in a building
    from the first game--the Tougenkyou.
        [cinema: 8h - IX]
      In the first game, there was a place called the "Tougenkyou," which literally
    means "homeland of peach fields."  Peaches are a symbol for heaven and also,
    well, for butts--especially female ones.  So, this name might make you think of
    some kind of sexy paradise--and it was.  The Tougenkyou (I believe known as
    "Shangri-la," a mythical paradise, in the North American release) was a brothel.
      In Japan, prostitution is illegal, but that only refers to sexual acts per-
    formed with certain parts of human anatomy.  I won't go into saucy detail here,
    but it's semi-legal to pay someone to get naked and give you "special massages."
    These are called "soaplands," because they masquerade as bathhouses and do
    involve getting you all soaped up and rubbing.
      The Tougenkyou was a soapland in Kamuro, but in the first game, Majima drove
    a truck into it and wrecked the place something awful.  So, it's closed down
    "Head for the Tougenkyou"
      So, go to it!  Note that this is the second (and maybe last?) opportunity to
    order the items off Matsuya's breakfast menu, if you're hurt.  Anyway, get to
    the Tougenkyou and go inside.
        [cinema: 8h - X]
      There are a bunch of guys with ottomans and knife-throwers around, and there
    are also guys with shotguns.  You would do well to seize a shotgun that hasn't
    been used and save it to sell later!  There's also a sword in one of the areas,
    the "Famous Sword Sakurafubuki," which you can sell for a whopping 500,000 yen
    if you don't use it!  Weirdly, you have to jump across one of the last holes
    you come to near a stairwell--you'll notice it say "Jump" suddenly.
      This is also the only spot you can get one of your Heat Actions, the "Extreme
    Tsukiotoshi," which is an environment Heat Action near the holes in the ground.
      Anyway, get to the last room and fight the guys who are holding Daigo.  Two
    of them have guns and dart all over the place like lunatics.  If you have
    bulletproof equipment (obtained from the secret weapons shop in Beam), you'll
    take less damage from their hits.  There's a third boss-like guy who similarly
    darts all over the place with a knife--I find him particularly annoying some-
        [cinema: 8h - XI]
      It seems Daigo's alright.  He apologizes for the trouble, but says Jin has
    been taken somewhere else.  Kiryuu says it looks like he's OK, but Daigo pro-
    tests that he's on the verge of death!  "Are you wounded?" Kiryuu asks.
      "No--just really hungry."  What a dork!
        [cinema: 8h - XII]
      Time to regroup!  Tomorrow's Terada's funeral.
    3i.  Chapter 9
    Back at Serena, Daigo says this isn't just any normal syndicate.  They're way
    too powerful!
      Kashiwagi shows up and offers Daigo a cigarette, saying the only thing he
    cares about is his safety.  He asks him where Jin is, but Daigo has no idea.
    He does know it was the Jin'gweon Force behind it.
      This news shocks Kashiwagi, because he thinks the force was definitely
    destroyed.  Sayama is confused why the police don't know about it, but apparent-
    ly, it was all covered up.  Kashiwagi then tells them the story of the massacre
    of the Jin'gweon 20 years ago
      Doujima Souhei tells Shimano and Kazama to go and kill every last one of them.
      Kazama is against this.  He thinks they shouldn't just decide on a war.
      Shimano is all for it, tho'!  He's like "Dude, this is the way of the
    'gokudou,' homey!"
      Souhei thinks Kazama would have a point--if these guys were a normal crime
    syndicate.  But...these guys are different.  They're not gonna rest until they
    take over.  He thinks they have to act now, and despite Kazama's reluctance,
    he orders their destruction, and tells them their chance is tonight, to sneak
    into their hideout behind a disco and kill all of them.  Of course, Kazama
    can't resist. You have to do what your boss orders, after all.
      Kashiwagi explains that he did, in fact, go and kill all of them.  He's sure
    of it.
      After that, the Doujima Group became more powerful, and Shimano made his own
    group.  In fact, Kashiwagi says the whole Toujou Association grew vastly because
    of the destruction of the group.  However...there were apparently some sur-
    vivors of the attack.
      Although the police knew about it, they just kinda looked the other way, be-
    cause the Jin'gweon was so crazy.  But...there was one cop assigned to stop it.
    He doesn't remember his name, tho'--I mean, it was 20 years ago, cut him some
    slack, son!
      They now realize the mole was part of this whole thing with the survivors and
    the Jin'gweon's return.
        [cinema: 8i - III]
      Talk to Kashiwagi again.  He reminds you that tomorrow is Terada's funeral.
    All the big-wigs of the Toujou will be there.  Kiryuu thinks it's appropriate
    for him to go, too, and asks Kashiwagi to get him in.  Kashiwagi says he will
    naturally get Kiryuu in--though he, himself, will be there a little later on.
    He will be attending, though.  He tells you to please inform Yayoi when you get
      I guess a night passed?  Anyway, when you're ready, take a taxi to the Toujou
    Base.  If you were keeping up with stuff to do, there's probably nothing for
    you to get done first, anyway--besides maybe buying healing items or whatever.
      Oh yeah--you finally see Kiryuu in a different outfit.  What, no Saturday
    Night Fever clothes?  C'mon, son, buy a new suit once in a while.  You'll also
    hear people mentioning that their cell phones aren't getting any reception.
    That's probably not anything to worry about, like some weird plot that would
    involve a fight going down, right?  Pfft, naw, that'd never happen!
      Go into the big conference room on the first floor and look at Terada's
    picture for a while all misty-eyed.  Then, talk to Daigo.  You might miss him
    and be like "...and, so, now what?"  He's standing around in the middle of
    the room somewhere.
      Inside, Yayoi is informed of the Jin'gweon Force's involvement.
      The moment is ruined by party crashers: the Gohryuu Association.  So, go run
    outside and see what's going on!  Also note Shindou gloating like a silent film
      This rude knucklehead attacks the Toujou while they're all at their previous
    chairman's funeral.  He also has a sword.  Note that Daigo gets in on the action
    so you can get that team-up Heat Action, if you haven't already.
       [cinemas: 8i - IV, V]
      After you beat that guy, Gohda Ryuuji shows up.  Hey!  I didn't know you were
    invited!  Oh, wait--you definitely weren't invited; you gave the orders to kill
    the guy!
      He's like "Morning, Kiryuu!"
      Kiryuu asks what he's doing busting into the funeral, but he just apologizes
    for his stupid gangsters.  They were supposedly acting on their own.  He asks
    who Kashiwagi is, and then insults him, saying he was sure he was from the
    funeral parlor, or something.  He also greets Yayoi and says he's there to pay
    homage to Terada.
      This angers Daigo, who points out he's the one who got Terada killed in the
    first place.  Daigo rushes to attack, but Ryuuji easily beats him.
      They ask if he's there for a fight, but he says he's really there for Terada.
    He brings a bunch of money and throws it down, saying they should use it for
    their troubles.  But, the Toujou doesn't want none of that Gohryuu money.
      Yayoi says she wouldn't want to deal with some crummy kid like him, who would
    do such horrible things even to his own father--his own blood!
      Ryuuji laughs it off.  "My own blood?  I'm not related to that ding-dong."
      He then goes to leave, but is like "Oh yeah!--3 days.  I'll give you a 3-day
    truce--and then, we're back at war, kids.  I'll make it rain blood all over the
    Kamuro District.  But...I can't be held accountable for that guy who doesn't
    ever follow the rules.  See ya."
      Kiryuu's like "...what guy?"
      Ryuuji says, "Sengoku."
        [cinema: 8i - VI]
      Here come the yakuza!  These are all supposedly part of the Sengoku Group.
        [cinema: 8i - VII]
      Majima (whose name is sort-of a pun on "majime," meaning "in earnest" or
    "with conviction" or something like that) apparently takes the entire Sengoku
    Group on single-handedly.  Well...that's amazing, but doesn't Kiryuu do that
    kind of thing all the time?  Majima also gets beaten to a bloody pulp.
        [cinema: 8i - VIII]
      Sayama calls Kiryuu as he gets back from the base.  Kiryuu explains that the
    reception was bad, so he couldn't get her earlier.
      She tells him that the Oumi has come to Kamuro and started attacking!  Kiryuu
    knows, of course.  She seems puzzled, but Kiryuu tells her he doesn't have time
    to explain.  She asks where he is, and he tells her he's at the Sai no Kawara
    area.  I guess it's faster to wait for someone to run across town than talk to
    them on the phone, right?
      Go and find him near the coin lockers.  HE's like "You're late, man--I've
    already beaten all those Sengoku dudes."
      He then tells you you have to hurry back to the base.  He believes that the
    real objective here was to take over the base.  Why?  Because Shindou is appar-
    ently tied to the Oumi, and so...he's throwing a coup d'etat.
      Sayama goes to take care of Majima, and he's like "You know, you're a pretty
    lady!  How 'bout being my girl...?"  She just rolls her eyes and tells you to
    get going.
        [cinema: 8i - IX]
    "Find Shindou"
      So, hurry back to the base (isn't it kind of silly to think that Kiryuu is
    supposed to have basically left an entire base full of yakuza "defenseless" by
    leaving??) and look for Shindou.  He's upstairs in the meeting room there, where
    you met with Yayoi before.  You'll have to beat his minion trash on the way,
    and security walls block your progress.  You'll have to run all the way around
    to the back staircase.  Why?  Because it's just so fun to run all over the
    place without any action.
      OK, so...did I mention he acted like a silent film star before?  This is just
    ridiculous.  He thinks the entire Toujou is destroyed.  Yayoi tells him that's
    not so, but he knows that Sengoku has ordered hits on all the other directors.
      We now get to see a bunch of dudes get gunned down in brutal style.  Hey,
    it's almost like a real yakuza film!
        [cinemas: 8i - X, XI]
      Apparently, his ridiculous reason?  It was to make Yayoi his woman.  What a
    ding-dong.  I mean, that, and become chairman.  He tells her he's always loved
    her and kisses her on the mouth--and she slaps him and runs away.  Oh man,
    silent movie villain time!!  He tells her he can bring her a lot more happiness
    than that stupid Doujima Souhei ever did.
      Yayoi says that Shindou doesn't understand.  I mean, even if Souhei cheated
    on her and all that--she still loves him!!  Kiryuu says that women have that
    ability--it's their greatest strength.  ... well, that's kinda horrible, innit?
        [cinema: 8i - XII]
      Fight him.  This fight goes on for quite a while and pretty much involves the
    entire manor.  He does have a sword, so be ready to sidestep a lot.  He's also
    kinda easily thrown, so, throw him!
      When you're outside by the koi pond in the moonlight, Yayoi throws you a
    sword.  Block Shindou's strikes and counter by tapping the button on the screen
    repeatedly.  It cycles through all four attack buttons.
      Once you beat him, go back upstairs to help Daigo (what a weakling).  Note
    that along the way, everyone's back to business as usual in the base--except
    nobody apparently thought to go up and check in on the captives?  Bang-up job
    protecting the base, guys.
      Yeah, this does actually happen.  I can't believe how melodramatic this game
    suddenly has become!  Well...I guess it's actually the cliches that make this
    series an homage.
      Anyway, Shindou comes back in for one final attack, even though you beat him
    downstairs.  He's got low health this time, so he's pretty easy.
      Shindou's guys come to shoot you, but Kiryuu beats both of them with a kick.
      Shindou goes for his gun, but Daigo dives down and grabs a gun, shooting
    Shindou to death.  Oh well.  No big loss, the guy was trash, anyway.
      Kashiwagi apologizes, but she tells him it wasn't his fault.  She then gives
    the order that if they see anyone from the Oumi, they are not to hesitate--they
    are just to beat them up on sight!  Why they weren't doing that already is
    beyond me, but...you go, sister(?)!
        [cinema: 8i - XIII]
      That'll wrap up this disc!--if you're playing on the original release, anyway.
    3j.  Chapter 10
    Kantou Mission
      The Weapons Video Merchant (Buki Bideo Shounin)
    Kansai Missions
      Mr. Saeki - The Impression (Saekisensei Kanmeihen)
      Kanematsu Shigeru - The Gamer (Kanematsu Shigeru Ge-ma-hen)
      Yukiko's Favorite (Yukiko no Konomi)
      Vengeance Proxy 1 (Urami Daikou 1)
      Vengeance Proxy 2 (Urami Daikou 2)
      Vengeance Proxy 3 (Urami Daikou 3)
      Vengeance Proxy 4 (Urami Daikou 4)
      Befriend the Guitarist at Soutenbori (Soutenbori no Gita-risuto to Kaonajimi)
      How to Never Lose at Gambling (Gyanburu ni Makenai Houhou)
      The Legendary Cabaret Club Girl, Nana (Densetsu no Kyabakurajou Nana)
    Date's in the records room of the police station, snooping around.  He reads the
    report on the incident over 20 years ago, and is shocked by what he sees.  Seems
    the Doujima Group was responsible for the massacre of the Jin'gweon, after all.
      Just then, Kawara comes in.  "Whew, don't scare me like that!" says Date.
    Kawara assures him nobody saw him come in (remember, he's a wanted man).
      Date tells him he's found out about the Jin'gweon massacre plot, and Kawara
    doesn't really seem surprised.  Date's confused, so he tells him to look at the
    last page of the report.
      Seems Kawara and Bessho were in charge of the unit during the attack, after
    all!  Kawara got involved when he heard Kurahashi was investigating the foreign
    syndicate, figuring it had to do with that incident.
      With this revealed, Kawara suddenly throws his badge down.  "I'm out," he
      "What?!" asks Date.  "Why?"
      "I owe a lot to that incident," he says, which puzzles Date.  "Don't ask me
    to explain."  He leaves.
        [cinema: 8j - I]
      At the docks, Date meets with Kiryuu and Sayama.  He relates that Bessho was
    in charge of the organized crime unit at the time, and allowed the massacre to
    take place with his blessing to eradicate the Jin'gweon.  This enrages Sayama,
    because she's super-anti-yakuza.  "The chief used the yakuza?!" she asks, and
    hits the railing in disgust.
      Date then informs them that Kawara gave him his badge and quit, and further
    tells them he feels he owes a lot to the incident--though he admits he didn't
    understand why.
      Kiryuu thinks Date should step off, too--I mean, the Jin'gweon Force isn't
    just your run-of-the-mill crime syndicate, so his life is probably in danger.
    Plus, he's a wanted man!
      Date just laughs at him.  "After all this, you think I'm just gonna walk away
    now?" he asks.  "Anyway, what are you going to do?"
      Kiryuu says they're going to Osaka to investigate further.
        [cinema: 8j - II]
      Yes, this is the chapter you return to Soutenbori.  But first, there's some
    lame story stuff to go through that has pretty much nothing to do with you.
      Before we return to Osaka, we "get" to find out what happened to Takashi.  If
    you played the first game, you'll know that Hanaya either abandoned his family
    at some point or was abandoned by them.  Either way, he didn't raise Takashi.
    The same went for Takashi's girlfriend, Kyouka, who is the daughter of the boss
    of the Atobe group of yakuza.  So, Hanaya and Atobe spent a teary-eyed moment
    watching their kids get together and proclaim their undying love and such at Sai
    no Kawara on a monitor, because neither one could actually approach their child
      Now...that chapter had very little place in the first game, storywise, and
    this part doesn't really "fit" either.  It has nothing to do with the main plot,
    so I actually don't like it too much.  I guess it sheds some light on Hanaya's
    personality.  Who cares?
      This is also an annoying part of the game because there's no "marker;" no red
    dot or arrow.  So, you're left to just wander around on your own and it might
    get a little frustrating because you really don't know what the game wants from
      Go to Theater Square.  In front of the theaters (across the street from Vol-
    canic Volcano), you'll run into Takashi, who's walking around with some other
    girl.  In the first game, he had been so determined to bring Kyouka happiness
    that he said he would cut off his own fingers to prove it, but now, here he is
    philandering about with some dumb ganguro chick.
        [cinema: 8j - III]
      You'll be forced to Shellac, where he'll tell you his story.  Everywhere he
    went for work, people were mean to him, so he quit.  Aww, poor baby!  You didn't
    realise that you actually had to work at a job?
      Anyway, he apparently suffered a lot trying to get work and pay the bills, and
    it was all for Kyouka's sake.  But then, he suddenly heard that she was cheating
    on him!  She had been seen going into a hotel at the aptly-named Hotel District
    with some man.
      So, he just dropped her like a hot rock and decided to play around like a
    little kid, apparently.
      Kiryuu asks if he confronted her, but he says she lied about it.  But, he also
    knows that there's the "legendary informant" somewhere around town who films
    everything and knows what's going on.  He thinks if he could only see film of
    her meeting that man, he'd feel secure in his convictions.
      No matter which way you answer, the conversation will lead you to agree to
    introduce him to Hanaya.  Go to the Millennium Tower.
      Seems Hanaya has no intention of meeting his son.  "Who wants a useless son
    like that?" he says.  But, he agrees to see him, just because Kiryuu asks him,
    not because of any blood relation.
      He's lying, of course.
      So, go back to Shellac and get Takashi.  Back at the Millennium Tower, Hanaya
    warns Takashi that there are some things you'd be better off seeing (and fails
    to tell him that he's his father).  Takashi says he doesn't care; he needs to
      He's really sad when a man does, indeed, show up to meet his beloved Kyouka.
    But, wait--!  What's this??  Shocker!  It's her dad who shows up and gives her
    money so that she and Takashi can live.  She's been going and getting money
    from him because her loser boyfriend always quits jobs for little reason.
        [cinemas: 8j - IV, V]
      Before he leaves, Takashi asks Hanaya to figure out who his dad is.  Hanaya
    says that he only did this last report for free because of Kiryuu and that he
    usually works for a steep price.  Takashi says he'll come back with money, then.
      Did you guys see that irony??  It's kinda subtle.  You might miss it, if you
    never read anything or never watched any movies or shows in your life.
      Sayama calls you.  Go meet her at Serena.
      She's there, loading her gun.  Kiryuu asks why she's got such a thing, and she
    says she can't trust anyone, anymore.  She thought at least Bessho understood
    the reasons for the anti-organized-crime division, but apparently he just uses
    the yakuza to do his dirty work, too.  Kiryuu doesn't think Bessho really be-
    trayed her or anything, but, whatever.
      She then says that she's going to stop by the police station for a bit when
    they get to Osaka, and Kiryuu tells her she can do as she pleases.  He wants to
    go look for Gohda Jin while he's there, but she suddenly points her gun at him
    and reminds him he's sort of in her custody, and she can't let him just do
    whatever he wants.
      If they ever get married, their fights are gonna be ridiculous.
        [cinemas: 8j - VI, VII]
      Now we see Sayama and Kiryuu at the police station to confront Bessho.  She
    asks him about the Doujima attack on the Jin'gweon, and Bessho's just like
    "Yeah, and...?"
      She explains that the possibility of the Jin'gweon setting up the attack on
    the Millennium Tower is very high, and demands to know why he didn't tell her
    about the Jin'gweon.  He says he didn't think it was relevant, so he'll tell
    her now.
      He tells her that he sanctioned the illegal actions of the Doujima Group
    because he knew the Jin'gweon were absolute in their mentality and that they
    were extremely dangerous.  She argues that his actions went against the very
    first thing he preaches in his anti-yakuza department, but he assures her the
    situation was different in regards to the Jin'gweon.
      She shakes her head and asks him a different question.  "Why is the Jin'gweon,
    which was certainly destroyed, back in action?  You know something, don't you?"
      Bessho reveals that they only found 33 bodies--though there were 36 members
    of the Jin'gweon.  He knows one of the survivors.  Pressed by Sayama, he admits
    he brought him to Osaka and set him up with the name "Murai."  He hangs out at
    the shogi parlor called "Keima" near the Tsuutenkaku.  He needs to protect him,
    because the Jin'gweon will certainly want to kill him in punishment for not
    going after revenge.  He also tells them that Kawara aided him in this.
      Suddenly, Bessho removes Sayama from the case.  He tells her that this is no
    longer a matter for the anti-yakuza group, if it's a foreign crime syndicate
    like the Jin'gweon.  She protests that he's doing this because she's a woman,
    but he tells her it's because she doesn't know the awesome force of the Jin-
    gweon.  She protests again and he again tells her it's an order, so she storms
      Bessho turns to Kiryuu.  "Pfft, see how hard-headed she is?" he asks.  He
    then asks Kiryuu to protect her.  He says he's the only one who can.
      Kiryuu says he has something to ask him.  He asks if he knew about Kawara
    gunning dudes down that one time, and Bessho just falls silent.  Kiryuu says
    that Bessho certainly must have known about the survivors and the fact that the
    Jin'gweon are on the move again, and Bessho just says he's not saying any more,
    and asks him to watch out for Sayama.
        [cinema: 8j - VIII]
      In Soutenbori, Sayama suddenly leaves you on your own.  Kiryuu wants to go
    find her.  Of course, do the side missions available in Soutenbori at this time.
      Talk to Tamiyo at Snack Aoi to find that Sayama's probably drinking it up at
    Stijl.  Go up there, talk to the bartender, and he'll tell you she's already
    left and that she's probably walking around by the river.
      She is, in fact, on its north bank.  She's also being harrassed by a bunch of
    thugs.  What kind of thugs forcefully hit on a lady when she identifies herself
    as a police officer?  Anyway, suddenly, she's completely incapable of defending
    herself, so go and fight them for her.  Kiryuu and Sayama race away, because
    it's, like, the police suddenly care if someone's fighting now.(?)
        [cinemas: 8j -IX, X, XI]
      Then, it's date time!  I guess they have to have *some* lovin' for a love in-
    terest angle.  Pretty lame date, though.  "Here, honey...let me go play the
    stupid UFO Catcher game for you."  "Ohh, you big, strong man *swoon*!"
        [cinema: 8j - XII]
      The two end up drinking on a rooftop.  Kiryuu teases that she just had some
    alcohol, but she says that the exercise of walking to get more wore the last
    bit off (lol).
      She tells him that this is a special thanks for the night; this is a secret
    spot for her, this roofop, where you can look out over the Soutenbori.
      After they drink and talk a bit, she gets up and offers to get him more beer.
    He tells her she doesn't have to try so hard, and she says she's just like that,
    trying to do things for people and all.  He says she's really nice, deep down,
    and she tells him that flattery isn't going to get him anything but beer--but
    he says her saying that is actually pretty cute.
      She gets a bit flustered.  Apparently, nobody really says anything like that
    to her--besides her mom (Tamiyo).  She's more used to fighting with men and
    such, and doesn't really trust those around her.  He tells her not to lose her-
    self in the battle.  She is a woman, after all.
      She tells him she's abandoned all that.  It's not that she likes being this
    way, it's just how things are because of her circumstances.  She says nobody
    but herself can understand that, and he agrees.  He tells her he thinks she's
    a really sweet person deep down, even if it sounds like just some empty words
    of a man.
      She calls him mysterious and says she can't believe he was a yakuza, and he
    says you can't really judge everything about a person from the exterior like
    that and all.
      She decides she's too drunk, and she's gonna hit the hay.  He tells her to go
    ahead--he wants to stay up there and look out at the city a little more.  She
    offers to stay, but he tells her it's OK.  After all, they have to go find this
    survivor the next morning, and she should rest.  She insists, and he says she
    should just be nice and listen to him to repay him for the evening, and so she
    holds the plush toy he won from the UFO Catcher in front of her and makes it bow
    and say "Thanks!" before she leaves.
        [cinema: 8j - XIII]
      You're left on your own again.  This is another time they leave you without a
    single hint as to where to go.  Go back to the north bank of the Soutenbori,
    near the Iwahashi side to trigger a cinema with a man about to throw away a
    sketch for a tattoo.  Kiryuu stops him, saying he'd just regret it if he threw
    it out.  The guy asks Kiryuu to come have a cup of tea with him at his shop.
        [cinema: 8j - XIV]
      This guy is Kazebori.  In Kamuro, the guy who drew the dragon on Kiryuu's back
    is named Utabori.  These are obviously just titles passed down from generation
    to generation of tattoo artists--and he's the 4th generation.
      Back at his place, the Kazebori introduces Kiryuu as a client to his assistant
    and tells her to put the tattoo sketch away somewhere where "that guy" can't
    find it.  He explains who he is, and Kiryuu tells him he's heard of him from the
    guy who put his tattoo on his back, Utabori (the second generation).  Of course,
    Kazebori has also heard of Utabori.
      Kiryuu asks why Kazebori was throwing the tattoo sketch out, and he explains
    it's the dragon passed on from generation to generation of his trade, the
    yellow dragon.  Kiryuu again asks why he would throw such a precious thing away,
    when his assistant, Akina, suddenly shouts.  She says her older brother, the
    top student of Kazebori's, came in from out of nowhere and took the drawing.
        [cinemas: 8j - XV, XVI]
      Kiryuu asks what's going on, and he explains that he was going to throw the
    drawing away because of problems with choosing an heir to his title.  It seems
    he was thinking of giving the title to Akina--tho' her brother, Satoshi, didn't
    like that, since this tradition is pretty much exclusively male.  Satoshi's the
    dude who just took the drawing.
      He goes on to say that it's not just skill that makes a great tattoo artist.
    This tattoo they put on the back of a yakuza will change their life and make
    them who they are as an adult.  He thinks Satoshi hadn't quite gotten that yet.
      Akina interrupts to remind him that she's not going to take up the title, and
    he nods, telling Kiryuu that something regrettable happened, and so now Akina
    does not want to continue as Kazebori.  He does say that even with things like
    this, he just can't give it to a fledgling like Satoshi.
      Naturally, Satoshi has stolen the drawing so he can install himself as the
    next Kazebori.
      Kiryuu gets up and says that he, too, has such a tattoo--he has the dragon
    of Utabori.  This surprises the old master.  He knows that Utabori has only
    given that tattoo to one person, 20 years earlier--to a "certain man of the
    Toujou."  Of course, they know who Kiryuu is now, and everyone's so impressed
    and agog and all this nonsense.
      Anyway, Kiryuu says he's going to go get the drawing back from Satoshi, but
    before he goes, he asks Akina why she won't take up the title.  They won't say,
    but they tell you where there's an vacant building they think Satoshi is at.
      Go up there and beat the guy up!  He's in there, gloating that "that man" has
    the dragon on him, so he's sure to have lots of clients (he means Ryuuji, of
      There is a bug here!  Be careful!  The interior for this building is the same
    as the one found in "Vengeance Proxy 4" ("Urami Daikou 4"), one of the miss-
    ions available in this chapter.  In that mission, you get a hint to the code to
    a safe that's located in that building.  If you open the safe, you'll automatic-
    ally be forced from the building with its contents (a whopping 5,000,000 yen!).
      That same safe is in this room.  Do not open it in this room!!  If you opened
    it before in the mission, you don't have to worry; it's open anyway.  If you
    open it here, you'll be forced from the building and you won't be able to go
    back inside!  If you can't go inside, you obviously can't fight Satoshi and you
    can't advance the plot.  This only happens in the original disc version, so,
    if you're playing the HD rerelease, the "PlaStation 2 The Best" release, or the
    Western release, you're OK.
      Anyway, after the fight, Kazebori shows up and Kiryuu gives him back the
    drawing.  Satoshi curses at the old guy for wanting to pass it onto a girl, but
    Kazebori tells him that he just doesn't understand the skill Akina has for how
    a tattoo is supposed to lead someone's life.  It stays with them forever, after
      So, Satoshi retorts by saying "You say that, but did the guy you gave the
    yellow dragon to turn out so great?"  Kiryuu finally asks who it is, and it's
    Gohda Ryuuji, as I said (and which isn't really a surprise?).
      Akina defends the old master.  It seems it wasn't he who put the tattoo on
    Ryuuji's back.  When he went to put it there, his hands curiously just wouldn't
    do it--so Akina finished the job for him.  Seeing how she turned out, she
    decided not to accept the title.
      Kiryuu takes his shirt off and shows them the dragon.  He says he's gained a
    lot and lost a lot due to his fate.  He also tells them it wasn't a mistake to
    put the dragon on Ryuuji...after all, people choose their own fates.  That's
    what being a human is.  He tells them it's not their job to straighten out the
    paths people choose, but just to witness what they do with the tattoos they are
    given.  He then asks Akina to continue, and to take the title, so she can wit-
    ness what happens to Ryuuji.  She agrees, and thanks him.  Whatever, guys--it's
    just a derned tat.
        [cinemas: 8j - XVII, XIII]
    3k.  Chapter 11
      Tragedy Befalls the Old Lady (Obachan no Higeki)
      Nosebleed (Hanaji)
      Master White Lotus's Request 1 (Hakurenshi no Onegai 1)
      Master White Lotus's Request 2 (Hakurenshi no Onegai 2)
    Coin Locker Keys (Osaka)
      8, 12, 16, 17, 23, 26, 30, 35, 40, 49
    In this chapter, you'll get to go to the third city area, a district in Osaka
    called "Shinsei" (the real district is called "Shinsekai").  You'll have to re-
    visit it to get most of its missions in a later chapter, however.
      You'll also be after a survivor of the Jin'gweon Force massacre.  You'll start
    by talking to Sayama on Iwahashi.  She apparently suddenly has her reservations
    about investigating this further.  She thinks maybe she's actually one of the
    survivors of the massacre.  After all, she heard Tamiyo say that her parents
    were killed by the Toujou Association some twenty years ago.  Since they killed
    off the Jin'gweon at that time, it's not too much a stretch that she would be
    one of the survivors, is it?
      Kiryuu asks if she wants to let things lie--but she doesn't.  She won't run
    away from her past.  Kiryuu goes to light a cigarette and she takes it out of
    his mouth.  "It's already 10," she says.  "Let's go find this survivor."
        [cinemas: 8k - I, II]
      The survivor in question is Bak Hwejong ("Bak" is sometimes known as the
    common name "Park" in the West).  He's taken the name "Murai" and now spends
    much of his time playing shogi in Shinsei's "Keima" (that's the "knight" piece
    in Shogi).  He looks very wimpish and has a huge mole on his face.
      To meet him, you have to really go through some convoluted stuff.  First
    things first, you have to find out where this "Keima" place is.
      There's really not too much to Shinsei; just a main strip and a little side
    street.  In that side area, north of the acupuncturist, you'll find people
    playing shogi.  The man on the bench with a shogi board will tell you how to
    get into the exclusive club (although how an exclusive shogi club would make
    money, I can't tell you)--you'll need to show the guy on the main drag on the
    eastern side up north almost to the Tsutenkaku tower a shogi piece, the "Ryuu-
      In order to give you information on how to get such a piece, he wants to play
    you in shogi.  You can play him with the top choice, refuse with the middle, or
    ask him the rules.  He'll probably beat you.
      Don't worry--there's a way around this.  Across the way from him, there's
    another guy standing around.  He tells you he has a 100% guaranteed way to beat
    that kid, and he'll tell you for 10,000 yen.  Choose the bottom choice to hear
    his "method."
      He basically cheats.  Seems homey's wife doesn't like him playing shogi, so
    he says if you tell him his wife is coming, he'll get distracted.  You can use
    that opportunity to flip the board around!
      If you challenge the guy again, you can hit Square to flip the board.  That
    may not help too much if you have absolutely no idea how to play shogi, but
    here's a quick way to win:  your king is at 8 from the right, 8 from the top
    on the 9x9 grid.  You know, one step up and right from the bottom left corner.
      Move the piece in front of it (a pawn) up.  Do it again until he uses his
    hisha (rook) to capture said pawn.  It takes 3 moves, I think.  Anyway, now is
    your chance!  Hit Square and move said hisha (rook) directly over his king
    (which was yours).  It'll be at the upper right-hand corner now.
      He doesn't really tell you how to get the piece; he just tells you that the
    guy who hangs around near the Billiken shrine south of the acupuncturist so he
    can steal the offerings left there would know.
      Oh yeah, I forgot to mention to you that there are these weird statues with
    a smiling guy with big feet about town.  These are Billikens, statues that are
    actually based off an American design and thought of as good luck statues in
    parts of Japan.
      Go south and leave 1,000 yen or more to get the guy to show up.  He'll run
    away, up north.  Catch him and fight him, but be warned that he's a really big
    guy and a little tough, despite his silly little role.
      He'll just tell you to go to the Tsutenkaku and find the binoculars with the
    yellow stripe.
      So, go into the Tsutenkaku!  You have to pay to get up to the top.  This is a
    real place, one of the landmarks of Osaka.
      When you find the binoculars with the yellow stripe, look through them (paying
    the fee, of course).  All you'll see is a billboard advertising a hotel, the
    Laguna.  It gives a phone number, though.
      If you go to the items menu, you can bring up the special items with the R1
    button.  Do that, highlight the memo, and press the circle button to call them.
      They'll ask how many floors there are in the Tsutenkaku.  A guy standing
    around will tell you it's 503.
      They'll tell you a cryptic clue:  "Asiatic black bear, intestines, the third
      Well, there just happens to be a place on the main strip's west side called
    "Yotteya" that sells intestines.  In times of famine (read: World War II), parts
    of Japan were forced to eat the parts of the animal you'd usually discard.  In
    the Kansai area, these were called "hourumon."  That comes from the word "houru"
    (which means "to discard") and "mono" ("thing").
      Since they also shorten vowels a lot in the Kansai, it was also written as
    "horumon."  At some point, restaurants actually served this, calling it
    "horumon'yaki" ("grilled throw-aways").  It is said that whoever eats this has
    great stamina, so its name was also intentionally likened to the word "hormone."
      Anyway, that's what Yotteya sells.  So, go inside, and order "Asiatic black
    bear intestines" (it'll be your only choice) three times.  At first, the cook
    refuses (he even asks if there's something wrong with you the second time), but
    then, he serves it to you.
      It's apparently not very pleasant.  Just when it seems like you were forced
    to eat something gross for no reason, Sayama finds the ryuuma chess piece in her
      Go across the street and to the north and show it to the man, who will let you
    into Keima (bottom choice).
      Kiryuu again shows the shogi piece to the guy at the yakan (teapot-warming
    oven), who at first is like "This ain't no place for a date, kiddo."  But, he's
    surprised to see the piece, and asks who he wants to see.
      Kiryuu tells him "Murai."  There he is, looking all like "Naw, it's not me
      He babbles about how this board before him has some famous shogi set-up from
    some famous match.  A pro lost in some embarrassing way, and everyone thinks it
    was some mistake--except Murai/Bak.  He isn't so sure about that.
      Sayama says she has something to ask, but he's like "I don't have anything to
    say to young'uns like you."
      She tells him she's looking for answers about the incident in Kamuro 20 years
    ago, which surprises him.  He says that maybe it's best not for her to know,
    but Sayama asks again.  She thinks she might be one of the survivors, herself.
      Bak knows there was a kid present, but....
      She asks him to tell her, and he rambles about Yabuta losing the famous match,
    and how he died afterwards, a drunk.
      He says that life is suffering.  People take all sorts of things as baggage
    and carry them around--so, maybe it's best for her not to know her past.
      Sayama tells him she won't leave until he tells her, so...he goes ahead.
      It was Christmas.
      Kiryuu says, "Christmas--?!"
      The Doujima came into his group's hideout and killed every one.  Sayama tells
    him she knows Bessho saved him, and he says he gave up his comrades so he could
    survive.  He tells them the names of two other survivors: Gim Dae-jin and Ji
      He tells her that besides them, the boss's wife and daughter survived.
        [cinema: 8k-III]
      Now, we get to see the events of that night in a bit more detial.  As
    Kawara looks on, we see the boss getting shot to death by Kazama--and Murai is
    there, too!  But...Kazama holds his gun to his head, and sees the man is no
    threat, and just walks on.
      Kawara shows up and gets asked by the boss to go save his kid.  The boss then
    dies.  After Kawara leaves, Pak crawls to his boss to see if he's alright, but
    Shimano shows up and shoots him in the back.  He then laughs like a stupid jerk.
      It missed his vital organs, so he was able to survive.
      Kiryuu gets mad, and Kiryuu reasons that her dad was the boss.  Murai says
    that Kawara took care of the boss and his kid.  She figures that Kawara pro-
    bably only saved the child, while the mother dies.  Murai doesn't really know.
      He also says that the only reason he has been able to keep surviving, despite
    forces having been dispatched from Korea to kill him for not seeking retri-
    bution for the incident, is because he sold over the locations of the mother and
    child.  Therefore, he's all regretful-land and Sayama's all "I'm a kill you!"
    land, given that was probably why her mom got killed.
      She asks who killed the men at the incident, and he describes someone with a
    moustache.  But, Kazama knows it was Kazama himself.  He was there, too!  Sayama
    asks if he's telling the truth--yes, he was.  Whoops, totally slipped my mind,
      Wow, what a surprise--the Jin'gweon Force members show up now to kill the old
    guy!  Kiryuu's like "Hey, before you kill this dude, tell me--where's Gohda
      Pak tells him it's no use.  They're members from the home country, and won't
    tell him--no matter what!  They throw a knife at him, but it just hits a pipe.
    For some stupid reason, Kiryuu asks again--but, they won't tell him, naturally.
      Beat them up, but be careful because they do throw knives.  You might do well
    to focus on their boss.
        [cinemas: 8k - IV, V]
      After you beat them, Kiryuu stops the boss-like character from picking up his
    knife and grabs him by the throat.  "Where's Gohda Jin?!" he demands.
      Unfortunately, one of the other underlings grabs his knife and throws it in
    Murai/Bak's stomach while Kiryuu's indisposed.  Then, all members open their
    rings and eat poison, like a bunch of Cold-War-Era spy knuckleheads.  Have fun
    with that, kids.
      MURAIIIII!!!!  We hardly knew ye!!!
      I mean, seriously; we didn't know you.  Great epitaph, eh?
      As he suffers his mortal wound, Bak says it would have been better had he
    either committed suicide or simply died in the attack 20 years earlier.  He's
    caused so much bother to so many people!  He tells Sayama he'll tell her mother
    her daughter grew up well--that will bring her happiness!  He then makes some
    move on the shogi board before him, promoting one of his pieces...to what I can
    only presume is a winning move?  Anyway, he dies all pathetic and stuff.
      Kiryuu tries to console Sayama, but she ain't hearin' none of that.  Uh-oh,
    someone's sleeping on the couch!  Oh, yeah--he prolly was, anyway.
        [cinema: 8k - VI]
    3l.  Chapter 12
      Kanematsu Shigeru - Collections (Kanematsu Shigeru Toritatehen)
      Mr. Saeki - The Fight With Yoshida (Saekisensei Yoshida Funtouhen)
      Shogi 1 (Shougi 1)
        -- After fight with Ezawa --
      The Tsuutenkaku's Mr. Billiken (Tsuutenkaku no Biriken san)
      Hawk the Modifier 1 (Kaizou no Taka 1)
      Hawk the Modifier 2 (Kaizou no Taka 2)
      Go Get Me Some Sake! (Sake Kattekoi)
      Hawk the Modifier 3 (Kaizou no Taka 3)
    Coin Locker Key (Osaka)
    Just so you know, this chapter has probably the most ridiculously unbelievable
    action scene yet.
      Well, it seems even our hero has been withholding information.  It seems he
    kinda had an idea what was going on, but he wasn't 100% sure until he heard
    Bak say that it was Christmas eve when they were slaughtered.
      It seems he was there on Christmas eve when Kazama had to kill a bunch of
    people.  Now, Kazama always visited the orphans on Christmas, but this one
    year, he didn't.  Kiryuu ran to his office (note his awesome jersey) only to
    find Kazama getting ready to leave.  "Go home," he tells him.  Kiryuu thought he
    acted quite different than usual, being really mean and strict suddenly.
      So, he figured he was in trouble and followed him.  Kazama went before Shimano
    so that he could warn the Jin'gweon Force and try to get them to leave town be-
    fore they all were killed.  The leader was skeptical, so Kazama had to hold a
    gun on him to prevent getting killed.
      Kiryuu saw this from the hallway and rushed in with a metal pipe.  To save
    Kiryuu, Kazama had to shoot the leader, which started the whole bloody mess.
      Earlier, we heard that there were actually five survivors from the incident,
    although most people only knew of three--Bak Hwejong (that's Murai), Gim Daejin
    (most of you will know the family name "Gim" as "Kim," so I'll write it that way
    from now on), and Ji Yeongmin.  However, as we know, the boss's wife and child
    were saved by Kawara.  So, there is a very strong possibility that Sayama was
    that child.
      So, Kiryuu feels responsible for the leader's death, thereby making him poss-
    ibly responsible for Sayama's father's death.
      She gets upset when he reveals this to her at the Soutenbori River and runs
    off.  In a scene reminiscent of many movies, Cowboy Bebop, Param e Fighter, etc,
    Kiryuu is stabbed by some clever assassin after she leaves.  Suddenly, a knife
    wound is important--well, I mean, so are gunshots.  They have the power of
    Cinema Damage!!
        [cinemas: 8l - I through VII]
      There was poison on the blade, apparently (tho' you'd think getting stabbed
    would be enough), so you have to hurry back to Snack Aoi.  The game starts you
    right at the south end of Iwahashi, so it's not too far.  Just avoid those guys
    who want to pick fights with you as time is a factor.
      Kiryuu staggers in and collapses.  Of course, Tamiyo helps him.  Who's that
    with her?!?!?!!?!?  Why, it's Kawara (the plot thickens, kinda?)!
        [cinema: 8l - IX]
      So, then, we see stupid Sengoku laughing it up like a right scuzzball.  He
    says that Gohda sure made a big mess out by the Tsutenkaku, taunting him.  Gohda
    goes to draw his sword and threatens him, but Takashima tells him not to listen
    to his taunting.
      Sengoku says, "Well, it doesn't matter--I've already won this race for the
    heir to the Oumi."
      In walk some of his underlings, with Haruka in tow.  Seems Sengoku means to
    "get" Kiryuu this way!
      Gohda's like "Whatever--do what you want.  I'll get the Toujou Association,
    and that Kiryuu, my own way," and leaves.
      Sengoku laughs like some stupid cartoon villain in his goofball cartoon head-
    quarters in the Osaka Castle.
        [cinema: 8l - X]
      Kiryuu wakes up to find Tamiyo alone.  He's like  "Dude, wasn't Kawara here?"
      She says "Well, he was here for Kaoru's sake."
      Kiryuu asks her to explain, but she's like "Naw, this is more important!"
      There was a message tucked in Kiryuu's pocket when he was stabbed.  Appar-
    ently, that was just a way to deliver a message to him.  Wow!  That's not as
    good as a candygram.
      The note is from Sengoku.  He says that he has your girl.  That's right!  It's
    "Haruka's Been Kidnapped" part ... I dunno, twenty or so?  She did get snatched
    a few times in the last game.  Tho' Tamiyo tells you not to go, since your
    wound is still fresh...you know, being an action hero and all, naturall Kiryuu's
    gonna go handle it!
        [cinema: 8l - XII]
    "Find Sengoku"
    First things first--take care of your missions, friend.  Then, head over to
    your informant on Iwahashi's south end.  Do you remember this guy?  Kurogawa.
    You met him way back on your first outing in Soutenbori and he got you into the
    Cabaret Grand club.
      He doesn't know much, it seems, but he'll nose around a bit for you.  Run to
    the coin lockers area and you'll get a phone call from an unknown number saying
    they have your girl and you should go meet this mystery person at the golf
    center.  Go up there and Kiryuu will remark on how unpopular it is that day.
      Then, you'll see why--the shopkeeper is lying there, beaten up.  All he can
    say is that a guy with a Hiroshiman accent did it.  Said guy is behind you,
    waiting for a fight.  Beat that Tochiazuma-looking clown!  He's pretty easy.
      After you beat him, you'll see that he literally has no idea who hired him to
    do so, unfortunately.  Leave the shop, and Kurogawa will call you.  He needs to
    see you at the north bank of the Soutenbori.
      Surprise!  He's really a yakuza--and he said that he's just an honest bus-
    inessman!  A criminal who lies....  What won't they think of next?
      Beat him and his little buddies up.  It's pretty easy because you can toss
    them right into the river.
      Kurogawa tells you that you should find Ezawa, the guy from the mahjong par-
    lor incident; seems he knows about Sengoku.  He's at the acupuncturist in Shin-
      Go to Shinsei and find Ezawa in the back room.  I guess he had the super power
    to turn doctor's assistants into mannequins because she doesn't respond at all.
      He also has the power to run outdoors, something Kiryuu apparently lacks.
      He's run up to the area where the parking lot and Tsutenkaku are located.  Go
    there and catch him.  You'll fight him in the parking lot, which is where Old
    Lady White hangs out, so if you got through her side missions, she'll help out
    by tossing a hairpin at you that you can ram...um, somewhere unpleasant on the
    poor guy.  Of course, you can't have done that until Premium New Game.
      Ezawa won't talk, because it'll mean his head, but a call suddenly comes in.
    It's Sengoku.  He tells you where he is--the Osaka Castle.  But yeah, this pro-
    bably means Ezawa's head, so he's like "oh noez" and sinks to his knees.  "Oh
    noez," indeed, you Popey-the-Sailor-looking trash.
      So, take a cab there!
      This is the most ridiculous thing ever.  Apparently, the Osaka Castle is built
    so that it can break in half along an unseen seem and move aside so that a huge,
    golden double of the castle can be raised and lowered at will.
      I must have missed that page in my tour guide.
        [cinema: 8l - XII]
    "Head for the Top of the Tower"
    Sengoku's right-hand man, Kunieda, apparently has the power to summon ninja and
    samurai with his gumbai, a fan-like implement used to command troops.  Fight him
    over and over, but know that if you don't beat him, almost endless waves of
    troops will appear.
        [cinema: 8l - XIII]
      Go upstairs, beat the ninja and samurai, pick up nice weapons, avoid traps by
    hitting the button prompted on the screen during cinemas, and then go upstairs
      Make sure you don't have a weapon equipped and go to the machine gun and press
    Circle.  Yes, this is a shooting game, kind of like a mini-game, but no; it's
    not like the one in the previous game.  This one's intuitive and easy.  Kill the
    guys with the harquebuses as much as you want--they actually keep respawning for
    quite a while before Kunieda can't summon them anymore.
      Oh, was it not ridiculous enough for you?  Well, after getting shot many times
    by a machine gun (that's not even a sub-machine gun--it's a mounted machine
    gun, for crying out loud), Kunieda gets up in typical silent film fashion and
    gives you a "grr!" face, then runs away.
      Yeah, I mean....  I know they were weaker back then, compared to vulcans and
    stuff like that nowadays, but....  That's really ridiculous!!
      Follow him upstairs and you'll fight him the last time.  He continually re-
    spawns ninja and samurai, but what's worse, if you stand in the wrong parts of
    the room, you'll activate those nasty trap cinemas again, so be prepared to hit
    the button as it flashes on the screen.
      After you beat him, kill off the remaining ninja and samurai, and go upstairs.
      I'm sorry!  Did you think that was all the more ridiculous it was going to
      Now, you have to fight two tigers.
         [cinema: 8l - XIV]
      Yeah, as in tigers--you know, one of the world's most effective, largest, and
    most powerful predatory land animals.  That's all!
      Their attack patterns are fairly basic.  Don't just stand around at their
    sides, because they'll spin and hit you.  The Uppercut (Square x 3, Triangle)
    attack knocks them down (wow!).  Hit 'em with it when they stand there roaring
    like morons.  If they rear back and growl, sidestep!  They're gonna dash into
    you.  If they start swiping, they might do the swipe, swipe, pounce thing.  Get
    ready and sidestep, then hit 'em from behind or to the side.  But, still, be
    careful--they'll turn and hit you sometimes.
      When each tiger gets to half health, they'll crouch and you can perform the
    Special Heat Action.  Do so, and Kiryuu uses the technique he learned from Ko-
    maki in the first game, the Toraotoshi, which means "Tiger Killer."  Nice.
      When the second one is fairly low on health, it'll pounce you and you'll have
    to pound the appropriate buttons prompted on the screen to survive.
      Sengoku stares at you.  "A--A monster--!"  he says in disbelief, and flees
    with Haruka.
        [cinema: 8l - XV]
      When you pursue, you'll find Gohda Ryuuji killing Sengoku.  He's like "Well,
    I've let you have your fun...but that's over.  Listen, I'm the type of guy who
    does whatever he needs to do to get what he wants, man.  But...I wouldn't mess
    up some little kid."  Sengoku protests, but he just slashes him--and then runs
    him throw and kicks him off the top of the Osaka Castle!  Chill, bro'.
      He thinks that now you can fight like you were supposed to, without silly
    tactics like kidnapping.
      So, he returns Haruka and leaves.
      Kiryuu's like "I'm so sorry I've caused you to have such sad memories, dude!"
    to Haruka.  But then, his wound opens up and he's all like "No wayz!" and passes
    out...but Sayama shows up (was she even around?) and helps you.  Seems she heard
    about things from Tamiyo.
      She's like "You overdid it again, you ding-dong!"
      Kawara is lurking around, too, all furtive and stuff.
        [cinema: 8l - XVI]
    3m.  Chapter 13
      Personal Data (Kojinjouhou)
      Taxi Driver
      My Boss, the Gambler (Gyanburu to Shachou)
      Hiryo-yan (Hiroyan)
      Kanematsu Shigeru - Reunion in Kamuro (Kanematsu Shigeru Kamurochou Saikaihen)
    Back at the crib, you're all chillin', getting bandaged up (by a little kid,
    but, what?), and suddenly Sayama finds a note addressed to her from Tamiyo.
      The note says:  "Kaoru:  Your father is still alive, so please trust in
      I mean, "Oh, I'm going out for a quart of milk.  Don't forget we have that
    dinner party with the Andersons tomorrow.  P.S. Oh yeah the father you thought
    was dead your whole life, which pretty much spearheaded your entire impetus for
    taking your current profession and has filled you with commitment that has
    permeated every fiber of your being--up to the point where you don't even have
    time for a love life--remember him?  Yeah, he's still alive."
      Anyway, she runs out to find her. Haruka has no idea what's going on and asks
    who's not there, and Kiryuu says it's Sayama's mom, and then sits there looking
    at the note, presumably because he's a dumb yakuza who has had such poor edu-
    cation he can't make out the simple writing before him, or something.
        [cinema: 8m - I]
      Anyway, how about some gameplay?
      The first part of this chapter is another completely out-of-place event that
    has nothing to do with the main story.  I think it's supposed to be there to
    show you that Haruka still needs Kiryuu, though she's taken a back seat to the
    love interest angle this time.
      Kiryuu realizes this is Haruka's first time in Osaka and decides to go show
    her around.
      When you exit Snack Aoi, Haruka will see a famous idol named "Sakura" (it's
    actually different kanji than the one for "cherry").  Kiryuu notices some weird
    guy she was with staring at Haruka like some kind of horrible pervert.  He
    comes over and introduces himself--seems he's the head of a big talent agency.
    He wants to make Haruka an idol, but she doesn't seem too interested.  Per-
    sistent, he glances at your cell phone and gives you his card.
        [cinema: 8m - II]
      When you go back to Aoi, you'll get a phone call from that guy.  Apparently,
    in his profession, you have to be able to memorize phone numbers very quickly,
    or some such nonsense.  He asks you to meet with him.
      Go to his place and tell Haruka to wait, then go inside and talk to the guy.
    No matter how you respond, he'll convince Kiryuu that it's much safer for her
    to be with them than it is for her to stay.  As you exit, Haruka's getting
    bothered by street punks.  Beat them.
      Kiryuu tries to convince Haruka that he's only bringing her sadness, but she
    says, "Don't you throw me away, too!"  So, of course, the guy doesn't get ahold
    of her.  As you go to leave, the company president is like, "Oh man--my golden
    egg!!  My diamond in the rough!!  No!"
      Haruka smiles and apologizes to him, and he's like "That's it!  That's your
    'special weapon'--that smile!"  She smiles and waves goodbye, and he stands
    there like a dummy, waving back with a smile on his face--until he snaps out of
    it and vows to keep pursuing the matter.
        [cinema: 8m - III]
      For some reason, some people loudly talk next to you about a talented singer
    who works at Stijl.  The red marker also shows up on the map over Stijl, so
    head on out there.  Also, for some reason, you guys walked away down the street
    but actually didn't because you're still right in front of the talent agency.
      Go in Stijl, and you'll find a guy harrassing a waitress, trying to get her to
    sing.  She refuses, so Kiryuu defends her and she leaves.
      Leave the bar, go west and south down the Bishamon Bridge, and you'll hear her
    singing.  She's along the north bank of the Soutenbori River.  Go to her, and
    talk to her about her talent.
      Go back to the bar.  The president of the talent agency blocks your way, but
    Kiryuu tells him he should come with him, and automatically shows him the sing-
    ing waitress.
      Hooray.  If you talk to Haruka in a later chapter, she'll show you a news-
    paper with the girl on the front page.  Hooray?
      Go back to Snack Aoi.  Now, you can finally get on with the story again.
    Say you're ready to go to Tokyo.
      So, remember those other survivors?  You probably thought there was going to
    be a real hard time chasing them down, but one of them just comes right out in
    the open to you.
      A phone call comes suddenly to Kiryuu.  He's like "The heck, who's this?"
      "This is Kurahashi of the international crimes police," he says.  "Well, I
    used to go by the name 'Ji Yeongmin.'"
      Yeah, so...he's holed up in the Millennium Tower--and it seems he's got Date
    there, too.  He tells you to hurry over by dawn, otherwise this time he'll
    make sure the whole building is destroyed.  He also tells you to bring Sayama
    with you.
      Kiryuu asks why, but he says "You'll understand when you get here."
      Just then, Sayama comes in, and Kiryuu explains the situation to her.  It
    seems she returned because she heard from Bessho that Date was kidnapped, and
    just casually seems to guess Kurahashi has been Ji Yeongmin all along (super
    detective?  I didn't see the link myself).
      There's no more bullet trains tonight, so it's time to go by car.
        [cinema: 8m - IV]
      As your team races off, some cool, retro, split-screen stuff happens where
    Kawara tells Bessho he's heading over to the tower himself.  Bessho says he'll
    keep the Oumi away for a bit while they handle business with the Jin'gweon.
      Tamiyo thinks that Sayama won't be able to handle the truth if she finds out
    about her past, and Kawara's all "I won't let that happen at all costs!"
        [cinema: 8m - V]
      On the way back, Kiryuu's all sleeping in Haruka's lap like a big ol' puppy.
    Haruka asks if she likes Kiryuu, and points out that she thinks Kiryuu likes
    her!  She says he shows the same kind of nice side to her that she only shows
    to Haruka.  She also says she saw all the sadness he carries around since last
    year, so she probably understands his feelings.
      My only question for this scene is, why does Sayama have a mini-van if she
    completely abandoned all hope of ever having a family and all that?  Guess it's
    a rental?  Well, that doesn't make much sense since it's too late to take the
    train, so probably car rental joints are closed, too, and--heh, there I go,
    trying to figure out a story in a universe where a golden replica of a national
    landmark can be beneath the real thing and guns only work in mystical Cinema
      Anyway, suddenly, there's a gunshot that takes out her rear-view side mirror.
    Dude, c'mon!  Replacing those is pretty expensive.  And don't give me that
    whole "you can buy a knock-off replacement"--those just look hideously bad.
      So, you get to jump out of the car and fight guys on flatbed trucks.  It's not
    a terribly hard battle.  Note that there's a gun and a shotgun lying around, so
    you might want to grab them and hang on to 'em to sell later.
        [cinema: 8m - VI]
      Once all the trucks have pulled together and you've beaten everyone, the final
    guy shows up.  It's the Taekwondo Kid again.  Does he have a hairlip?  I can't
      Beat him again--he's pretty much the same as he was the other three times you
    fought him.  Then, he'll make some dramatic spectacle, falling from the moving
    trucks.  Luckily for him, judging from past battles, he is completely impervious
    to falling off of things, or something.
      So yeah, Kiryuu stows Haruka off in Serena.  She's probably pretty used to
    that joint for now.  She tells them to take care and shows a great smile, but
    then frowns profusely behind their backs when they leave.  Probably, it's be-
    cause she's in an abandoned room with no entertainment whatsoever befitting a
    little girl.  I dunno.
        [cinema: 8m - VII]
      Race on over to the Tower!!  You'll get attacked by Jin'gweon Force members
    along the way.  In fact, one group of them even hangs out behind the Dragon
    Palace, a place that is pretty much not anywhere near routes to the Millennium
    Tower from taxi stops, inexplicably.
      Inside, Kurahashi's gone and shot up all the monitors.  Apparently, he's been
    using these 26 years in the police to calculate and finally exact his revenge.
      I wish I had someone to exact my revenge upon.....
      Kurahashi welcomes them, and Sayama pulls a gun on him.  Date's quick to
    stop her, since there's a huge bomb in the room.
      She instead asks why she needs him, and he says she is one of the people
    involved in this revenge plot.  It turns out she does, indeed, have Jin'gweon
    blood in her.  When she reveals she knows already, he asks her to instead join
    with them to take their revenge.
      Kawara busts in and shuts him up, gun drawn and aimed right at his face.  He
    tells him he always knew he was always going to betray them like this, when
    they set him up in the police to hide him, but Ji/Kurahashi tells him to stay
    back--he'll blow them all up!  Kawara doesn't think someone like him, who hid
    for 20 years, would have the guts to do that--but Ji says he hasn't been
    "hiding" so much as plotting this moment--this great revenge!  He goes to push
    the button.
      Kawara shoots the button from Ji/Kurahashi's hand and mocks his stupid or-
    ganization and its law.  He says "You remember Bak Hwejong, right?  That guy...
    he spent his life suffering, living with his sins.  Murder, theft, arson--it's
    a normal, human thing to feel that way.  What's your stupid 'iron-clad' law...
    plotting revenge for that kind of crud?  Give me a break."
      He holds his gun to the man's head.  "Murai's dead...and now, I'll kill you
    and Gim Daejin, and it'll all be over."  Date tries to stop him, but Kawara
    tells him to stay back!  He doesn't want to spill any blood needlessly.
      Ji just laughs.  "Can you kill someone in front of your own daughter?"
      Ohhhhh!  Cat's out of the bag, now!
      Sayama is shocked to learn Kawara is her father--tho', he denies it immediate-
    ly and tells her to stay back.  Ji seizes the opportunity to grab the gun he
    has stashed in his show and shoots Kawara.  He explains that he is, indeed,
    Sayama's father, and her mother was Jeong Suyeon, wife of their boss.  Kawara
    jumps up to shut him up, but he is simply shot by Ji again and again.
      As he approaches Kawara to kill him, suddenly, Sayama jumps in his way.  He
    seems surprised she'd go against the laws of the Jin'gweon, but she points out
    that those rules have absolutely nothing to do with her.  He says she can go
    ahead and die with her father, then.
      This makes Kiryuu scream like a nut and run over to the guy.  Sayama sees
    that that creepster camouflage guy is gonna get Kiryuu, so she turns and shoots
    him, but he just slinks off (presumably with very little damage done as he's in
    Ryuuga Gotoku Land).
      Kiryuu holds Ji with his arm twisted behind him.  "I'm sick of you guys doing
    whatever you want in my Kamuro District," he says.  Ji, of course, knows that
    Kiryuu is an ex-member of the Doujima Group responsible for slaying his 33
    comrades back then, so Kiryuu says "I'll be your opponent, in Kazama's place."
      Ji easily gets out of Kiryuu's grip as more Jin'gweon members walk up in their
    stupid black outfits.
        [cinema: 8m - VIII]
      Anyway, beat him!  If you defeat Ji / Kurahashi, the fight ends, so you might
    want to do him last.  He's the "dart-around-like-a-lunatic-and-then-shoot-you"
    type.  So, stay kinda close, and when he fires, dodge and hit.  He's got a gun,
    so you can use the Komaki-Style Harquebus Muffler on him.
      Kiryuu unties Date, and leaves the big bad guy right next to the button for
    the bomb like a super-genius.  As he reaches for it, Sayama points her gun at
    him and warns him she'll shoot him if he moves.  Apparently, they also left
    the super-evil boss guy armed, as he quickly draws his gun and fires on her!
      Kawara jumps in the way.  Great day, to find out the father you thought was
    dead all your life is still alive, and then like an hour later have him get shot
    to death right in front of you, right?  Anyway, Ji is out of bullets.  Kawara
    seizes the chance to grab Sayama's gun (still in her hand) and shoots the jerk
    to death.  He then slumps down.
      Sayama holds him and asks why he didn't tell her.  He says it was her mother's
    dying wish.  She doesn't understand, so he tells the tale.  How I met your
    mother:  super-messed-up, guys-getting-shot-to-death edition.
        [cinema: 8m - IX]
      So there's Suyeon, telling him she won't let him take her child, and him
    slapping her again, saying he can't just let the child, who has committed no
    crime against anyone, die.  He thought he saved her from danger, and--with
    Bessho's help--took her to Osaka.
      A half year later, life was rough for them, and so he took her child and
    gave him away so he wouldn't starve to death while he tried to find her a job.
      So then, they had a child together, and started living happily.  We see him
    telling her he's decided not to go to Hong Kong, and she protests that it's for
    his career--and, it's only for a year, anyway!
        [cinemas: 8m - X through XII]
      Well, guess what?  Someone killed Suyeon.  It was definitely the Jin'gweon
    Force, so he went out and started finding and killing the crappy Jin'gweon
    members--that's why Date saw him do that.  It was partly in revenge for her,
    but partly to fulfill her wish that he erase Sayama's horrible past.
      Sayama remembers the phone calls, and how she gleaned info about her past and
    its connection with the Toujou Association.  Tamiyo feels really bad about
    that...and we see it again for no good reason, really.
        [cinemas: 8m - XIII, XIV]
      Sayama feels it's OK that things turned out that way; it got her to be such a
    strong and fearless woman, after all!  Kawara is pleased to hear it, and holds
    her hand.  He tells to always remember in her heart that the blood running
    through her is not the Jin'gweon blood at al, but the strong blood of her
      Sayama says "And...your blood, Kawa--er, father!"
      He chuckles and says he feels nostalgic to hold her hand one more time, and
    dies as she calls him "father."
        [cinema: 8m - XV]
    3n.  Chapter 14
    This chapter's title is a bit of a play on words.  The word "toujou" means to
    move up and east, but it also, with different kanji, means "to make an appear-
    ance; to arrive at the scene."
      Back at the Kamuro Hills Construction site, Hanaya is standing around with
    Kiryuu.  "Seems I'm back in this place, huh," he says.  "Well...to gather info
    like that in secrecy and stuff--I guess this type of place fits better, tho'."
      Date walks in and says "Man, in the end...Kawara was really a great
    detective."  He then hands Sayama a box of donuts, since they finally opened
    the Kamuro location of Krispy Kreme.
      Just kidding--those are Kawara's ashes.  Guess he stopped by the drive-thru
      Sayama says he's happy to have at least met her father, and gives the ashes
    to Tamiyo.  She apologizes for causing her so much trouble all these years, but
    Tamiyo thinks that's just rubbish, naturally.
      Date says he's worried about that other kid Suyeon and Kawara had to give up.
    It's likely that, if the Jin'gweon got to him, he's part of the troubles.
    Hanaya notes that the mole in his operation has disappeared, and so, they figure
    he was part of the conspiracy, too.
      Date says they do have a clue as to what's going on--a CD-ROM.  He apparently
    found it on Ji/Kurahashi.  He probably can't figure out how to get past the
    security--but maybe Ms. Genius Hacker over there can!
        [cinema: 8n - I]
      Now we see a fleet of cars driving around.  There's Ryuuji, looking like he's
    falling asleep or meditating or something.  His underling is on the phone, tel-
    ling some other member they're on their way, and that they should arrive by
    nightfall.  He looks to Ryuuji and tells him everything's set--the trucks have
    the "cargo" on the way, and all that.
      Ryuuji's like "Guess it's time, then, huh.  I'll take all the yakuza groups in
    Japan, and I'll become the *true* dragon.  Father, watch me...I'm going to sur-
    pass you!"
        [cinema: 8n - II]
      Now we see Takashima (remember him?).  He's on the phone with a mysterious
    mystery man.  He says he'll meet that person soon.  When he hangs up, one of
    his flunkies comes in and is like, "Dude, we gotta get going!  The whole lot of
    us Gohryuu guys are going up to Tokyo, remember?"
      "Simmer down there," he says.  "We've got plenty of time.  Besides...I've got
    something special planned!"  Then he steeples his hands and is like "mmmuahaha!"
    Naw, but, not far from it.
        [cinema: 8n - III]
      Inside the crummy little shack, Sayama plugs away on a laptop.  However, it's
    just no good; she'd need some better program to hack past the password.  Maybe,
    the central police station's super-slick anti-computer-crimes unit could--but,
    as Hanaya notes, they're not gonna be very cooperative right now.
      So, Date gets an idea.  Maybe, the local municipal offices have access, too?
      He asks Sayama what she's doing and she says she's gonna go back to Osaka
    with Tamiyo for a bit.  He's glad to hear it--while she's there, maybe she can
    go into her police office and try to hack into it!
      She reluctantly agrees and gives Kiryuu a weird, long look--and he, in turn,
    gives her a long, weird look.
        [cinema: 8n - IV]
      Kiryuu's like "Hmm, Sayama sure was acting weird.  Did something happen?"
      I mean, I dunno, dude--did her father just get shot to death in front of her?
      Anyway, he decides to look for her.  She's in Serena.
      So there she is, drinking some cheap-o' beer (Suntory brand, of course...
    product placement).  She wonders if there's something he wanted to ask her, and
    he says "no."
      But then he asks if she's going back to Osaka.  She says she is--she's worried
    about Tamiyo, with all that's going on.  So, she decided to go with her.  She
    asks him not to run away, and he's like "Don't worry about me, man."
      She says he probably doesn't need her protection anymore--and starts crying.
      She then admits she's scared.  She's not sure if she wants to look into this
    thing further.  Before, she thought she would be able to handle any truths she
    found out about her past, no matter what...but....  After all, she thinks it's
    just like he warned her; it's really painful!  Now, though, she just really has
    no choice but to go on.
      Kiryuu grabs her arm as sh goes to leave, and tells her she'll be alright.  He
    then kisses her all manly-style.  He tels her no matter what it is, he'll handle
    it.  So, no matter what happens--he asks her to come back to Kamuro.
        [cinema: 8n - V]
      She says that she doesn't know what's on that disc, but she feels like she can
    take it, now.  Kiryu just doesn't say anything, and after a pause, she thanks
    him, and goes.
      When you leave Serena, Date will call you.  It seems Kazuki's finally awake.
      Go to Emoto's clinic and talk to Kazuki.  He tells you that he, too, was sur-
    prised to see his double.  I guess that's their way of asking us to suspend our
    disbelief and dodge answering the, "how come there's a Korean guy who looks
    just like Kazuki?" question.  Apparently, that double has been in Stardust for
    a half a year, and Kazuki's been held by the Jin'gweon Force.  He overheard
    that there are bombs placed around the entire city of Kamuro.  The Jin'gweon
    has decided to destroy Kamuro with the same number of bombs as their dead
    comrades (33).  So Date says they need to get the bomb squad to go look for the
    31 bombs (one blew up in the Millennium Tower in the beginning, remember?--and
    one was there with Kurahashi/Ji Yeongmin).  He knows the police aren't really so
    happy with him right now, but he doesn't see a choice, given the circumstances.
        [cinema: 8n - VI]
      In the meantime, Kiryuu has to go to the base and get everyone ready for the
    coming battle between East and West.  Ryuuji's on his way, and he needs Daigo to
    rally the troops.  So, go get a taxi to the Toujou Association's base!
      Inside, Kiryuu informs them of the bombs and how they plan to take care of
    them...but also says they need to prepare to defeat the Gohryuu.
      Suddenly, Daigo's like "How many men we got, Kashiwagi?"  It turns out to be
    300 or so.  "Those 300...let me lead them."
      Seems like our boy's gonna step up and take care of business, after all!  He's
    not going to let that Gohda kid do whatever he wants to the organization built
    by people like Kazama and his father!
        [cinema: 8n - VII]
      When they're all gathered before him, Daigo tells them this isn't just some
    problem for the Toujou--this is about the town he loves!  They all get fired
    up, and Kiryuu notes Daigo's certainly gonna be the next group head, now.
        [cinemas: 8n - VIII, IX]
      There is a problem.  Date needs you to come back and discuss.  He's at the
    Sai no Kawara's pleasure district. Even though Daigo was just getting everyone
    ready for the invasion, he comes with you.
      It seems the police won't listen to Date at all about the bombs because he's
    a suspect in the shooting case.  So, it looks like it's up to team Toujou to
    save the day!  Apparently, Daigo and the boys know how to disarm bombs.
      Daigo asks what they'll do with the Gohryuu--and Kiryuu says he's going to
    take them all on, all by himself.  Disarming the 31 remaining bombs is way
    more important!
      Date says he doesn't know how they'll do it, tho'--I mean, they don't even
    know where the bombs are!  If only Hanaya's system was still working.
      Just then, silly singing comes from nowhere.  It's Majima, of course.  He
    starts ramming his head into Hanaya's desk and punching it, screaming at it
    to start working again!  Hanaya's like "Hey, buddy...you OK...?"
      Daigo and Kiryuu try to stop him, but he breaks free and strikes his head
    into the desk one more time.  This time...it works.
      It turns out, the old system Hanaya had is still down there.  Majima's kept
    it, all this time!  Now, they can find the remaining 31 bombs--and Kiryuu can
    go beat up the Gohryuu.
        [cinemas: 8n - X, XI]
      Leave, and you'll get a call from Tobe.  Who-be?  Oh--it's the bartender at
    Bantam.  He tells you the Gohryuu is attacking his shop!
      On the way over ther, you get another call--this time, it's Emoto.  Oh man!
    Same deal over there, I'm afraid.
      When you're finally about to leave the construction site, you get a third
    call from Yuuya.  No, not Stardust, too!
      As you try to leave the bathrooms at the West Park, that silly guy, Tamura,
    who you may not remember, either, comes running up and basically tells you the
    Gohryuu are running amok.
      OK, game--we get it!
      Go and beat the guys up.  I suggest the bar first (note that you can still do
    the Extreme Bar Counter Heat Action here), then Emoto's.  The last place will
    be Stardust.
      In Stardust, apparently only Yuuya is ther to protect the place.  He's all
    messed up, and Kiryuu's like "Dude!  Beating up people who have nothing to
    do with this--it's me you're after!!"
      Ryuuji's up top.  "That's right!" he says.  "See, I knew you'd come around if
    we went crazy in this town."
      Kiryuu looks at him with crazy hatred.  "Ryuuji...!" he growls.
      Ryuuji smiles at that.  "Ooohhh, that's a nice face," he notes.  "You've
    finally gotten angry!  Go nuts, boys!"
        [cinema: 8n - XII]
      Time for a fight.  It's not too bad.  Some guys have bokutou (wooden swords).
      So...that was your "invasion?"  11 guys?
      After the brawl, Ryuuji draws his sword and approaches Kiryuu, who sinks to
    one knee--because apparently it was hard to beat up a dozen dudes.  He raises
    it and brings it to his face--but doesn't kill him.  Kiryuu asks why, and Ryuuji
    notes that there's no way for him to become the tru dragon if he kills him, with
    him in such a state.  Besides, he knows he has those bombs to take care of.
      Kiryuu's like "What?!  Did you use the Jin'gweon?!"
      He tells him that he hasn't.  It has nothing to do with him.  He wouldn't
    want them to blow up Kamuro, because--after all--he's going to take over the
    district himself, once he has complete control over all the yakuza.  He tells
    him he'll wait for him at the top of the Millennium Tower, so they can settle
    this the way he always intended--man to man.
        [cinema: 8n - XIII]
    3o.  Chapter 15
      The Man Who Just Wouldn't Learn (Korinai Otoko)
    Kiryuu praises Yuuya for being able to stand up against the Gohryuu.  Yuuya
    says he's the only guy there, with Kazuki not around, to protect things, so he
    had to step in--tho' he apologizes for failing to beat him.
      Kiryuu feels it's the opposite--he at least tried to beat them.  He tells him
    that his hard work every day has turned him into a great man, and his power is
    really a great help to Kamuro.  He then says it's the opposite for himself; he
    hasn't been there every day like that, so...maybe he's the useless one.
      Daigo comes in to see what was going on, and Kiryuu says he was able to hold
    them off for now.  Daigo asks if he killed Ryuuji...and Kiryuu is forced to
    tell him the situation.
      He then asks how the bombs are going, and Daigo tells him "We got 30 of them.
    The last one, Majima's diffusing right now."
      Oh man!  Majima??
        [cinema: 8o - I]
      So there's Majima, ordering his underling to cut wire after wire.  The guy
    tells him he'd be sad if these bombs went off and he left his poor old mother
    alone--and then he praises Majima for being able to disarm bombs like this!
    Majima says, "What're you talking about, dummy?  I don't know electronics or
    whatever!  I'm going by instinct!"
      The guy is shocked.  "I-instinct?!"
      Majima looks at him.  "WHAT?" he says.  "Don't you trust me??"
      There's one wire left.  He orders the guy to cut "red," and he refuses, so
    Majima has to do it himself.
        [cinema: 8o - II]
        [cinema: 8o - III]
      While trying to figure the disc out, Sayama was apparently having that weird
    dream about Majima.  Him blowing himself up like that wouldn't be too hard to
    imagine.  It is hard to imagine she  can sleep sitting straight up in a chair
    without putting her head down.  It's also like...did she even know that was
    going on?  Maybe, she was dreaming about something else--or she just saw the
      Then, she sees something on the disc she just can't believe.
        [cinema: 8o - IV]
      Anyway, it seems like Majima really did diffuse that last bomb.  Daigo says
    you should go regroup at Sai no Kawara.
      Once you get there, Majima's being massaged by the guy from Sayama's stupid
    dream.  Kiryuu's like "Way to go, Majima!" but he's like "Whatever, man--that
    was nothing for me, kid!  Anyway, let's go eat somethin', man.  I'm pretty
    hungry."  They go to leave, and he turns to you.  "Oh--Kiryuu.  Don't forget--
    this Gohda guy, or whatever...don't forget the duel between you and me is more
    important, right?"  Kiryuu just laughs.
      Date tells you he has something to discuss back at Serena, and he has a lot
    to prepare (people sure do a lot of preparing in this series).  So, he'll call
    you when he's there.  While you wait for him, why not go have fun in Kamuro
    with Haruka?
        [cinema: 8o - V]
      This will be extremely boring if you don't go and do the mission, "The Man
    Who Just Wouldn't Learn," because you'll have to wait a looooong time for Date
    to finally call you and break it up, and there really isn't too much else to do.
    But, if you do that mission, right after you finish it, Date should call you.
    If you're playing Premium New Game, and you've already done the mission, you can
    just go to the spot where it intiates and you'll get the call immediately.
      At any rate, meet him at Stardust.  Sudou is there--the cop you met way ear-
    lier who was trying to defend Date.  He also helped out greatly in the first
    game.  Well...not greatly, but I'm babbling.
      They send Haruka away to discuss something important.  On Gohda Ryuuji's
    paperwork, apparently, Jeong Suyeon is listed as his mother.  So...he's
    Sayama's half-brother!
      Just then, Sayama walks in the door.  Sudou and Sayama exchange introductions
    and he just sits there awkwardly for a moment before saying he has more to
    investigate, and leaves.
      Sayama asks why Sudou was there, but they're just like "Oh, uh, he's just
    doing some investigations about the bombs, you know."
      They ask if she was able to read the disc and she tells them that it was too
      Kiryuu then tells Sayama that he is going to his duel with Ryuuji.  He can't
    get out of it, and she says she won't let him go.  She says she won't allow him
    as a policewoman--she can't allow people to just go meet and try to kill each
    other!  Date's like "What--you'd suddenly care about that?"
      As Kiryuu turns to leave, Sayama tells him he's still under her watch, and
    she's gonna try to stop him.  He's like "Whatever, do what you want."
      She then suddenly tells Kiryuu and Date that Bessho wants to see them in
    that special anti-yakuza conference room at the Kamuro Police Station.
        [cinema: 8o - VI]
      So, go get a cab and go to the station.  Date asks Kiryuu if he thought Sayama
    was acting weird, and he says "yes."  Date wonders if something happened in
    Osaka (wonder what, geniuses??--great detective, kid).  In they go to the secret
      Nobody's there, though.  There's a computer set up with a video clip of Sa-
      She apologizes for calling them there like this, but wanted to tell you some
    important information--and her feelings.
      It seems she made this recording right after she found out that Gohda Ryuuji
    was her blood relative, the child saved by her father, Kawara, 26 years ago.
      She says it's not really that ironic to have him as her brother, since he
    also has suffered so much and been involved with the yakuza like her.  She
    says that she hasn't forgotten about the things Kiryuu told her, or walking the
    streets of Osaka--those will always be her best memories of Kiryuu  But now, she
    has to go and explain everything to Ryuuji to get him to stop this gang war--
    both as his sister, and as a member of the anti-organized-crime unit.
      She further says that Kiryuu and she are from different worlds, and she just
    can't escape from her destiny--just as he said.  She gets all teary-eyed and
    apologizes; she wanted to say "goodbye" with a smile, not with tears.
      Kiryuu gets up and storms out.
        [cinemas: 8o - VII, VIII]
    3p.  Chapter 16
    Kantou Missions
      The Kamuro Slasher (Kamurochou no Kirisakima)
      Amon Kazuya
      Amon Jirou
      Amon Sango
    Kansai Mission
      The Martial Arts Youth (Kobujutsu Shounen)
      Master White Lotus's Request 3 (Hakurenshi no Onegai 3)
    This is your last chance to take care of business!  Do not talk to Date and tell
    him that you're ready unless you really are--after you talk to him and exit
    Serena, there's no turning back and you'll just be in a long action scene.
      You'll probably want to do the last few missions--and fighting the hidden
    bosses, if you've done all the other ones (besides Mahjong, Shogi 1, Shogi 2,
    and Slot Machine Ace).  There's probably a bunch of other stuff you should do,
    too, like the Underground Arena and what-not.
      When you're ready, talk to Date and exit Serena.  You'll first fight Jin-
    gweon Force members in the alley behind Serena, then in western Taihei.  They
    aren't much to speak of, but the next fight, which takes place right in front
    of the entrance to the Kamuro Heights construction site, features two, boss-
    like characters similar to the ones you fought in Emoto's when Kazuki was shot.
        [cinema: 8p - I]
      Note that there's no break between fights.  You'll automatically be sent to
    the construction site, where you'll have to fight a couple of waves of Jin'gweon
    members.  Some have guns and shotguns, some are big guys, and some have knives.
      After you beat them, you'll be on the lift up to the top, fighting Mr. Happy
    Taekwondo Guy yet again.  This is the fifth and last time you have to fight this
    knucklehead.  Note that after you beat him, there's no weird cinema of him fal-
    ling or anything, just like the third time you beat him.  Kinda quiet exit, huh?
      So, now you should be at the top.  There are items strewn about--get them.
      Kiryuu races up the stairs to the top and finds Sayama confronting Ryuuji with
    her gun drawn.  Gohda looks over and is like "Hey, Kiryuu--what's all this,
      Sayama tells him she's taking Gohda Jin, and Ryuuji motions to a pillar.
    "Do whatever you want with him--he's over there."
      Kiryuu races over and unties Jin.  He tells Sayama he's OK.
      Ryuuji turns to Sayama and asks what she wants with him, and she tells him
    she's placing him under arrest.  He laughs and points out that she's caused a
    lot of trouble herself--what kind of nonsense is this?
      She says she understands, and that she's going to turn herself in, too.  She
    just doesn't want any more members of her family to die.
      Ryuuji is understandably puzzled by her remark, and she elaborates.  She asks
    if he remembers being saved back then, and tells him that his mother survived--
    which visibly shocks Ryuuji.  She changed her name to Kawara Yoshiko and gave
    birth to her--so she's his sister.
      He's like "...what...?"
      But Jin confirms.  He says he met Suyeon at a bar in Osaka and learned of her
    plight, running every day with a child in her hands from the clutches of the
    Jin'gweon.  He then took her child in, though the policeman who brought her to
    Osaka, Kawara Jirou, eventually came and got together with her.  As a yakuza,
    he couldn't just give him back; he was basically Kawara's enemy.  So, he had no
    choice and just raised Ryuuji as his own.
      Ryuuji says, "In other words, my mother abandoned me, great."
      But Jin tells him he's wrong.  He took Ryuuji in because he wanted a son.  He
    loves him more than his own son!
      Ryuuji tells him to shut it.  He says all he has ever thought about was sur-
    passing him as a yakuza.  He tells Kiryuu all that's left now is their duel, to
    find out which one's the true dragon.  That's why he hooked up with the Jin-
    gweon to orchestrate this whole thing.
      Jin's all "You still want revenge for the events 26 years ago??"
      But Ryuuji says he's lived alone all his life, and that the only thing on his
    mind was becoming the true dragon and surpassing his "father."  He doesn't care
    about "revenge" or "hatred," or whatever--he just used them as a means to an
      He steps into an elevator, where Kiryuu's standing around, although Sayama
    holds her gun on him and tells him not to move.  Kiryuu tells him he reminds him
    of an old, close friend--something Ryuuji visibly doesn't really like too much--
    and that he's an unchangeable, bull-headed man who just goes after his goals,
    even if they're foolish.
      "Tell me something I don't know," says Ryuuji.
      Kiryuu then says that when people like him come looking for trouble, he'll
    give them what they want.  He slams his fist into the button for the elevator
    doors and closes them so Sayama can't get in, and apologizes to them.
      Now, it's macho testosterone-land.  The two rip their shirts off and Ryuuji
    unsheaths his katana.  Time to get down to business!
        [cinema: 8p - I]
      He does have a sword this time, but the principle's pretty much the same as
    it was before.  You wanna know a really easy way to beat this guy?  Grab him,
    hit Square three times or Triangle, walk up to him, wait for him to start to get
    up, grab him, hit Square three times...etc.  He does get "super armor" at some
    point, so things like the "Slam Blow" may prove ineffective--except for if he
    suddenly decides to block.  He can also recharge his health by rallying up, so
    look for that and grab him to stop it.
      He'll attack you at some point similar to the way Majima attacked you with the
    knife in a "quick-time-event"-like manner.  Follow the button prompts or you'll
    get hit.  Succeed, and you get Heat Energy.
      When you get him low on health, knock him down somehow so you can start the
    Extreme Super Pursuit Heat Action.  If you were vigilant, it should be the last
    one for your Completion List (which will give you a really great reward...that
    kinda breaks the game, honestly, for "New Game+"-like Premium New Games).
      Once you beat him, it's time for the biggest secret in the game to be revealed
    (I'm sure you're just trembling with excitement).
      Ryuuji stands to punch Kiryuu, but falls, powerless.  Kiryuu looks to Sayama,
    but she looks away, and Jin approaches to look over his son's fallen body.
      Kiryuu apologizes to him, but he won't hear that.  Because of Kiryuu, he was
    finally able to hear the true feelings of his son.  He knows that he has been
    hiding a big secret from Ryuuji, so he understands why he couldn't be close to
      Jin then turns to Sayama and tells her that, as Ryuuji's father and head of
    the Oumi Group, he must also answer for Ryuuji's crimes.  He asks her to arrest
    them both.
      Suddenly, a voice says "Great work!"
      It's Gim Daejin, the final survivor--though, you may know him as Terada Yukio,
    the man Kiryuu named as his successor and who got shot to death in the first
      He reveals that he's been waiting these 26 years to orchestrate this event,
    and that Ryuuji wouldn't go along with it.  To him, "revenge" and stuff--that
    didn't matter a tick.  All that mattered was taking over the yakuza of Japan.
    So, they had to formulate a plan to make him act.
      That's why he asked Kiryuu to go to Osaka and ask for the alliance.  He knew
    that Ryuuji just wouldn't stand for such a thing, because of his pride.  As he
    predicted, Ryuuji instead seized his organization and started a war against the
      "And now, you've defeated Ryuuji," he notes.  "Well, that also fits in with
    our plans!  See, he disobeyed our iron-clad law.  He should die with the rest of
      He says that all that's left now is to destroy the Toujou and to turn the
    Kamuro District into a sea of blood with his bomb.  This shocks Kiryuu--he was
    sure all bombs were diffused!  But, there was one more:  the bomb for Ji Yeong-
    min, or Kurahashi.
      "Didn't you notice it?" he asks.  "It was right in front of your face."
      He tells them that they don't have to worry, though.  By the time he pushes
    the button and detonates it, they'll all already be dead, anyway.
      But before anything can go down, Kiryuu stops him.  "Did you lie to the man
    who saved you, back there at Kazama's grave?" he asks.  Terada is shocked by
    this and asks how Kiryuu knew.
      "That day," he explains, "I was looking right at you."
        [cinema: 8p - III]
      It's true--apparently, Gim/Terada was right in front of Kiryuu when Kazama
    came into the room where Gim Daejin and Ji Yeongmin were hiding out, after Shi-
    mano killed their comrade, Riu.  When they get up to go, Kazama holds guns at
    their faces and tells them to live, sparing them because they're still young,
    and he doesn't want them to waste their lives.  Terada even looks at Kiryuu's
    stupid young face.  What was Kiryuu, like, 13?  He's quite big for his age.
      Anyway, Gim's like "Oh, that was you?  Hm.  Yeah...Kazama definitely saved
    me that day, but from then on, all I thought about was revenge, so I went to
    the Oumi Alliance."
      Jin reveals that it was because of a request from Kazama that he took him into
    the syndicate.  Kiryuu asks if he has any honor, since he owes Kazama such a
    heavy debt.
      Terada explains that he and his comrades have discarded their humanity.  He
    has nothing but the revenge to live for.  He points out that Kiryuu's role in
    this matter is over, and now they have to kill him.
        [cinemas: 8p - IV, V]
      He's the "dart-around-with-a-gun" guy, but he's got a sub-machine gun.  Still,
    he has to pose and shout when he's getting ready to fire, and you can sway to
    his side and get around him when you hear him shouting.  He'll fire a short
    burst at this point, instead of standing there, firing for a while, and he
    can't be grabbed in that state.  Still, you can stand slightly away and have
    the Square inputs of your rush combo miss, then time a Triangle so your combo
    finish lands as he finishes.  I recommend the Slam Blow, since it will stagger
    him and you can then grapple him (especially if you have the Hercules Glove).
    In other words, I use the trusty ol' "Slam Blow - Combo Hold" trap.  Kill his
    underlings first, tho' (including the mole from Hanaya's operation).
      At certain points, he'll fire up into the air, shooting support cables off of
    huge I-beams.  Hit Circle, then X, or you'll take one of the most damaging hits
    in the game.  Once you get him low enough, another QTE arises:  he crouches to
    reload his gun.  Tap X repeatedly to run up and hit him.  If you knock him down
    when he's low on health, you can get the standard Extreme Super Pursuit.  Note
    that there are two healing items in the back of the stage.
      With Gim defeated, everything's fine, right?  Kiryuu turns to Sayama and Jin--
    and is shot in the back.
      It's Takashima.  He's like "Thanks!  I knew if I left it up to you guys, all
    you dummies would just defeat each other."
      He helps Gim up.  Jin accuses him of joining forces with the Jin'gweon and
    betraying the Oumi, but Takashima just laughs at that.
      "Betray the Oumi??" he asks.  "It's the opposite."
      Gim points out that the main objective of the Jin'gweon revenge plot was to
    destroy the Toujou Association.  This fits in perfectly well with Takashima's
    plan; he means to take the title of chairman and just come right in and take
    over the area, absorbing the Toujou under the Oumi's umbrella.  He also thinks
    he can ally with the foreign syndicate and extend their power even farther, so,
    why not, right?
      He turns to Terada and tells him "That's right--and now that that's been
    handled...my use for you is over."  He shoots Gim right in the chest.  Yikes.
      Gim says something about how he knew he'd turn out like that, after all.
      Jin says that he won't allow Takashima to take over like that.  Strong words
    from a guy in a wheelchair to a dude with a gun.  Takashima guns Jin down, and
    shoots Sayama's gun from her hand.
      Gim calls to Takashima during his big reveal and tells him he knew he could
    never trust a rat like him.  He tells him he knows, deep down, that he won't
    get away with it.  Takashima laughs at him and calls him an idiot, and shoots
    him again and again--but Gim presses the button on the bomb.
      "Kiryuu..." he says.  "There's only you left now....  In my last moments...
    trust in me...."  He dies
      Sayama pulls out her collapsible night stick and goes to attack Takashima,
    but he easily sidesteps and grabs her.  Kiryuu action-rolls over to a gun,
    but Takashima has his gun at Sayama's head.  She pleads to Kiryuu to fire any-
    way, but Takashima knows he won't.  "You won't let innocent blood be spilled,
    Kiryuu--that's your weakness."  He turns his gun on Kiryuu and shoots him again,
    then puts his gun back to Sayama's head.  "Now, you can join them in the other
    world," he says.
      Suddenly, Ryuuji shouts and rises with a gun.  He runs at Takashima, and the
    two trade shots, both getting all riddled with holes.  Takashima falls, and
    Ryuuji stands over him.  "You know," he says, "for a man...it's good to be an
    'idiot' (as Takashima called them all earlier).  Some little schemer like you
    will never be able to take over the whole country."  He shoots Takashima
      He turns with a wry smirk to Kiryuu, and the two slowly stagger over near the
    bomb.  "One dragon's enough..." Gohda says.  Kiryuu agrees, and they shut the
    elevator door on Sayama before she can get to them.
      Ryuuji says, "This is the first time I've met such a man.  No wonder my sister
    fell for you."
      Sayama pleads with them--there are only 5 minutes left on the timer!
      Kiryuu tells her that she should go and save herself, and Ryuuji agrees--tho'
    she says she doesn't want to see her family die, or the man she loves!
      Ryuuji says, "We're all shot up with holes here, man.  We're gonna die, either
    way.  Let's use this time to settle this!"  He hits the button, causing the
    elevator to go down, with Sayama in it.  "Listen to your brother's request--just
    this once in your life," he tells her, smiling.
        [cinema: 8p - VI]
      Pretty much, you're going to fight him like you did the first time.  Don't
    forget about the whole "grapple, knockdown, grapple, knockdown" thing as it
    works wonders on this chump.  At some point, he may tackle you.  Pound the
    buttons as they are prompted on the screen to reverse and hammer away at him
      At the very end, in perhaps the greatest homage in this game, the two run at
    each other and you are prompted to hit a button.  It's Triangle.  This is the
    famous "Cross Counter" technique of Ashita no Joh ("'Tommorow' Joe") series
    fame.  This was a hugely successful franchise and its signature move has been
    placed in games and movies over and over and over in Japan.  DO NOT FAIL THIS
    QTE!!  Apparently, it will give an instant "Game Over."  So...just mash Triangle
    when you beat him.
      So, Kiryuu won.  Big deal--he's still shot up like crazy and lying next to a
    huge bomb that's about to blow everything to kingdom come.
      Sayama runs up the stairs.  She runs over to Ryuuji and holds him in her arms.
    He says "Mm...what a nice smell...it's...Mom's smell...."
      He asks if she remembers their mother's face, but she doesn't.  He thinks it's
    a sad thing that she was taken from her too early to remember.  When asked what
    kind of woman she was, he tells her she was just like her.  In fact, when he
    first met Sayama, he instantly was reminded of his mother.  Sayama smiles at
    his request, and he smiles back.  "What a lovely smile," he notes.  "If only I
    had known I had such a cute younger sister earlier...."
      She notes this kind of thing wouldn't have happened, then.  But, Ryuuji says
    it certainly would have.  He says he has the blood of the Jin'gweon running
    through him, so he was fated to die a meaningless death.  Granted, he lived
    longer than he had expected.
      Ryuuji dies in Sayama's arms.  Just then, Date and Sudou show up like they
    did in the first game, in a helicopter.  They do about as much good, too; all
    they end up doing is calling to Kiryuu, telling him to run.  There's no time!
    It's only a couple of minutes until the explosion.  Haruka calls to him from
    the helicopter, too.
      However...it's just too late.  Kiryuu's too messed up.  He falls down, and
    Sayama offers to carry him--but he tells her to save herself.
      Instead, she opts to stay with him.  It's makeout session time!  No, seriously
    they kiss a lot.
      They embrace as the counter runs down.  "Are you scared?" Kiryuu asks.
      "Yeah," she says.  "But...I've never been this warm in my life."
      Everyone watches in disbelief.  The helicopter has to withdraw because the
    explosion is imminent.
      "You've betrayed Haruka," Sayama says.
      "Yeah," says Kiryuu.  "But...she'll understand."
      Sayama agrees.  "She's a strong one, that girl."
      Hanaya, Majima, Date, Sudou, and Haruka--they all can simply sit there and
    stare.  The timer reaches "0."
        [cinema: 8p - VII]
      If you didn't play the first game, you probably weren't prepared for this,
    but "Silent Night" plays during the credits.  In the first game, it was "Amazing
    Grace."  It seems a little out of place in both games, sure.
      We see the sky above the graveyard again, and the camera pans down to Haruka,
    praying at a grave.  "Thank you, for everything," she says.  "I'll never for-
      But, she's not praying to Sayama, or Kiryuu.  No; she's at Terada's grave!
      Date and Kiryuu are standing there.  "Man, so...that was just a fake bomb!"
    says Date.  "Terada was the greatest actor in the whole thing, huh?  I really
    thought it was going to go off."  Remember that fuse that fell from Terada?
    It was needed to blow up the bomb.
      Kiryuu relates how Terada didn't trust Takashima, and told him he wouldn't get
    away with it.
      "So...did you know the bomb wasn't going to explode??" Date asks.
      "I didn't," Kiryuu says.  "But, Terada asked me to believe in him, in the very
      "Believe in him...how?" Date asks.
      "I guess it was to believe he was actually loyal to Kazama, after all," he
      Just then, Sayama walks up, with some flowers for the graves.  Date doesn't
    want to be a third wheel, so he just pats you on the shoulder and leaves.
        [cinema: 8p - VIII]
    Oh, yeah--that's it, by the way.  From now on, you can replay the game with the
    "Premium New Game" feature, if you'd like.  You carry almost everything along
    with you.  Unfortunately, you can't "redo" missions, so if you messed one up,
    you can't ever get the Photon Blade RG unless you start over from scratch.
      So, go after those completion lists!  See you in a year for Ryuu ga Gotoku 3!
    Optional steps will be listed in parantheses.  Where there are two routes, I'll
    split it up and say "Route 1:" OR "Route 2."  You'll see!
    Chapter 1
    1.  Check Kazama's grave (last one), Remember events from last game or skip
    2.  Battle tutorial:  Perform "finish blows;" end Square attack strings with
      Triangle -> Perform grapple maneuvers -> Perform weapon attacks -> Guard ->
      Perform Heat Actions -> Beat remaining guy
      (Answer "yes" to try again) -> Answer "no"
    3.  Overhear conversation on Tekaichi near alley towards Nakamichi
    4.  Fight punk on Nakamichi, talk to Handa, the guy he was harrassing
    5.  Fight punks harrassing girl at Theater Square; Battle tutorial 2: use
      "free" back attacks on enemies -> Walk with lock-on -> evade attacks with
      "X" -> Beat punks
    6.  Talk to girl, enter Shine
    7.  Defeat yakuza
    8.  Defeat Boss 1: Doujima Daigo
    Chapter 2
    1.  Beat punk on Soutenbori between Club Sega and driving range
    2.  Meet Kurogawa further down Soutenbori
    3.  Enter Cabaret Grand, encounter guest trying to get into the VIP lounge
    4.  Return to Kurogawa, talk to him
    5.  Return to Cabaret Grand, go upstairs
    6.  Defeat Oumi Alliance members
    7.  Go to the large TV screen at the eastern end of Soutenbori
    Chapter 3
    1.  Talk to Daigo on Iwahashi Bridge, answer "yes" when ready
    2.  Get to the top, remove equipment, talk to guards, enter
    3.  Action scene versus Gohryuu Association
    4.  Defeat Boss 2: Gohda Ryuuji
    Chapter 4
    1.  Go to Snack Aoi
    2.  Return to car
    3.  Carry Sayama to Snack Aoi quickly, avoiding strange man along the way
    4.  Get call from Daigo
    5.  Get call from Tamiyo near Coin Lockers (after 2~3 minutes of game time)
    6.  Buy bandages at pharmacist on Soutenbori
    7.  Return to Aoi
    8.  Talk to bouncer at Riichi Heights
    - ROUTE 1 -
    9.  Talk to man across street from Riichi Heights
    10.  Go to Club Sega, Talk to Jakka in front of UFO Catcher, agree
    11.  Get doll from UFO Catcher
    12.  Talk to Jakka again, accept mission
    13.  Meet thug by Coin Lockers -> Either pay 500,000 yen (why?) or refuse,
      defeat yakuza
    14.  Find man at Soutenbori River's south bank under umbrella, automatically go
      to Club Sega and talk to Jakka
    15.  Go to Riichi Heights and show tile to bouncer
    - ROUTE 2 -
    9.  Talk to bouncer 15 times -> Beat bouncer->  *this route is not recommended*
    - After route 1 or 2 -
    16.  Talk to Ezawa in Riichi Heights, pay 100,000 yen
    - ROUTE 1 -
    17.  Talk to Kurogawa at Iwahashi's southern end
    18.  Talk to bartender at Stijl
    19.  Talk to Ezawa at Riichi Heights and say "I hear you wanted to know about
      the rate for almonds?" (2nd choice)
    - ROUTE 2 -
    17.  Pay Ezawa 300,000 yen
    - After route 1 or 2 -
    18.Beat thugs and Ezawa
    Chapter 5
    1.  Talk to Kashiwagi on the phone
    2.  Get letter from Komaki's student
    3.  Get phone call about Daigo near taxi
    4.  Take taxi to Toujou Association's base
    5.  Run upstairs to meeting room
    6.  Go downstairs and talk to Yayoi
    7.  Go out back door to koi pond area
    8.  Examine painting on far wall, move aside, use key
    9.  Enter hidden area behind you
    10.  Get "Kien Dosu"
    11.  Talk to Yayoi again, go to leave area
    12.  Defeat assassin at exit
    13.  Choose to leave the base
    14.  Talk to Sayama on phone
    15.  Buy "Women's Underwear" and "Tennensui Fresh Malts" from Don Quijote
    16.  Go to Serena
    17.  Go to Kamuro Hills construction site, go to underground pleasure quarters
      (Sai no Kawara), go to mansion in the back, Meet Majima
    18.  Say you're ready (third choice)
    19.  Unequip things, use items box
    20.  Say you're ready (third choice)
    21.  Defeat Robeson Caetano da Silva, Defeat Gary "Buster" Holmes
    22.  Defeat Boss 3: Majima Gorou
    23.  Return to Serena
    Chapter 6
    1.  Exit Serena, talk to Yuuya
    2.  Talk to Morita at Theater Square's north side near vending machines
    3.  Ask Morita about Amano building (second choice)
    4.  Go to Amano building, Defeat Team 16-Bit
    5.  Go to back area behind pharmacy, talk to Muya
    6.  Defeat Team 16-Bit's Muya Brothers
    7.  Return to Amano Building, enter
    8.  Action stage; defeat Man In Black three times -> Proceed to roof
    Chapter 7
    1.  Carry injured people to Emoto's, avoiding cops; note that you can retry
      without penalty
    2.  Choose to go to Bantam (last choice)
    3.  Go to Bantam, exit, talk to Sayama on phone
    4.  Go to Emoto's clinic
    5.  Defeat Mysterious Foreigners
    6.  Go back to Bantam, defeat Tobe and other shop owners
    7.  Return to Serena
    Chapter 8
    1.  Enter Millennium Tower (Find three items scattered on floor)
    2.  Go to elevator
    3.  Defeat 7 intruders
    4.  Defeat Boss 4: Hayashi Hiroshi
    5.  Go to the now-abandoned Tougenkyou
    6.  Action stage; defeat Gohryuu Association members, reach top room, enter,
      defeat Gohryuu Asociation members
    Chapter 9
    1.  Talk to Kashiwagi
    2.  Take Taxi to Toujou Association base
    3.  Enter conference hall on 1st floor, go near Doujima Daigo
    4.  Go back out the front door
    5.  Defeat Gohryuu Association members
    6.  Talk to Sayama on the phone
    7.  Head to Nakamichi's north end, find Majima
    8.  Go to the taxi, Choose "Toujou Association base" (third choice)
    9.  Enter main building, go upstairs to highlighted room
    10.  Defeat Boss 5: Shindou Kouji
    11.  Return to the meeting room upstairs, defeat Shindou Kouji  *end of Disc 1*
    Chapter 10
    1.  Encounter Takashi in front of theaters, choose any choice to agree
    2.  Go to the Millennium Tower, talk to Hanaya
    3.  Return to Shellac, talk to Takashi
    4.  Talk to Sayama on the phone
    5.  Return to Serena
    6.  Go to Aoi, talk to Tamiyo
    7.  Go to Stijl, talk to barkeep
    8.  Go to Soutenbori's north bank, defeat street punks
    9.  Go to Soutenbori's north bank, near Iwahashi and encounter Kazebori
    10.   Go to crossroads at Shoufuku near Nighttime Fun Dojo
    11.  Defeat Satoshi and gangsters
    Chapter 11
    1.  Talk to Sayama, follow Sayama to taxi
    2.  Talk to shogi player on alley north of acupuncturist
    - ROUTE 1 -
    3.  Play him at shogi, defeat him
    4. (Talk to man across street from him to get the power to turn the board around
      one time during play if you lose), play shogi player and win with special
    - ROUTE 2 -
    3.  Refuse to play, pay him 80,000 yen
    --After route 1 or 2--
    5. Go to the Billiken statue south of acupuncturist
    6.  Place 1000 or more yen at statue
    7.  Catch and defeat Arikane
    8.  Enter Tsutenkaku, find binoculars with the yellow stripe
    9.  Use "Laguna Memo" at special items screen--press start, select "Items," hit
      R1, move cursor over Laguna Memo, press Circle
    10.  Answer "503"
    11.  Go to Yotteya Horumon'yaki, oder "asiatic black bear intestines" three
      times (only choice on menu)
    12.  Go to Keima on eastern side of main street near Tsutenkak, give man "Ryuuma
    13.  Defeat Jin'gweon Force members
    Chapter 12
    1.  Rush to Aoi; your life is counting down, so avoid battles, since you can't
       use items
    2.  Talk to Kurogawa on Iwahashi's southern end
    3.  Get mysterious phone call from a familiar voice
    4.  Go to driving range, defeat Big, Mysterious Man
    5.  Talk to Kurogawa on the phone
    6.  Go to Soutenbori's northern bank
    7.  Defeat Kurogawa and yakuza
    8.  Take taxi to Shinsei
    9.  Enter acupuncturist, walk to the back, exit, run north near the parking lot,
      catch Ezawa
    10.  Defeat Ezawa
    11.  Take taxi to Osaka Castle
    12.  Action stage; defeat Kunieda, ninja, samurai, use mounted machine gun to
      defeat Kunieda and samurai, defeat Kunieda, ninja, and samurai one more time
    13.  Defeat Boss 6: tigers
    Chapter 13
    1.  Exit Aoi, encounter Sakura and talent agency president
    2.  Return to Aoi and get a phone call from talent agency president
    3.  Meet talent agency president at his office near Gandhara, choose anything
    4.  Defeat punks
    5.  Go to Stijl
    6.  Go to Soutenbori's northern bank
    7.  Return to Stijl
    8.  Return to Aoi, talk to Haruka, say you're ready (bottom choice)
    9.  Defeat Jin'gweon Force members, Man In Black
    10.  Go to the Millennium Tower
    11.  Defeat Ji Yeongmin
    Chapter 14
    1.  Go to Serena
    2.  Talk to Date on the phone
    3.  Go to Emoto's clinic
    4.  Take taxi to Toujou Association's base
    5.  Go to mansion in Sai no Kawara where you met Majima and where Hanaya's lair
      used to be
    6.  Talk to Tobe, Emoto, and Yuuya on the phone
    7.  Talk to Tamura outside Kamuro Hills construction site
    8.  Defeat Gohryuu Association members at Bantam, defeat Gohryuu Association
      members at Emoto's clinic
    9.  Defeat Gohryuu Association members at Stardust
    Chapter 15
    1.  Talk to Majima
    2.  Go about town with Haruka
    3.  Either do side mission, "The Man Who Just Wouldn't Learn" or just wait a
      long time; if mission is completed in Premium New Game, go to area where it
    4.  Get phone call from Date
    5.  Go to Serena
    6.  Take taxi to police station
    Chapter 16
    1.  Talk to Date, say you're ready (last choice)
    2.  Exit Stardust to start action scene, defeating two groups of Jin'gweon Force
      members, two boss-like Jin'gweon Force members, another, big group of Jin-
      gweon  Force members, then the Man In Black
    3.  (Find items scattered about) -> Go upstairs
    4.  Defeat Boss 7: Gohda Ryuuji
    5.  Defeat Boss 8: Gim Daejin
    6.  Defeat Boss 9: Gohda Ryuuji (hit Triangle when prompted at end of fight)
      *end of game*
    5a.  Missions
    Note that nearly all missions will still be available in later chapters if you
    didn't complete them.  The only exception may be "The Man Who Just Wouldn't
    Learn" ("Korinai Otoko"); I haven't tested it yet, tho'.
      There are two ways to end missions--most can just be ended in such a way that
    you'll see it marked on the list with the kanji "shuu" (also read "owari"),
    which basically means "over" or "finished," but you'll be aiming for "kan,"
    most likely, which means "complete."  In other words, you can pass or fail
      To get the secret bosses to appear, you'll need to accomplish nearly all the
    missions.  There are superfluous ones involving the shogi, mahjong, slots, and
    blackjack side games.  Also, to get to the bosses, you can get either "complete"
    or "finished," but note that you can only get the Photon RG by getting "com-
    plete" in all the missions.  Moreover, you'll need to complete *all* of them,
    including the ones based on side games.
      I list them in the order they occur in the story mode.  Unfortunately, the
    game lists them in a different order.  To make matters worse, they do not list
    missions you have not started.  So, it's hard to cross-reference that list if,
    say, you find yourself off by one or two, to figure out which ones you are
    missing--especially if you don't read Japanese.
      Here is a list of the missions, as they appear in the "Missions" heading and
    under the "Completion Lists" option in the pause menu.  Since a lot of people
    reading this can't read Japanese very well, I will include what the names look
    like.  "Kanji," the Chinese characters borrowed for Japanese writing, will be
    noted with a "*," and "kana," the phonetic characters mostly used to show the
    grammar and which represent a "syllable" (really a "mora," but that's maybe a
    little nit for linguistics majors) will be denoted with a "-".  These are
    usually less complicated than the kanji.
      If you can't tell the difference between kanji or kana, well...just look at
    both symbols the same.  Count the number of characters and it should add up.
    Missions List
    1.  Black Thunder
    2.  Be My Baby
      [Be My Baby]
    3.  The Man Who Just Wouldn't Learn (Korinai Otoko)
    4.  The Fake Kiryuu (Nise Kiryuu)
    5.  The Spirit Medium (Reibaishi)
    6.  The Man Who Attacks Kiryuu Because He Was Threatened and, Thus, Has No
         Choice (Odokasare Shikatanaku Kiryuu wo Osou Otoko)
    7.  Fine Automobile (Koukyuusha)
    8.  The Man Who Lost His Memory (Kiokuwo Ushinatta Otoko)
    9.  Try and Hit Me! (Naguttemiroya)
    10. Pickpocket Band 1 (Suridan sono 1)
    11. Pickpocket Band 2 (Suridan sono 2)
    12. The Elusive Figure (Maboroshi no Figyua)
    13. The Price of a Tooth (Ha no Nedan)
    14. Befriend the Owner of Kyushu Ichibanboshi (Kyuushuu Ichibanboshi no Tenchou
         to Kaonajimi)
    15. The Kamuro Slasher (Kamurochou no Kirisakima)
    16. Text Message Job (Me-ru de Oshigoto)
    17. I Ryu-Jeon 1 (I Ryuujon 1)
    18. I Ryu-Jeon 2 (I Ryuujon 2)
    19. I Ryu-Jeon 3 (I Ryuujon 3)
    20. I Ryu-Jeon 4 (I Ryuujon 4)
    21. Befriend the Worker at the Ebisuya in Kamuro (Ebisuya Kamurochou no Ten'in
         to Kaonajimi)
    22. My Boss, The Gambler (Gyanburu to Shachou)
    23. The Mystery of Beam (Bi-mu no Nazo)
    24. Taxi Driver
    25. American Baseball (Amerikan Yakyuu)
    26. Dragon Palace (Ryuuguujou)
    27. Hiro-Yan (Hiroyan)
    28. The Shady Video (Ayashii Bideo)
    29. The Ex-Boyfriend (Motokare)
    30. Enka Alley (Enka Yokochou)
    31. The Straw Legend 1 (Michael) (Warashibe Densetsu 1 [Maikeru])
      [----**1 (----)]
    32. The Straw Legend 2 (Warashibe Densetsu 2)
    33. The Straw Legend 3 (Warashibe Densetsu 3)
    34. The Straw Legend 4 (Warashibe Densetsu 4)
    35. The Arsonist (Houkama)
    36. The Secret Party (Himitsu no Pa-ti-)
    37. Devil Woman (Masei no Onna)
    38. The Manga Author (Mangaka)
    39. Personal Data (Kojinjouhou)
    40. Hanaya
    41. You've Got Something, I've Got Something 1 (Kimini Aru Mono Bokuni Aru
         Mono 1)
    42. You've Got Something, I've Got Something 2 (Kimini Aru Mono Bokuni Aru
         Mono 2)
    43. Yuuya's Help (Yuuya no Kyoryoku)
    44. Battle Stage (Taisendai)
    45. Befriend the Mistress fo Atenshi (Atenshi no Mama to Kaonajimi)
    46. Befriend the Catch at Senryou (Senryoudoori no Kyatchi to Kaonajimi)
    47. Kanematsu Shigeru - Reuinion in Kamuro (Kanematsu Shigeru Kamurochou
      [** * ******]
    48. Amon Kazuya
      [** **]
    49. Amon Jirou
      [** **]
    50. Amon Sango
      [** **]
    51. Amon
    52. Support Sunflower 1 (Himawari Enjo 1)
    53. Befriend the Kamuro Hills Construction Worker (Kamurochou Hiruzu no
         Roudousha to Kaonajimi)
    54. Support Sunflower 2 (Himawari Enjo 2)
    55. Support Sunflower 3 (Himawari Enjo 3)
    56. Support Sunflower 4 (Himawari Enjo 4)
    57. Bowling
    58. Slot Machine Ace (Pachisuro E-su)
    59. Shogi 2
      [** 2]
    60. Mahjong (Ma-jan)
    61. Befriend the Youth at Theater Square (Gekijoumae no Wakamono to Kaonajimi)
    62. Befriend the Drunk in Jidou Park (Jidou Kouen no Yopparai to Kaonajimi)
    63. Yuma at Jewel (JEWEL no Yuma)
    64. Natsuki at Jewel (JEWEL no Natsuki)
    65. Anna at Jewel (JEWEL no Anna)
    66. Karen at Shine (SHINE no Karen)
    67. Kaede at Shine (SHINE no Kaede)
    68. Maiko at Shine (SHINE no Maiko)
    69. Managing Carabet Club "Marietta" (Kyabakura "Marietta" Keiei)
      [-----"-----"**] (Japanese "'s are different and look kinda like brackets)
    70. Komaki Training: Fighting A Great Number (Komaki no Shuugyou ~Fukusuujin
      [**-** ~****-**~]
    71. Komaki Training: The Secret Heat Method (Komaki no Shuugyou ~Hi-to no
      [**-** ~----***~]
    72. Komaki Training: Fighting Against Handguns (Komaki no Shuugyou ~Taikenjuu
      [**-** ~***---*~]
    73. Komaki Training: Sparring With the Three Great Techniques (Komaki no
         Shuugyou ~Sandaiougi Kumitehen~)
      [**-** ~*****-**~]
    74. Meet Master White Lotus (Hakurenshi to no Deai)
    75. The Weapons Video Merchant (Buki Bideo Shounin)
    76. The Wrestler Takes Time Off (Resura- Kyuugyouchuu)
    77. The Wrestler Eats the World (Resura- Sekaiwo Taberu)
    78. The Wrestler Drinks the World (Resura- Sekaiwo Nomu)
    79. Host Club "Adam"
      [------"---"] (Japanese "'s are different and look kinda like brackets)
    1.  The Tsuutenkaku's Mr. Billiken (Tsuutenkaku no Birikensan)
    2.  The Watch Salesman (Tokeiuri)
    3.  The Pregnant Woman (Ninpu)
    4.  Dine 'N' Dash (Kuinige)
    5.  Worries of a New Comedy Team (Shinjin Geininkonbi no Nayami)
    6.  How to Never Lose at Gambling (Gyanburu ni Makenai Houhou)
    7.  Tragedy Befalls the Old Lady (Obachan no Higeki)
    8.  A Present for My Girlfriend 1 (Kanojo e no Purezento 1)
    9.  A Present for My Girlfriend 2 (Kanojo e no Purezento 2)
    10. A Present for My Girlfriend 3 (Kanojo e no Purezento 3)
    11. A Present for My Girlfriend - Epilogue (Kanojo e no Purezento Sono Ato)
      [**------- --*]
    12. Mr. Saeki - The Meeting (Saekisensei Deaihen)
      [**** **-*]
    13. Mr. Saeki - The Impression (Saekisensei Kanmeihen)
      [**** ***]
    14. Mr. Saeki - The Fight With Yoshida (Saekisensei Yoshida Funtouhen)
      [**** *****]
    15. Tatsu
    16. Albatross Akagi's Club (Arubatorosu Akagi no Kurabu)
    17. Go Get Me Some Sake! (Sake Kattekoi)
    18. Yukiko's Favorite (Yukiko no Konomi)
    19. Nosebleed (Hanaji)
    20. Hawk the Modifier 1 (Kaikou no Taka 1)
    21. Hawk the Modifier 2 (Kaikou no Taka 2)
    22. Hawk the Modifier 3 (Kaikou no Taka 3)
    23. Vengeance Proxy 1 (Urami Daikou 1)
    24. Vengeance Proxy 2 (Urami Daikou 2)
    25. Vengeance Proxy 3 (Urami Daikou 3)
    26. Vengeance Proxy 4 (Urami Daikou 4)
    27. Kanematsu Shigeru - The Meeting (Kanematsu Shigeru Deaihen)
      [** * **-*]
    28. Kanematsu Shigeru - The Gamer (Kanematsu Shigeru Ge-ma-hen)
      [** * ----*]
    39. Kanematsu Shigeru - Collections (Kanematsu Shigeru Toritatehen)
      [** * *-*-*]
    30. Shougi 1 (Shougi 1)
      [** 1]
    31. Befriend the Worker at Magutako (Magutako no Ten'in to Kaonajimi)
    32. Befriend the Catch at Soutenbori (Soutenbori no Yobikomi to Kaonajimi)
    33. Befriend the Guitarist at Soutenbori (Soutenbori no Gitarisuto to Kaonajimi)
    34. Jun at Prime (PRIME no Jun)
    35. Madoka at Prime (PRIME no Madoka)
    36. Aya at Prime (PRIME no Aya)
    37. The Legendary Cabaret Club Girl, Nana (Densetsu no Kyabajou Nana)
    38. Master White Lotus's Request 1 (Hakurenshi no Onegai 1)
    39. Master White Lotus's Request 2 (Hakurenshi no Onegai 2)
    40. Master White Lotus's Request 3 (Hakurenshi no Onegai 3)
    41. Kobujutsu Shounen
    Now, here is where I describe what to do for each mission.  I will only show
    the reward for passing it correctly.  After my babbling explanation of what to
    do, I'll write it out in a list.  I'll try to be as simple and clear as possible
    for people who hate wading through my rambling.
    Chapter 5
    79. HOST CLUB "ADAM"
    In the Hotel District in Kamuro, north of the Yoshida Batting Cages, you'll
    find a Host who seems to be looking for you.  He'll tell you that his boss is
    treating the hosts unfairly and he wants you to try and become Number One Host
    there.  See 5d "Being a Host" for details.
      1. Talk to host in Hotel District, accept (top choice)
      2. Enter Adam
      3. Answer however at interview, enter back room
      4. Recruit 3 girls: one on north side of Shichifuku near intersection (near
        M Store, bottom choice, top choice), one across the street from M Store on
        the south side of Shichifuku (second choice, second choice), and one just
        past Jidou Park on the north side (older lady near Taxi, just talk to her)
      5. Enter Adam, enter back room +3,000 yen +200 experience
      6. Wait 5 minutes, get phone call, enter Adam
      7. Romance client through "Helping Takaya" +8,000 yen +500 exp
      8. Wait 5 minutes, get phone call, enter Adam
      9. Romance Akko +30,000 yen +500 experience
      10. Go to Kanrai, get treated by Akko
      11. Wait 5 minutes, get phone call, enter Adam
      12. Romance Iori +50,000 yen +500 experience
      13. Go to Sushiya Gin, get treated by Iori
      14. Wait 5 minutes, get phone call, enter Adam
      15. Romance Tamao +100,000 yen +500 experience
      16. Approach Tamao outside club, get Fine Swiss Watch from her at Le Marche
      17. Get phone call from Takaya, enter Adam, event
      18. Wait 5 minutes, get phone call, enter Adam
      19. Romance Mistress Ayumi (+1,000 experience), event
      20. Win fight, event
      21. Get phone call from Kisaragi, enter Shellac
      22. Win fight
      23. Talk to host outside Adam
    REWARD: -- (plus payment during side game)
    EXPERIENCE: 3,000 (plus experience during side game)
    Head towards the Eastern edge of Shichifuku and you'll find a man being
    attacked by thugs.  Beat them, and he'll tell you he needs your help--namely,
    to manage Marietta, the cabaret club he owns, while he's away.  See 5c "Run-
    ning the Cabaret Club" for more details.
      1. Talk to guy with yakuza at Marietta (east of Parking Lot)
      2. Win fight
      3. Recruit Ran in Theater Square (just talk to her)
      4. Get Floor Plan 1 to max, phone call from Masashi, dialogue with Itakura,
        talk to girls in back room, get Italian Muffler from Le Marche, talk to
        girls in back room, automatically give muffler
        +Italian Necklace, +500 experience
      5.  Talk to Masashi (go to manage club), talk to Itakura, choose top option
        to expand
      6.  Talk to Itakura to start recruiting again
      7. Recruit Mayu and Akira in Champion, Hanako in front of Smile Burger
      8. Get Floor Plan 2 to max, phone call from Masashi, enter Marietta, talk to
        Itakura and Chinatsu, find Akira between Pink and Nakamichi streets, help
        him (top choice), win battle +Lucky Bracelet, +1,000 experience
      9.  Talk to Masashi (go to manage club), talk to Itakura, choose top option
        to expand
      11. After re-entering Marietta, exit, get call from Masashi, enter club,
        walk near Rika, win battle, re-enter, talk to Itakura
      12. Recruit Sakura near Fusion, pay 100,000 (top choice), recruit Aoi near
        Love In Heart
      13. Get Floor Plan 3 to max earnings, then get all girls' enthusiasm meters to
        max, phone call from Masashi, go to Marietta, talk to Itakura, find Yuri at
        Suppon Street (east-west alley north of Serena), talk to her, exit club
      14. Talk to Masashi (go to manage club), talk to Itakura, exit club
      15. Pass 10 minutes of game time, phone call, return to Marietta, approach
        yakuza, win fight
      16. Pass a certain amount of time (3 hours?) and go to the next Chapter.
        Exact requirement unknown.  It's probably just getting ot the next Chapter.
    REWARD: Gift Suit (plus rewards during side game's progression)
    EXPERIENCE: 1,000
    In the parking lot on eastern Shichifuku, there's a guy with a crowd around him.
    He's putting out an open challenge to bet whether or not you can lay a hand on
    him.  Beware; he darts around like a maniac.  It may be a good idea to wedge
    him against the cars or the walls...but I just hit him as he ran around.
      1. Talk to guy in Parking Lot, accept (top choice)
      2. Hit him (if you fail, talk to him again and retry as many times as you
    REWARD: 50,000 yen
    EXPERIENCE: 1,000
    There's a man running around the Champion District.  Save him with the top
    choice and win the fight--then, he'll offer you a drink inside Shellac.
      He introduces himself as Chikamatsu and tells you he's an enka singer, who is
    currently running from the yakuza.  Seems the guy who approached him, saying he
    should be recorded, ran up a lot of debts and then took off--and those debts
    have somehow gone to Chikamatsu.
      The yakuza group head (Okamura) will show up and call him out.  Save him with
    the top choice, and Kiryuu will tell the yakuza they haven't even listened to
    the guy before.  Okamura says, "I ain't gonna listen to no enka!!!'"
      So, fight them.  After he beats them, Kiryuu demands they listen to the guy's
    song.  Here comes the song "Kamuro Setsugekka."  You'll hear this in later
    titles--in fact, Kiryuu sings it in karaoke.
      Of course, Okamura is so moved, he decides to let the guy off from his 3
    million yen debt--for 10 copies of his CD, that is.
      1. Near Shellac, Kiryuu automatically meets a guy
      2. Help him (top choice)
      3. Win fight
      4. Dialogue with guy in Shellac, help him again (top choice)
      5. Win fight
    REWARD: Silver Plate
    EXPERIENCE: 1,500
    At the Club SEGA in Theater Square, there's a man playing YF6.  He'll ask to
    fight you.  After you fight him (in the YF6 game), he'll tell you that you
    should know who he is (apparently he's supposed to be famous for being a good
      He asks to fight again.  Accept with the top choice.  "This time, I won't
    hold back!" he says.
      He'll fight you for real, now.  Beat him, and he'll come at you again,
    armed with a plasma sword.  Beat him again.  (Note: if you befriend the youth
    at Theater Square first, these fights are really a joke)
      1. Talk to guy in front of YF6 machine at Club SEGA at Theater Square, accept
        (top choice)
      2. Beat him at YF6
      3. Accept rematch (top choice)
      4. Beat him at YF6
      3. Win fight
      4. Win fight
    REWARD: Bungo Shimizu Sword, Fan Art Manga (story item)
    EXPERIENCE: 2,000
    You must clear "Try and hit me!" first.
    In Theater Square, in that little street that runs to the west of Deborah,
    you'll find a big man.  Talk to him and hear him out (top choice) and he'll tell
    you he has some mysterious work for you to do, but he doesn't want to tell you
    the details, so he'll text them to you.  Agree (top choice), and run north.
      You'll get a text.  Check it, and it'll instruct you to get a key that's stuck
    underneath one of the benches in the park north of where you met the guy (Jidou
    Park).  Go to that park, and go to the northern benches.  Check it with Circle
    and you'll find the key.  You can use the key at the coin lockers, but the
    text cautions you not to open the box inside.  Kiryuu will pause to check--
    don't (bottom choice), if you want "complete."
      Take the box to the man in the alley to the east of Shine.  You'll get a mail
    to see a bearded man in the bowling alley and say "How many bells do you need?"
    (top choice)
      The guy will fight you.  Beat him, and you'll find out he was supposed to kill
    you--asked by a man who e-mailed him the details of his job.  Go back to where
    you met the first man, and confront him.  He'll run--follow him, talk to him,
    and beat him up (he runs over near the taxi by Jidou Park).
      1. Talk to big guy to the west of Debora, agree (top choice)
      2. Get text message, go to Jidou Park, check north bench, get Coin Locker Key
      3. Open Coin Locker 14, do not open box (bottom choice), get text
      4. In alley east of Shine, talk to man, get text message
      5. Talk to guy in front of restrooms in Mach Bowl
      6. Ask "How many bells do you need?" (top choice)
      7. Win fight
      8. Talk to big guy west of Debora
      9. Talk to big guy near Jidou Park on Shichifuku
      10. Win fight
    REWARD: 200,000 yen
    EXPERIENCE: 1,000
    2.  BE MY BABY
    This is most likely the funniest thing in the game!
      Go to the alley on which Beam is located.  In the intersection there with the
    alley running east-west between Shichifuku and Taihei, there was a bar in the
    first game called "Paradise."  This is where the famous "Price of an F-Cup"
    mission took place.
      If you get close to this area, you'll be confronted by a bunch of yakuza.
    Beat them, and their group head will show up.  He'll invite you inside...go
    ahead in.
      A strange girl greets you and asks you questions like she's really talking
    down to you.  It doesn't matter how you answer, but they're weird questions,
    and she admonishes you for not being called something cute like "Kazu-chan;"
    she asks if you want milk, etc.  She then reaches to Kiryuu, who is just not
    having any of it--and he accidentally knocks the fake wall down to reveal...
    something that must be seen to be believed.
      The group head takes the pacifier out of his mouth.  "Whaddya think, buddy?
    Ain't this great?"  Beat them up (they're kinda tough, actually).
        [cinemas: 8q - I, II]
      Kiryuu tells him that just because he likes something doesn't mean everyone
    does; he shouldn't force others to do that kind of thing anymore.
        [cinema: 8q - III]
      Outside, the yakuza will thank you.  They had to do as their boss said; that's
    just the way it is, but now, you've shown him the error of his ways.
      1. Go near "Be My Baby" on north Pink Street
      2. Win fight
      3. Answer however you'd like
      4. Win fight
    REWARD: --
    EXPERIENCE: 4,000
    In the Poppo Mart near Serena on Tenkaichi, you'll see a pasty-faced nerd doing
    something weird.  Talk to him, and he'll suddenly ask you if you collect YF6
    figures.  He's shocked that you don't know the joy of collecting figures.
    Anyway, as he rambles on and on, he tells you he only needs the elusive number
    12.  Go to the counter and buy the "Snack & Toy" ("Shokugan").  Go back and
    talk to the nerd, and he'll offer to trade.  Say "yes," and he'll give you a
    bunch of rare figures.
      1. Talk to the weird guy in Poppo on Tenkaichi (top or bottom choice)
      2. Buy the figurine at the counter (top choice)
      3. Talk to the weird guy, trade figures (top choice)
    REWARD: Rare Figure x 3, Japanese Diver's Watch
    In the alley to the north of Serena, there's a homeless man.  Save him, and
    he'll offer you a ride in his cart.  Accept, and he'll take you to the Dragon
    Palace.  This building actually was the same building Kiryuu's friends, Reina
    and Shinji, were killed at in the first game.  Now, with the construction of
    Kamuro Heights in the Limbo (River Styx / Puragatory / Sai no Kawara) area,
    the displaced homeless people have moved to this area.  So have the casino and
    the chouhan betting parlor.
      1. On Suppon Street (the street north of Poppo on Tenkaichi, to the west),
        talk to guy being harassed by yakuza, help him (top choice)
      2. Win fight
      3. Accept (top choice)
    REWARD: --
    EXPERIENCE: 1,000
    In the Dragon Palace's 5th floor, in the northwestern room, you'll meet a large
    man.  His name is "Cyclops" Ooba (hommage to Giant Baba?).  He knows you're the
    champion from a year ago at the Underground Arena, so he'll challenge you to
    spar.  Accept and defeat him.  Note that if you have anything equipped, you'll
    need to remove it before continuing.  He's got an amazingly long life bar, but
    you can keep grabbing him and knocking him down over and over with Square,
    Square, Square, or with Triangle.  The easiest way to do this is by first hit-
    ting him with the Slam Blow (Square, Triangle--but make the Square miss) as he
    gets up.  He'll either get slightly stunned, or he'll try to guard and stagger
    from a guard break.  I call this the "Slam Blow - Hold" trap.  It's extremely
    effective against almost all enemies in the game, by the by.
      1. Talk to Cyclops Ooba in his room at the northwest corner of Dragon Palace's
        5th Floor
      2. Hear him out (top choice)
      3. Agree (top choice--remove armor and accessories if needed first)
      4. Win fight
    REWARD: Goriki Terayama's Tag Match Guide (story item)
    You must clear "The Wrestler Takes Time Off" first.
    Visit Cyclops Ooba again with Mind at or above level 5.  You may need to talk to
    him a few times.  Eventually, he'll say that he wants oden.  Get him oden three
    times (you can buy them all at once and just talk to him three times) and he'll
    say he's ready to spar again.  Beat him.  Again, remove all equipment first.
      1. With Mind at or above Lv.5, talk to Cyclops Ooba on Dragon Palace's 5F
      2. Give him something (top choice)--Oden (buy from M Store)
      3. Repeat 2 more times
      4. Agree to match (top choice, remember to remove equipment)
      5. Win match
    REWARD: Illustrated Goriki Terayama's "If You Can Swing Them" Guide (story)
    You must clear "The Wrestler Eats the World" first.
    Visit Cyclops Ooba again with Body at level 8.  You may need to talk to him a
    few times.  Eventually, he'll say he wants to drink Staminan Royales.  Get him
    three, and he'll want to spar again.  Beat him.  Again, remove all equipment
      1. With Body at Lv.8 or above, talk to Cyclops Ooba on Dragon Palace's 5F
      2. Give him something (top choice)--Staminan Royale
      3. Repeat 2 more times
      4. Agree to match (top choice, remember to remove equipment)
      5. Win match
    REWARD: Goriki Terayama's Autobiography "Gourikiou" (story item)
    There's a man trying to burn Cafe' Central down.  Chase him and talk to him,
    then fight him.  He'll be up north, to the left of the Coin Lockers.
      1. Talk to the guy outside Cafe' Central
      2. Go near the Coin Lockers, talk to guy
      3. Win fight
    REWARD: 70,000 yen
    Near the Taxi at the southern end of Nakamichi, there's a woman there who runs
    the Sunflower Orphanage Kiryuu attended (and where Haruka stays for most of the
    story).  You can contribute money to her.
      Give her 10,000 yen.  You can do it from an ATM, but why bother?  You can
    just go ahead and give it to her right there.
      The next time you talk to her, she'll say the children want a pet.  Agree to
    look for one with the top choice.
      Run to the gate at the southern end of Tenkaichi.  Haruka will e-mail you
    about the dog she and Kiryuu rescued a year ago.
      Run further up to near Stardust, and Kiryuu will suddenly decide to call the
    guy you've entrusted with the dog.  Go to Theater Square, and on its western
    edge, you'll see the guy with the dog.  Then, the two of you will go and see the
    orphanage director automatically and give it to her.
      Run to the gate at the southern end of Tenkaichi to get a picture text from
    Haruka with the dog.  Then, go and talk to the director again.
      1. Talk to woman near taxi on Nakamichi (director of Sunflower)
      2. Talk to her again, give 10,000 yen
      3. Talk to her again, tell her to give them what they want (middle choice)
      4. Get text from Haruka (run to Tenkaichi's southern end)
      5. Talk to director
      6. Kiryuu calls Mogusa near Stardust
      7. Talk to Mogusa on west edge of Theater Square
      8. Get text from Haruka (run to Tenkaichi's southern end)
      9. Talk to director
    REWARD: --
    You must clear "Support Sunflower 1" first.
    After donating an additional 30,000 yen or more to the orphanage director,
    she'll tell you that they've got a leaky roof on their hands and that they need
    250,000 more.  Give it to her.  You can give it to her in installments--in fact,
    it forces you to.  You can do it from an ATM or just by talking to her, so long
    as it totals 250,000 or more.
      Once that's done, run back to the gate at Tenkaichi's southern edge to get
    yet another text from Haruka.  Go talk to the director and she'll give you a
    letter from the orphans.
      1. Talk to director, give 30,000 yen
      2. Talk to her again.  She wants 250,000 yen.  You can talk to her 3 times
        and give that total, or use ATM's in mini-marts if you wish
      3. Get text from Haruka (run to Tenkaichi's southern end)
      4. Talk to the director
    REWARD: Letter from the Children (story item)
    You must clear "Support Sunflower 2" first.
    It seems that the orphanage director was hit with a scam.  Talk to her again,
    and donate 50,000 more yen.
      Talk to her again, and she'll tell you about how the construction company,
    "Imitation Reform," is suddenly asking for some insane amount of money now
    that the job is done and you've already paid the quoted 250,000 yen.  Choose to
    tell her you'll handle it.  About a minute later, they'll call, and Kiryuu will
    automatically meet them at the southeastern-most part of the map.  They'll then
    threaten you with yakuza.  Beat them up, of course.
      They'll give you a card.  For some reason, the game decides at this point to
    suddenly teach you how to use special items.  Hm.  Anyway, go to the east one
    screen (towards Poppo) to get another text from Haruka telling you they're
    going to do the work, and then go and talk to the director to get your reward:
    cookies made by the orphans (yay?).
      1. Talk to director, give her 50,000 yen
      2. Talk to director again
      3. Get phone call (takes 1 minute)
      4. Win fight
      5. Get text from Haruka (happens if you run to the screen to the left)
      6. Talk to director
    REWARD: Hand-Made Cookies from the Children
    EXPERIENCE: 1,000
    You must clear "Support Sunflower 3" first.
    Donate at least 100,000 more yen and talk to the orphanage director again.
      Talk to her again, and she'll tell you that she has to quit.  She wants to
    give the children a present; she wants to leave them with something wonderful
    like a park.  Tell her you'll help think of something (top choice).
      Bring up the items menu, hit R1, and select the business card you got from
    Reform Finance.  After setting it up, wait until you get a mail from Haruka,
    which takes about a minute of game time, then talk to the director for the last
    time.  She gives you a letter and a hand-knit scarf, then bids you farewell.
      1. Talk to director, give her 100,000 yen
      2. Talk to her again, choose to help (top choice)
      3. Bring up items menu, hit R1, select card you got in Support Sunflower 3,
        confirm (Circle for Japanese game, X for Western version)
      4. Talk to director
      5. Get text from Haruka (takes a minute)
      6. Talk to director
    REWARD: Hand-Made Muffler, Picture of Haruka (story item)
    EXPERIENCE: 3,000
    Go in Asia (the strip club) three times (you don't have to stay for the whole
    show until the last time), and if you get close to the stage on the third time,
    after the show, the dancer will throw you a note.  Pick it up (top choice).
    It's an invitation meet up with Emi, the dancer.
      So go.  She'll ask you on a date.  Say yes (top choice), but then her ex-
    boyfriend will show up and ruin everything.
      Choose the first choice ("Don't touch my Emi!") and he'll ask to test you.
    Say "yes." (top choice)
      The first question is her bra size.  It's D75 (second choice).
      The second question is about how she defeated a guy she caught stealing her
    panties from her veranda.  Apparently, her hobby is judo.  Which special move?
    The Oosotogari throw. (second choice
      The last question is what kind of man she likes....  But, no matter what you
    answer, he'll say some other stuff about a sexy man.  She'll get mad and he'll
    start to attack.  Hit him once and he'll wimp out.  Just like a cabaret club
    date, this one ends in the Hotel district.  I guess that's the "adult" side of
    this game.
      Anyway, if you care, the information to answer those questions could be found
    by talking to the guy wearing sunglasses just north of Asia, for a 10,000 yen
      1. Go in Asia 2 times (you don't have to stay for the whole show)
      2. Go in Asia a 3rd time, stay for whole show, top choice
      3. Leave Asia, talk to girl top choice
      4. ex-boyfriend shows up, tell him not to touch your Emi (top choice)
      4. Take the test (top choice)
      5. Answer "D75" (second choice)
      6. Answer "Splits" (second choice)
      7. Whichever answer
      8. Win fight
    REWARD: Fine Necklace
    59. SHOGI 2
    This mission is not required to fight the secret bosses.
    Strangely enough, you can get "Shogi 2" before you even get the mission "Shogi
    1" to show up.  In the Shogi room at the 4th floor of the Dragon Palace, play
    two times and Sakai will show up (you can also play in Osaka, later on...just so
    long as you have played at least 2 times.  I usually automatically do this in
    the story anyway).
      He'll ask you for some food, if you wanna go head-to-head with him in shogi.
    Go ahead and just give him something cheap like an onigiri from the M Mart.
      You'll only have the "King" piece on the board, but some in reserve.  There is
    a great system to defeat him as follows.  It's not 100%, but it's pretty dang
    close.  Sakai will even resign early sometimes!  I'll list the grid number you
    should move to as X,Y co-ordinates.  X reads from the right 1,2,3,4, and Y reads
    from the top 1,2,3,4.  In the box in the lower left, you have, from left to
    right, top to bottom, these pieces:  9 x Pawn, 2 x Lance, 2 x Knight, 2 x Silver
    General, 2 x Gold General, 1 x Bishop and 1 x Rook.
         1.  You: Place your Bishop (Kakugyou) at 4,5
         2.  Sakai: Places Silver General (Ginshou) at 3,2
         3.  You: Move the Bishop to 6,3, top choice to become Promoted Bishop
         4.  Sakai: Moves Pawn to 3,4
         5.  You: Place a Silver General at 6,8
         6.  Sakai: Moves Gold General (Kinshou) to 5,2
         7.  You: Move your Promoted Bishop to 4,5
         8.  Sakai: Moves Bishop to 8,8, becomes Promoted Bishop
         9.  You: Place your Lance (Kyousha) at 6,7
         10. Sakai: Moves his Promoted Bishop to 4,4
         11. You: Move your Promoted Bishop to 4,4 (take his)
         12. Sakai: Moves his Pawn to 4,4 (takes your Promoted Bishop)
         13. You: Place your Rook (Hisha) at 6,1 (CHECK)
         14. Sakai: Moves his King to 4,2 (escapes)
         15. You: Move your Rook to 7,1 (accept promotion to Promoted Rook "Ryuuou")
           Sakai will do one of two things as move 16.
         16. Sakai: Moves Rook to 9,2
         17. You: Place a Pawn at 4,3, Sakai resigns
         16. Sakai: Moves Bishop to 3,7
         17. You: Place a Silver General at 4,8, Sakai resigns
      He'll laugh and give you your prize:  the Kamuro District Coin Locker Key.
       1.  Visit Shogi room near elevator on Dragon Palace's 4F
       2.  Talk to Sakai, accept (top choice).  Hand over a food/healing item.
       3.  Follow above pattern to win.  If you fail, talk to Sakai again to try
         again; you can try as many times as you like (but it takes a food/healing
         item each time).
    REWARD:  Kamuro District Coin Locker Key #49
    EXPERIENCE:  3,000
    57. BOWLING
    Bowl 5 times at Mach Bowl.  Some tough guys in hoodies will appear, harassing
    the manager at the counter.  Talk to them and they'll challenge you to a
    3-frame match.
      Beat him, then you get to fight for real.  The manager will thank you, and
    he'll also be there from then on for the "splits" version of the mini-game.
      1. Bowl at Mach Bowl a total of 5 times (doesn't matter what game)
      2. Talk to guys at counter, accept challenge (top choice)
      3. Beat him at bowling (if you fail, talk to him and retry as many times as
      4. Win fight
    REWARD: --
    EXPERIENCE: 1,000
    Play at Yoshida Batting Cages a total of 5 times, any combination of courses.
    You can just start them and quit with select, if you'd like.
      A guy should appear in the middle of the room, near the Spikeout machines,
    with a girl on his arm.  Talk to him.
      Seems his name is Bob, and he's come to Japan to see his girlfriend, Chiemi.
    He's reportedly some famous pitcher in MLB in America.  Sizing you up, he
    figures you're probably pretty good, so he challenges you to a little bet:
    hit 10 of his 20 (very weird) pitches, and he'll give you Chiemi!  She objects,
    of course, but he's like "no lies!"
      Each try is 10,000 yen.  Hit the pitches--but good luck!  You'll probably
    mess up a lot, but you can just keep talking to him and retrying.  Each time
    takes 10,000 yen, of course.  To accept, choose the top choice.
      Batting Cages is all about timing.  Many of his pitches are actually kinda
    slow (tho' he does rarely throw a straight fastball that's pretty darned fast).
    Many of them arc off the screen....  You'll just have to keep trying until you
    can figure out their timing.  He always starts with a slow (65km/h) ball that
    arcs way up off the screen.  If you completely miss, he'll usually stay with
    the same type, but if you make contact, he'll usually switch.  He seems to have
    a slight pattern of those weird overhead sinkers (hardest, perhaps, to hit) ->
    curves (relatively easy) -> either sinkers or (rarely) a fastball (hard to hit).
      When you beat him, you'll learn a new Heat Action for bats, and he'll just
    say "OK, as I promised--Chiemi's yours!"  She objects again, of course, and he
    just asks you to accept a ball he signs (I'd recommend selling it).  He then
    says if you ever come to America, he'll introduce you to the team.  Seems to me
    like Kiryuu doesn't really wanna go outside Japan, but, whatever.
      1. Use the Batting Cages a total of 5 times (any courses)
      2. Talk to guy inside with Yoshida Batting Cages with girl, accept (top)
      3. Hit 10 or more homeruns (if you fail, talk to him and retry as many times
        as needed--each time you fail is 10,000 yen)
    REWARD: Ball Signed by Bob
    EXPERIENCE: 3,000
    60. MAHJONG (MA-JAN)
    This mission is not required to fight the secret bosses.
    At the Mahjong parlor, Luk Laan Jong, play at least 3 times (not 3 hands, but 3
    separate visits to any of the tables).
      When you exit, you'll see a man being bothered by what appear to be a street
    thug outside.  Talk to them, and you'll overhear the thug telling him he's not
    gonna let him off.  He should just admit his loss instead of trying to cut out.
      The guy says he's not trying to get away; it's just he wants the guy to wait
    for a while, for his replacement.  If you talk to them again, the guy suddenly
    claims Kiryuu is the one he'll be using to play for him!  The guy laughs, and
    Kiryuu stands puzzled--but then the young man is like "You've come to play
    mahjong for me, right?"  Choose the top choice to proceed and play against the
    punk.  Win the match, which is rigged against you as you only have 10,000 points
    to start out with.
      If you fail, you can retry, but you will need to have 2 Silver Plates in your
    inventory first to give to the guy.  Good luck...it's fairly rough.
      1. Play Mahjong a total of 3 times (any table)
      2. Talk to guy being harassed by thug outside Luk Laan Jong, accept (top)
      3. Win Mahjong match (if you fail, retry by buying 2 Silver Plates and bring-
        ing them to the table as many times as needed)
    REWARD: Fine Italian Necklace
    EXPERIENCE: 3,000
    This mission is not required to fight the secret bosses.
    In Volcanic Volcano (love that name), play slots 10 time total.  That means
    initiating and ending a session; not just 10 pulls of the lever.
      A guy appears in the corner near the vending machines near the entrance.  Talk
    to him and he'll say he's quite proud of being there all the time.  Apparently,
    people call him an ace at it.
      He's mad because you've been showing your face around there so much that some
    people are even starting to say you're there more than him!  So, he'll bet you
    can't go from 100 coins to 3,000.  Accept with the top choice.
      If you fail, you can retry as many times as you'd like.
      1. Play Slot Machines at Volcano a total of 10 times (not 10 spins, any
      2. Talk to guy at corner near entrance, accept (top choice)
      3. Go from 100 to 3,000 coins (talk to him to retry as many times as needed)
    REWARD: Karaage Bentou, Gold Plate
    EXPERIENCE: 3,000
    At the southern edge of Senryou, one of those annoying guys who tries to get
    people to go into a store (called a "catch") is being harassed by yakuza.  Beat
      1. Talk to guy at south end of Senryou being harassed by thugs, save him (top)
      2. Win fight
    REWARD: --
    Yakuza are bothering some young guy standing around at Theater Square's east
    edge.  Beat them up.
      1. Talk to guy being threatened by thugs at Theater Square's east edge, save
        him (top choice)
      2. Win fight
    REWARD: --
    Do business in the pawn shop in Kamuro at least 7 times.  Go back, and a yakuza
    will be bothering the staff.  The yakuza will run...but he's just outside.  Go
    and beat him up.
      1. Buy or sell items a total of 10 times at Ebisuya Pawn Shop in Kamuro
      2. Leave store
      3. Enter store, talk to man at counter threatened by yakuza, save him (top)
      4. Win fight
    REWARD: --
    Order all the items from Kyushu Ichibanboshi (the ramen shop).  Then, talk to
    the chef.
      1. Order all items from Kyushu Ichibanboshi's menu
      2. Talk to guy again as if you were ordering
    REWARD: --
    At Jidou Park ("Children's Park;" the park at the western edge of Shichifuku),
    there's a drunk there who wants you to go and buy him sake.  Do so.
      1. Talk to drunk guy on bench in the west part of Jidou Park, give him some-
        thing (top choice)--Japanese Sake (bought from M Store)
    REWARD: --
    Order all the drinks at Atenshi.  I think I usually have all but one left by
    the time I get here, because I usually try to finish Stijl up by Chapter 4, and
    they have similar drinks.
      After your order, the mistress there will talk to you.  Leave the shop and
    come back in, and a guy is threatening her at the counter.  Help her and win
    the fight.
      1. Order all drinks at Atenshi?
      2. Leave shop
      3. Enter shop, talk to mistress at the counter being threatened by a thug,
        save her (top choice)
      4. Win fight
    REWARD: --
    (Note:  You can start this mission from Ch.5 on, but you can't complete it
    until Ch.16)
    There's a small area between the Champion District and Taihei that's like an
    empty space.  In the first game, that's where you fought White Edge's leader,
    Shiraki Yuuji.
      Now, Komaki, the old master you met and learned some moves from in the first
    game, is living there.  What a bum.  Talk to him and he'll go through the
    usual pleasantries, then talk to him again if you want to train.  You must
    remove your equipment first, or he won't offer training.
      Take the first challenge he offers, and he'll ask you to attack a bunch of
    guys.  Do so.  After you beat them, he'll nod and tell you that you're still
    suffering when there's a lot of people around him, so he'll teach you the Heat
    Action, "Komaki-Style Unbeatable Reversal."  Fight again, and hit Triangle as
    people are attacking you.  Remember not to hold the R1 button down, as the move
    won't work.
      Note that you can reverse people attacking from any direction.
      To get this mission to "Complete," you must defeat all opponents in the Arena.
      1. Talk to Komaki Soutarou in the little vacant space to the east of the
        Tougenkyou; to the south of shops in Champion District
      2. Take the first test (you must remove your equipment first)
      3. Win fight
      4. Win fight using Komaki-Style Unbeatable Reversal
      5. Complete Arena
    REWARD: --
    (Note:  You can start this mission from Ch.5 on, but you can't complete it
    until Ch.16)
    The next training mission is a challenge to build your Heat Gauge up quickly.
    Komaki explains that you can do this most effectively with weapon strikes.  So,
    grab a weapon and hit the guys.  A heavier weapon will grant much more Heat
    Energy, and a Triangle move will grant even more.  Don't forget that you get
    Heat Bonus for each enemy you hit with a blow; one big swing that hits a bunch
    of guys will give you a lot of Heat Energy.
      I suggest picking up the big chunks of rubble lying around rather than the
    sheets of metal, facing a crowd of enemies, and hitting Triangle.  You can
    actually get Heat Mode in one hit.
      After you pass it, he'll give you a reward.  You can challenge over and over
    and try for better times, if you wish.  To get this mission to "Complete," you
    must defeat all opponents in the Arena.
      1. Talk to Komaki
      2. Take second test (you'll need to remove your equipment first)
      3. Use a stage weapon to hit many enemies and gain Heat Energy quickly
      4. Complete Arena
    REWARD: --
    (Note:  You can start this mission from Ch.5 on, but you can't complete it
    until Ch.16)
    Talk to Komaki and take his third challenge.  This time, he wants to see how
    well you fare against handguns.  You can take his advice and pick up a piece
    of sheet metal hanging around, using it to guard the attacks, or you can just
    walk towards the foe and sway when he attacks.  Sometimes, curiously, if you
    are close enough, you can even use the Unbeatable Reversal as they are about to
    shoot you (?).
      After you beat them, Komaki will teach you the "Komaki-Style Harquebus
    Muffler."  Run up to the enemy and hit Triangle to initiate the attack.
      To get this mission to "Complete," you must defeat all opponents in the Arena.
      1. Talk to Komaki
      2. Take 3rd test (you'll need to remove your equipment first)
      3. Win fight
      4. Win fight using Komaki-Style Harquebus Muffler
      5. Complete Arena
    REWARD: --
    (Note:  You can start this mission from Ch.5 on, but you can't complete it
    until Ch.16)
    There is a requirement to this, but I'm not sure what it is.  It may be getting
    one or more of your stats to level 10.
      Talk to Komaki and take the final (fourth) challenge.  This time, you have to
    spar with Komaki, but you can't build Heat Energy.  Try and deal as much damage
    as possible in the time limit.  The easiest way to do this is to first acquire
    the Tiger Killer technique, obtained by taking the Adventure Course at the
    acupuncturist in Shinsei, after defeating the boss of Chapter 12 and with Skill
    at 10.  Stay a little bit away from Komaki so he doesn't grab you, wait for him
    to start a rush combo, and guard.  There will be a slight window as he finishes
    the string off with a Triangle attack.  This is your opportunity to reverse him.
      To get this mission to "Complete," you must defeat all opponents in the Arena.
      1. Talk to Komaki
      2. Take fourth test (you'll need to remove equipment first)
      3. Defeat Komaki in time limit
      4. Complete Arena
    REWARD: --
    Romance the cabaret club girl Kaede at Shine (see section in appendices for
    details).  Kaede is modeled after adult films star Matsushima Kaede.
      1. Get "after" and "escort" dates for Kaede at Shine
      2. End visit with 10 Hearts
      3. Go to Alps Tea Shop; Kaede appears
      4. Event at Third Park
      5. Get text from Kaede (takes a minute or two)
      6. Talk to Kaede near Yoshida Batting Cages
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Karen at Shine (see section in appendices for
      1. Get "after" and "escort" dates for Karen at Shine
      2. End visit with 10 Hearts
      3. Go to Sushiya Gin; Karen appears
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Maiko at Shine (see section in appendices for
      1. Go to Club SEGA at Nakamichi; Maiko appears
      2. Play YF6, play Bowling
      3. Win fight
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Yuma at Jewel (see section in appendices for
    details).  Yuma is modeled after adult films star Asami Yuma.
      1. Get "after" and "escort" dates for Yuma at Jewel
      2. End visit with 10 Hearts
      3. Near west end of Theater Square, get text message
      4. Talk to Yuma near Matsuya by the Millennium Tower
      5. Go to Jidou Park (bring Dog Food from Don Quijote to speed things up),
        check dogs
      6. Talk to Yuma, hand over Dog Food
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Natsuki at Jewel (see section in appendices for
      1. Get "after" and "escort" dates for Natsuki at Jewel
      2. End visit with 10 Hearts
      3. Go to the Coin Lockers, get text message from Natsuki
      4. Talk to Natsuki near Don Quijote
      5. Talk to man near Coin Lockers with bag, ask if he took the bag (top)
      6. Win fight
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Anna at Jewel (see section in appendices for
      1. Get "after" and "escort" dates for Anna at Jewel
      2. End visit with 10 Hearts
      3. Talk to girl in employee outfit in front of the Gelato Shop
      4. Go to the Dragon Palace's Casino in the first floor, talk to any one of the
        bunny girls
      5. Go outside, talk to bunny girl near entrance
      6. Go to Theater Square, talk to girl in business suit, then to girl in santa
        outfit, then talk to girl in schoolgirl outfit near Club SEGA
    REWARD: --
    EXPERIENCE: 2,000
    --After fighting Majima--
    This takes place after the fight with Majima.
    Near the exit from the Kamuro Hills construction site to Kou'enmae Street, a
    construction worker is sitting on the ground.  He's just worn out.  Talk to him
    and give him a Toughness Emperor.
      1. Talk to seated construction worker near exit from Kamuro Hills
      2. Give him something (top choice)--Toughness Emperor
    REWARD: --
    This happens after the event with Majima in the Underground Arena.
    In the Champion District, near the Atenshi and Shellac bars, you'll see a
    movie where a guy is pretending to be Kiryuu to extort money.  He even has a
    fake Shinji (which is odd because Shinji died in the first game).  "Shinji"
    tells them they're talking to the legendary man, the Dragon of Doujima, Kiryuu
    Kazuma, and they get scared.  "Kiryuu" even delivers one of the famous lines
    from the first game:  "I've been having a heck of a day...bad luck for you
    guys."  They wimp out and pay money, and as the pair of fakers turn to leave,
    they bump shoulders with Kiryuu.
      "Hey, watch it!" says the fake Shinji, and Kiryuu turns and gives a pretty
    mean look.  They start to threaten Kiryuu, and the fake Kiryuu suggests they
    give him a right pummeling.  Kiryuu's like, "I'm ready when you are!"  Natural-
    ly, they just leave.
        [cinema: 8q - IV]
      Go south to the exit of Champion, and across the street, next to a white
    car, talk to the man standing around, smoking.  He'll tell you he just saw some
    weirdos go off to the cabaret club on Shichifuku (that's Jewel).
      So, head towards Jewel.  Along the way, other people complain about the duo.
    A couple of guys standing north of Fusion, for instance, say "I dunno if he's
    from the Toujou Association, or whatever, but that's one rotten yakuza."
      Also along the way to Jewel, near the chanko-nabe restaurant (which you can't
    enter--but it has a big picture of sumo wrestlers), a worker shows up to tell
    you some guy in black is messing the place up.  So, head on over there!
      At the entrance to Jewel, those two ding-dongs are causing trouble.  Seems
    they expect to use the club and get away without paying.  Kiryuu calls them out
    on it, and they laugh at him.  "What's this, your bodyguard?" asks the fake
    Shinji.  "Do you know who you're talking to?  This is the Dragon of Doujima,
    Kiryuu Kazuma!"
      Kiryuu makes a face and bows in polite apology to the fake Kiryuu.  Of course,
    the fake Kiryuu doesn't accept this, and Kiryuu steps closer to him.  "Is there
    no could forgive me?" he asks.  The fake Kiryuu punches Kiryuu--which has no
    effect whatsoever.  Beat them.
        [cinema: 8q - V]
      The worker at Jewel thanks you by name, which startles the two losers.
    "Wait--you're the REAL Kiryuu?" they ask.
      "Maybe...wanna test me out again and see?"
      Of course, they end up paying their bill.
      1. In Champion, near bars, event
      2. At south exit from Champion District (near Tougenkyou), talk to man by
        white car
      3. Near Jewel, talk to man
      4. Go near Jewel's entrance, event
      5. Win fight
    REWARD: --
    EXPERIENCE: 5,000
    This happens after the event with Majima in the Underground Arena.
    Go bump into the black car on the north side of the Millennium Tower (across the
    street from MEB).  A man will yell at you.  "Did you just touch my car?  You
    did, didn't you??" he asks, tho' the man he has in tow tries to calm him down.
      Reply that you touched his car (top choice) and he'll fight you.  Use a Heat
    Action that smashes him against his own car and you'll get "Complete."
      The man with him tells you the other guy (Igarashi) is a total nut over his
    car--it's been annoying to him, too.  "Now, maybe he'll learn his lesson," he
    says, and gives you 50,000 yen to thank you.
      "Can this be fixed, do you think...?" asks Igarashi.
      "Who cares?!" barks his companion.
      1. Bump into car on Shichifuku behind the Millennium Tower
      2. During fight, use Extreme Environment or Extreme Superhuman Strength Heat
        Move near the car.
    REWARD: 50,000 yen
    Chapter 6
    North of the restaurant Kanrai, there's a man selling something for 20,000 yen.
    He'll give you a coin locker key.  Inside is a video you can watch at Fusion.
    Apparently, they were trying to film up women's skirts or something at the tea
    shop, Alps.  Go and talk to the owner (bring up the video with the top choice)
    and you'll find that one of the workers set the camera up.  He'll run--follow
      There are yakuza there who forced him to set it up--fight and beat them.
      1. Near Kou'enmae on the alley east of Kanrai, talk to man, purchase video
        for 20,000 (top choice)
      2. Open Coin Locker 13, get Shady Video
      3. Watch the video at Fusion
      4. Talk to the man in Alps Tea House
      5. Find the worker near the Pawn Shop, talk to him
      6. Win fight
    REWARD: 100,000 yen
    EXPERIENCE: 1,000
    I'll explain more in the glossary about the actual straw legend, but let's just
    say that some guy found some straw and traded up with people until he got a
    nice, rich house and land.
      Anyway, in the alley where the entrance to Mach Bowl is located, there's a
    young man standing around.  If you talk to him, he'll want to rap for you.  Go
    ahead and listen with the top choice.  He raps about how poor he is and such;
    it's a rather horrible rap.
      He asks if it was good afterwards...put "It was awful" with the bottom
    choice.  He'll give you the CD either way, but if you lie that it was good,
    you'll get a "finished" instead of a  "complete."
      1. Talk to guy near entrance to Mach Bowl, listen to his rap (top choice)
      2. Tell him it was awful (bottom choice)
    REWARD: Hip Hop CD (story item)
    At the western end of Shichifuku street (between Jidou Park and the taxi),
    there's a man standing around.  Talk to him, and he'll tell you that he's look-
    ing for something that will show him the heart of the street, or some such
    nonsense.  Give him the CD you got in "The Straw Legend 1 (Michael)."  He'll
    trade you for a fine fountain pen.
      1. Talk to man to the west of Jidou Park on Shichifuku's north side, give him
        something (top choice)--Hip Hop CD
    REWARD: Expensive Fountain Pen (story item)
    EXPERIENCE: 1,000
    Outside the parking lot on Shichifuku, near its west wall, there's a con-
    struction worker crouching.  He needs something to write a note down with
    quickly.  Give him the pen you got in "The Straw Legend 2."  He trades you for
    his boots.
      1. Talk to construction worker at the corner near Kanrai, give him something
        (top choice)--Expensive Fountain Pen
    REWARD: Hybrid Boots (story item)
    EXPERIENCE: 1,000
    On a bench near the western entrance to the Millennium Tower sits a pathetic
    dancer.  She needs her shoes.  Talk to her, then go up to the West Park (the
    entrance to Limbo / The Future Site of Kamuro Heights on the east end of
    Kouenmae).  There's a homeless guy there with dancer's shoes on.  Talk to him,
    and he'll act all crazy and paranoid.  But, he'll trade you for the boots you
    got in "The Straw Legend 3."  Go back, give them to the dancer, and everyone's
    just so happy and blah, blah, blah.
      1. Talk to girl on bench at Millennium Tower's west entrance
      2. Talk to bum in pink ballet shoes by the entrance to Kamuro Hills on Kou-
        enmae, trade something (top choice)--Hybrid Boots, receive story item
        Dance Shoes
      3. Talk to girl on bench at Millennium Tower's west entrance, give her some-
        thing (top choice)--Dance Shoes
    REWARD: Italian Ring
    EXPERIENCE: 3,000
    You must clear "A Fine Automobile" first.
    Near the Tougenkyou, a man will give you the "Dirty Video" (not *that* kind of
    dirty).  He'll tell you absolutely never to watch it.  Well...go ahead and
    watch it.  An eerie scene will show a strange woman.  Kiryuu doesn't quite get
      Once outside, a man will run up and tell you to pay 100,000 to exorcise the
    ghost.  You can do so if you wish, and that'll end the mission, but if you re-
    fuse and go over to Taihei's eastern edge, you'll see the woman in the video.
    She'll run behind a car.  Follow her.
      Once Kiryuu closes in, she's suddenly not there.  There is a note on the
    ground, though, telling you to go to the space across from the Third Park (the
    park near Serena).  Go there, and you'll find some thugs.  Kiryuu asks if
    they're related to the medium, and they'll say, "You actually believe in that
      After beating them, one of the guys is unmasked--to reveal none other than
    the spirit medium who offered his services earlier!  Kiryuu says "So, that
    woman was working with you, eh...?"
      But the medium says, "?  You're nuts; there's no woman in our scheme!"
      Then...who was that woman...?
      1. Talk to guy running up to you at intersection near Tougenkyou, get story
        item "Dirty Video"
      2. Watch video in Fusion
      3. Exit Fusion, refuse when guy approaches (bottom choice)
      4. Go back to the intersection near Tougenkyou, follow woman to behind the
        truck at the end of the street, get letter
      5. Go to the space across from the Third Park (Kamiyama's space)
      6. Win battle
    REWARD: 100,000 yen
    EXPERIENCE: 1,000
    You must clear "The Spirit Medium" first.  In front of Smile Burger, bump into
    the guy wearing a purple baseball cap.  He'll steal 20,000 yen.  Talk to the guy
    standing nearby and he'll tell you that Smile Burger's manager knows something
    about that incident.  Go and talk to him, and he'll tell you aboutthe pick-
      Walk in front of Smile Burger again and bump into the guy in the baseball cap
    again.  You'll get the choice of chasing after him or checking your wallet.  Do
    so (bottom choice).
      Then, find the guy standing in the back of the Third Park (the nearest park).
    Talk to him, and say that you checked your wallet already (otherwise, he says
    you have no proof).  Then, beat him up.
      He'll give you back the 30,000 he stole, then 20,000 for the money he stole
    the first time--then 30,000 more.
      1. Bump into guy with baseball cap at intersection on Nakamichi near Smile
        Burger, lose 20,000 yen
      2. Talk to youths on southwest corner of intersection
      3. Talk to owner inside Smile Burger
      4. Bump into pickpocket in intersection, check wallet (top choice)
      5. Talk to pickpocket in Third Park, tell him you checked (top choice)
      6. Win fight
    REWARD: 80,000 yen
    (You'll need to complete Pickpocket Band 1 first)
    Go back into Smile Burger and talk to the manager again.  He'll say that there's
    actually a whole band of pickpockets; that guy in the baseball cap was just
    working for them.
      So, go back and talk to the pickpocket again in the Third Park.  Choose the
    top choice to hear him out, and he'll tell you about a building on the little
    alley running east from Club Sega, that has a fire escape running along its
    side.  Just rub up against the southern side of the street and you should find
    it near the Pink Street end.
      Go inside.  The yakuza asks you to let him off, and he'll give you money.
    Refuse with the bottom choice and beat them.
      1. Talk to the owner inside Smile Burger
      2. Talk to the pickpocket in the Third Park
      3. Go to building on south side of alley with Ebisuya, confirm to enter
      4. Don't let them get away with it (bottom choice)
      5. Win fight
    REWARD: 150,000 yen
    EXPERIENCE: 1,500
    --After fight with 16-Bit--
    After the fight with 16-bit, you'll see that informant guy standing around
    near the soda machines at Theater Squrae again.  Talk to him, and he'll tell you
    that he doesn't know how to get into the weapons shop at Beam, but he knows who
    does--a guy who sits at the front row in Asia (the strip club).  Go there, talk
    to the guy, and pay him 50,000 yen (top choice).
      He'll tell you about the owner, who's a very eccentric man and who demands
    special passwords.  Ask them for the video "Take's Sparkling High School
    Paradise" (it should become the final option on the menu) and they'll ask you
      No matter what question they ask, the answer is always the same, according to
    your informant.  It's the same as the year the Berlin Wall fell (1989).
      1. Talk to Morita in Theater Square
      2. Go in Asia, talk to guy at left by the stage, pay 50,000 (top choice)
      3. Tell him you got it (bottom choice)
      4. Go to Beam, order "Take-chan's Sparkling High School Paradise"
      5. Answer "1989"
    REWARD: --
    EXPERIENCE: 1,000
    Chapter 7
    Inside the Gelato shop, there's a guy who claims to have gotten a toothache
    from the gelato.  Of course, he's asking for them to give him money to go to
    the dentist--just a scam.  So, beat him up!  There are two guys here--make sure
    you hit the guy who was complaining so you can get the good ending (he's the big
    guy).  He'll say that you knocked out the tooth that was offending him.  How
      1. Talk to guy inside Gelato Shop, top choice
      2. Win fight
    REWARD: 80,000 yen
    You must clear "The Price of a Tooth" first.
    "I'm gonna get me a devil woman / angel woman don't mean me no good..." (Mingus)
    In the middle of the road in east Taihei, a woman is being hassled.  Choose the
    top option to save her, and win the fight.
      Once you save her, she asks you to lead her to Theater Square.  She explains
    that she's afraid that guy might come back and get her along the way.  Choose
    the top option to lead her.
      Along the way, a bald guy in a purple suit shows up.  He calls to her:
    "Akemi!  Who's this guy?!"  He then turns to you, and asks if you know whose
    girl you're with.  Fight him.
      After you beat him, Kiryuu asks the girl what that was all about, and she
    blows it off like she doesn't know the guy.  She urges you on to Theater Square.
      A little further down the road, a (probably American?) guy shows up.  He says
    she never returned his calls--so he figured this sort of thing was goin on!
    Beat him.
      Kiryuu takes not of the encounter, but the girl just urges you on.
      A little further down the street, you'll run into an older man, who says he
    hasn't been able to get her out for a while--and now he sees why; she prefers
    younger men, after all, huh?  Beat him.
      Once you get to the square, her girlfriend (quite literally) is there,
    waiting.  They offer you a fun night.  Choose to go with them and you'll get
    "complete" (top choice).
      Unfortunately (perhaps) for Kiryuu, before anything can happen, a bunch of
    guys come running after the girls.  These guys don't fight you, tho'; they
    instead say the girls are just very devilish things.
      1. Talk to woman on east Taihei (near alley to Beam) being harassed by yakuza
      2. Save her (top choice)
      3. Win fight
      4. Agree (top choice)
      4. Lead her to Theater Square.  You will get into 3 fights along the way.
      5. Win fights
      6. Accept (top choice)
    REWARD: 70,000 yen
    What a title!  In front of the Yoshida Batting Cages, there's a guy who runs up
    to you.  "Are you Kiryuu Kazuma?" he asks.  "Sorry about this, but I'm gonna
    have to kill you!"  Beat him.
      As he collapses, the man says, "Forgive me, Sachie!  I was unable to protect
      Kiryuu asks the man to explain, and he says that he was told by a yakuza to
    kill you--or else, the yakuza would mess up his wife something awful.  Weirdly,
    when Kiryuu asks him where said yakuza was, he says he has no idea--but then,
    he says he was supposed to go north of there with proof of your death.
      I mean...so, yeah, north of there.
      So go north and confront the guy, who will run off to the east.  Talk to him
    again and defeat him.  He's much weaker than the guy whose wife he threatened.
      He's like "oh you broke my bones!!  Call an ambulance!"
      It's not true, of course.  Kiryuu asks him to explain and the man tells you
    he was told by yakuza from the Kansai that he could get 10 million yen for
    proof he'd killed you.  What a dope!
    (OK, maybe I should have just translated that "The Man Who Was Forced to Attack
    Kiryuu," but it's funnier that way)
      1. Talk to the man slightly to the north of Yoshida Batting Center
      2. Win fight
      3. Talk to guy to the north in Hotel District
      4. Follow guy to the east intersection, talk to him
      5. Win fight
    REWARD: 50,000 yen
    You must first clear "The Man Who Attacks Kiryuu Because He Was Threatened and,
    Thus, Has No Choice" first.
    At the crossroads near Shine, there's a big fat dude harassing a cabaret club
    girl and one of those guys who fetch people into the store.  He's asking her to
    do something for him for free.  The catch tells him that his girls are there
    only for people to have fun in his club, while drinking and chatting.  He
    tells him he's not allowed to touch them, even if he's paid!
      Up comes some big, burly guy (presumably a yakuza), to beat the fat dude up.
    The fat guy doesn't really seem intimidated, but the catch just laughs at him
    like "oh snap, you're in for it now!"
      Choose the top choice to get the guy out of trouble.
      Kiryuu says "He's just drunk.  Forgive him."
      Well that's not good for the big bouncer guy, who fights you.  Beat him up.
      So then, Kiryuu doesn't quite get the thanks he expected.  The fat guy says,
    "Man, why'd you interfere?"
      It turns out, he's a kinda known mangaka.  If you don't know what manga or
    mangaka are, well...I mean, I think by now, everyone knows; he's basically a
    Japanese comic artist.
      Anyway, the manga he was writing is a battle one--and he apparently hasn't
    been able to get the lines quite right.  He figured he could get into some real
    fights and get real experience and see what it was like to help his manga.
      Suddenly, the catch recognizes him.  He says "Oh my--that's Oohara Yuujirou!"
      The guy laughs that you messed up his idea...but then he gets a new idea.  A
    mysterious man who goes around the entertainment district at night and helps
    people...yeah--that doesn't sound bad at all!
      The catch keeps talking about how he wants Oohara to sign something for him.
      But Oohara is too absorbed in thought and completely ignores the poor man.
    Intead, he gives you 50,000 yen and runs off to write his manga.
      1. Talk to the woman being harassed outside of Shine, save fat guy (top
      2. Win fight
    REWARD: 50,000 yen
    In front of the fire escape leading up to Serena you'll find an old lady.  She's
    really a strange old bat--she almost seems like a nut case.  But, she's fun, and
    that's good.
      Anyway, she asks where you are.  Tell her it's Tenkaichi, and she'll thank
    you--and then ask for your contact info (??).  Kiryuu asks why and she says she
    will use it like a cabaret club girl.  Kiryuu's like "What, that came out of
    nowhere--no way."
      She laughs and says that if you get to know her, she'll give you something
    real nice!
      Again, Kiryuu refuses--but she's a pushy thing, so go ahead and give her your
    contact info (top choice).  Kiryuu guesses she won't do anything weird with it
    (presumably because she's a seemingly harmless old woman?), so, why not, eh?
      She learns your name, and introduces herself in kind:  "Shiro-chan."  "Shiro"
    means "White," and the game refers to her as "Shiro-baa" or "Old Lady White."
      Kiryuu's like "'Shiro-chan,' huh?  (-chan sounds like he's talking to some
    cute, younger woman!!)  Nice to meet you, old lady."
      "Nice to meet you, Kazu-chan!" she says.  She certainly got intimite real
      So Kiryuu just lets her call him that, if she wants to.  She goes on to note
    what a tough guy Kiryuu seems to be--and also notes he's kinda a complainer.
    Kiryuu protests, which just proves her point (in her mind).
      Then, she says she has something to ask of Kiryuu, which makes him say, "Oh,
    here we go...."
      It seems she's just come to Tokyo from Osaka, and is being stalked.  As a
    result, she can't show her face around town without being harassed.
      Speak of the devil, three guys in what I can only presume are supposed to be
    kung fu outfits show up.  She says her request is that you protect her.  Choose
    the top choice to do so.
      The men speak with foreign accents (obviously, they're supposed to be Chinese
    people).  They ask you to hand her over to them.  Kiryuu asks what they intend
    to do with her, and guesses they mean to kill her.  Win the fight.  They're
    pretty tough--but so is Old Lady White!  You can rely on her to bust some heads
    if it's too crazy.  Be advised that they sidestep a lot, then follow with twin
    kicks.  Don't bother trying to grab them if there are more than one left; they
    will just interrupt you, most likely.
      Kiryuu guesses they won't bother her anymore--but she seems to think she's
    not quite out of the woods yet.  She says she'll call you when she has trouble.
      She will, about a minute of game time later.  She says in her text that she's
    at the parking lot on Shichifuku--and, wow!--there's a billboard with really
    hot men on it near her! (this is an ad for a host club)  She then reminds you
    that you'll be escorting a beautiful lady around, so come alone!
      Bump into her at the parking lot.  She says something about how it's hard to
    find her way around this town, so she got lost.  Kiryuu frowns and asks, "So,
    you weren't under attack, then?"
      She laughs. "That's right!  Those guys, I used to play around with them in
    Osaka.  Now, they're real pushy here!"
      "What exactly are you doing here?" Kiryuu asks.
      "I'm playing around!" she answers.  She went to a place near the theater,
    she went to a gay bar....
      But then, gues what?  Here comes a big "foreigner" (another kung fu guy).  He
    (very politely) asks you to hand her over.  Old Lady White calls him a little
    punk and says she's got no use for him, so he asks if he killed you, would that
    make her change her mind?
      Old Lady White scowls at the man and tells him there's no way he could beat
    you!  Beat them.
      Kiryuu turns to Old Lady White and asks what's up.  I mean, those were ob-
    viously Chinese mafia members.  She answers plainly that she's a martial artist
    with some fame in the Kansai region.  Turns out, those guys were her students!
    The guys you fought earlier...well, she's not sure, but she thinks they're
    probably thugs used by her second-best student, Yen Lung.
      Kiryuu asks "Wait, are you part of the Chinese mafia?"
      She just says "Well, look at the time--gotta run!"
      Kiryuu asks again, but she says she has to go check out Stardust to see this
    Yuuya guy she's heard so much about, and takes off.
      About a minute of game time later, you'll get another text from her.  She's
    in front of the theaters, and can't seem to find Stardust, so she asks for
    your help.  Again she asks you come alone to escort a lovely lady.
      Bump into her in front of the theaters and she'll tell you she wants to see
    Yuuya.  Kiryuu tells her he knows Yuuya and that he will introduce her to him,
    but first...he'd like her to fess up and tell him what she's hiding.  She
    denies it, but he threatens to not introduce him, so she goes to tell him--
    when her stupid pupiles (in her own words) show up.  She tells them she's not
    going back.  Yen Lung, the big guy in the front, says it's fine if she doesn't
    want to come back--because, well, he's more interested in seeing her gone from
    the earth entirely.  He's decided they no longer need her; he will take over the
    Lotus House himself!  She says something like "pfft, you make a big noise for
    a little runt--even more than that Lau Ga Leung."
      Lau Ga Leung was a boss in the first game who tortured Kiryuu in the past.
      Yen Lung says, "Also, we'll take care of this guy, too."
      Old Lady White is confused.  "This has nothing to do with Kazu-chan," she
      "Don't you know who this guy is, Baak Lin (means "White Lotus")?  This is the
    guy who killed Lau Ga Leung a year ago.  Being together with him--you're a
      Old Lady White asks Kiryuu if it's true, and he explains that he had to defeat
    Lau to protect someone close to him--and that Lau captured him some 13 years
    earlier.  He pieces together that she is Lau Ga Leung's teacher.
      She admits it, but says that he was expelled from her school.  He was too
    underhanded.  Yen Lung protests, saying that they are all members of the See
    Waa mafia--it's not like he was expelled!  However, Old Lady White seem to feel
    that Lau Ga Leung is the one who destroyed the syndicate himself, and that
    Kiryuu did absolutely nothing wrong.  Yen Lung decides it's time to get rid of
    the old lady at last, and she just says "I don't have time for all this jibber-
    jabber!  Let's do this already!"
      Beat them.  During the fight, knock the opponents into the street signs behind
    you from the start.  You can do so with most Combo Finishes against the light
    guys.  Sometimes, Ol' Lady White will do this for you!  I think you need to have
    the sign get knocked down and turned into a polearm in order to learn the Lotus
    Style Polearm Techniques as your reward--which is needed to fight the secret
    bosses, as you will need to get all techniques and status augmentations besides
    the Extreme Extremeness and Brawling God Discipline in order to fight them.
      Also, if you're struggling with this fight, you're not alone.  I recommend
    bringing a bunch of Staminan Royales.  The problem is that these guys like to
    mob up, and their "quick poke" is far-reaching, evades attacks, and very fast.
    So, even if you're successfully punishing guys in the front, those behind them
    can still hit you.  I recommend getting away from the crowd and grabbing light
    guys, then immediately using a throw for invulnerable frames.  You can also use
    weapons or hit T after grappling to try and knock the crowd down a bit, or use
    the Finish Hold if you have Heat to get them down.  Old Lady White is actually
    quite powerful, so if things get too crazy, you can rely on her to a point to
    thin out the crowd for you.
      Kiryuu makes Yen Lung promise to leave Old Lady White alone.  But Old Lady
    White just laughs it off.  "I wouldn't be done in by this little brat," she
    notes.  "Hey, Yen Lung--you embarrass me; go train some more!"
      After they leave, she apologizes for dragging you into this--but notes that
    she may have been defeated if she were alone.  Kiryuu forces her to admit she
    approached him because she knew he defeated Lau Gau Leung.  She notes that,
    well, after all, a student is a student--and it's not like she hated Lau, even
    if he was devious.  She then says she learned that Kiryuu was a true man, and
    apologizes for putting him through the "test."
      Anyway, it's time for her train, so...that's it for now.  She gives you a
    Coin Locker Key.  Use it, and you'll learn polearm techniques and a new Heat
    Action for polearms such as the "long pipe" or the weapon in the Arena's
    Ronin Tournament.
      1. Talk to the old lady behind Serena, tell her it's Tenkaichi (2nd choice)
      2. Agree to give contact info (top choice)
      3. Agree to help her (top choice)
      4. Win fight
      5. Get text from Old Lady White (takes 1 minute)
      5. Talk to Old Lady White in Parking Lot
      6. Win fight
      7. Get text from Old Lady White (takes 1 minute)
      8. Talk to Old Lady White in front of Volcano
      9. Win fight.  Knock opponents into street signs on the sidewalk by the
        theaters and wield them as polearms.
    REWARD: Kamuro Coin Locker #27
    EXPERIENCE: 2,000
    You must clear the Kantou mission "Meet the Master White Lotus first."
    (This mission becomes available in Chapter 7 but can't be finished until
    Chapter 11)
    Some time after you finish the first White Lotus mission, you'll get a mail on
    your cell phone telling you that she lives in Shinsei now.  Apparently, she
    wants a fancy, metal umbrella.  She says the ones in Tokyo are the best.
    You can get ahold of one a few different ways, but the easiest might be to pick
    up the coin locker key #2 in Kantou, located on the third floor of the Dragon
      She's standing in the parking lot in Shinsei, up at its northwestern corner.
    Bring her the "Fashionable Umbrella."
      1. Get text from Old Lady White (1 minute after completing Meet the White
        Lotus Master)
      2. Talk to Old Lady White in northwest corner of parking lot at Shinsei
      3. Top choice to give her Fashionable Umbrella
    REWARD: "All About Lotus-Style Magic Energy Arts" (story item)
    In Debora, in the back of the entryway, near the bathrooms, talk to the guy
    at the counter to overhear a suspicious man trying to get a pretty gal to go to
    a secret party.  He'll tell her to go and order three tequila tonics from the
    guy in the green jersey.  He's inside the dance hall, but not on the dance
    floor (back against the wall in the area with the tables).  Order as instructed
    (bottom choice), and he'll sell you a ticket for 10,000 yen (top choice).
      After some time, the guy coordinating the party will leave you an e-mail that
    instructs you to meet up in that area behind the pharmacy.  So, go there, and
    talk to all guest you can, then the coordinator will show up.  Talk to him, and
    he'll lead you to the party.
      ....  or, to a room where they'll try and extort more money out of you.  Talk
    to the coordinator and the girl, then talk to the coordinator again.
      If you pay, you'll end the mission and get "finished" rather than "complete."
    Instead, say you won't pay (bottom choice).  He'll say you *can't* pay--a jab at
    you for being poor?  Anyway, say "there's no reason to pay," (bottom choice) and
    beat the snot out of them.
      So, the guy gives you back your money with an apology.  Kiryuu has him refund
    all other "guests," too.  If you talk to the other people, they all praise you.
      1. Talk to guy near bathrooms in Debora
      2. Talk to guy at tables inside Debora's dance stage area in a green jersey,
        order 3 Tequila Tonics (bottom choice), buy ticket (top choice), exit
      3. Get text message (right away)
      4. Go to empty area behind pharmacist and Poppo on Nakamichi, talk to all
        assembled guests, talk to man who shows up.
      5. Refuse to pay (bottom choice)
      6. Refuse to pay (bottom choice)
      7. Win fight
    REWARD: 100,000 yen
    EXPERIENCE: 1,000
    17. I RYU-JEON 1 (I RYUUJON 1)
    You must clear "The Arsonist" first.
    First of all, I have to say that although the name "I" (also known as "Yi" or
    "Lee") is a very common Korean name, "Ryu-Jeon" isn't.  Usually, people would
    say "Yu" or something instead, because they drop the "r" in front of "i" sounds
    for kanji (hanja) words, generally, in South Korea.  Still, it does exist--I
    mean, look at Dodger pitcher, Ryu Hyeon-jin!
      Anyway, the joke is that the guy's name sounds like "illusion."  I guess maybe
    that's because he seems homosexual...?
      All that aside, this guy is apparently a famous TV drama idol and all that.
    Korean dramas and pop stars have become all the rage for quite a while now in
    East Asia, in what they call the "Korean Wave."  The ladies really seem to adore
      Once you bump into him in front of the Korean restaurant, Kanrai (a.k.a. Han
    Rae), he'll introduce himself.  Kiryuu is like "...Illusion??"  But, he clar-
    ifies that his name is "I Ryu-jeon."  He then says he want to go somewhere where
    men go to see women.  He can't really explain what he means, so Kiryuu thinks he
    means a disco or something.  Agree to lead him with the top choice.
      If you take him to Deborah, he'll explain a little better.  What he's looking
    for is Asia, the strip club.  You can just go directly to Asia and skip the
    disco thing entirely.
      The trick is, there are girls who will run up and try to interact with you,
    and he doesn't want that.  So, if you see a girl start darting towards you, turn
    around and run back to the location a different way.  If you get hit with 3
    girls over the course of these 4 missions, which run one right after the next,
    well...you fail!!  So, SAVE FIRST.
      Oh--another thing, just go straight to Asia.  Don't bother taking him to
    Debora as it's a huge waste of time and a chance to fail missions.
      Here's how I do it:  run down the alley with Beam, then go down to Asia.  A
    girl will show up to the east on Taihei, but she can't quite get to you in
      Go into the show room and he'll be all "Yay, this is so much fun!  Japan's
    the best!" (yeesh)
      1. Talk to guy near entrance of Kanrai, agree to lead him (top choice)
      2. Take him to Asia, avoiding girls, go in (top choice), enter show room
      (continues automatically in I Ryu-Jeon 2)
    18. I RYU-JEON 2 (I RYUUJON 2)
    Now, Ryu-Jeon wants to go see a place where you can't tell if people are men or
    women.  He's talking about a gay bar, and there's only one--Atenshi. Well,
    technically, it's a drag bar, but, whatever.  Choose to lead him with the top
    choice and avoid the fans who try to accost Ryu-Jeon along the way.
      Here's how I do it:  Leave Asia, go north.  Go east, but STICK TO THE NORTH
    SIDE OF THE STREET to avoid the fan.  The south entrance of Champion conceals
    an un-avoidable fan.  I go ahead and run into her, then go to Atenshi.  This is
    because I will run into her again for 3, but from then on out, it's smooth
    sailing.  It's a bit risky, tho', as you can only get hit by fans 3 times.
      He says "Oh wow, the 'okama-chan' (kind of affectionate term for cross-
    dressers or gay guys?) of Japan are so pretty!  They're way prettier than Japan-
    ese girls!" (!!  Hence, 'Illusion...?')
      1. Agree to lead him (top choice)
      2. Take him to Atenshi, avoiding fans
      (continues automatically in I Ryu-Jeon 3)
    19. I RYU-JEON 3 (I RYUUJON 3)
    Now, he wants to try Japanese noodles.  Agree with the top choice and take him
    to Kyushu Ichibanboshi Ramen.
      Here's how I do it:  I just run south again and get hit by that one stupid
    fan, then go straight down the alley to Kyushu Ichibanboshi.  There are no fans
    along the way (whew!).
      He asks Kiryuu to eat ramen with him, which seems to make Kiryuu a little bit
    uncomfortable.  He also says that if he lived in Kamuro, he'd eat ramen every
    single day!
      1. Agree to lead him (top choice)
      2. Take him to Kyushu Ichibanboshi, avoiding fans
      (continues automatically in I Ryu-Jeon 4)
    20. I RYU-JEON 4 (I RYUUJON 4)
    Time for Ryu-Jeon to head on back.  So, take him to the nearest taxi.  Strange-
    ly, you don't have to confirm this time.
      Here's how I do it:  run south from the ramen shop, east to Senryou, and then
    south to Shouwa (southernmost street).  Then, just run west all the way to the
    taxi by Don Quijote.  There are no fans to harrass you.
      He tells you he had a lot of fun, and hopes you'll come to Korea!  He'll show
    you around--he really wants to go have fun with you there.  Kiryuu's says he'll
    count on him for that when he goes to Korea, and I Ryu-Jeon gives him 300,000
    yen--and a signed head shot (fan collectible--yayyyy wowwww sugoi)
      1. Take him to any taxi (I use the Nakamichi one)
    REWARD: 300,000 yen, Signed I Ryu-Jeon Head Shot (story item)
    EXPERIENCE: 3,500
    You must clear "Text Message Job" first.
    At the eastern end of Shichifuku, there's a big guy acting strangely.  "I
    can't remember!" he says.
      Talk to him and you'll find out he's lost his memory.  Apparently, this is the
    same universe as The Flintstones, because if you hit him in the head, he'll get
    his memory back.  Agree to help him (top choice), and pick up the bat lying in
    front of you, then whack him in the head.
      He remembers why he was there--to kill you!  So, beat him up.  After you do,
    he'll lose his memory again. "Who am I?"  Kiryuu says, "Give it a rest."
      1. Talk to guy at very eastern end of Taihei, agree (top choice)
      2. During fight, pick up bat and hit guy
      3. Win fight
    REWARD: 20,000 yen
    EXPERIENCE: 1,500
    You must clear "The Secret Party" first.
    In Senryou, near the intersection with the little, dead-end alley running off
    to the east, there's a guy with a guitar being harassed by a big thug.  Talk
    to him and he says he was just singing, when this guy suddenly attacked him.
      "You can't call that 'singing,'" laughs the thug.  "It's just noise.  I'd
    rather hear a dog howling."  Beat him up.
      The guy explains he was beat up the day before for the same thing!  That's
    why he has a scar on his face (he does?--I can't tell; it looks more like a
    flat, obscure graphic).  "I guess I have no talent, after all.  It's time I
    faced it--I just suck at music.  But...I really do love it!"
      He then explains that a long time ago, people used to sing his songs with
    him, and it was just great.  He guesses that no matter how good a song he
    writes, since he's so bad at singing, he may as well just give up.  "Guess
    I'll go eat worms...."
      Tell him to quit his whining (top choice).
      He then introduces himself as Yoshioak Takuo and asks you to come hear him
    again sometime--even if he's bad at it.
      1. Talk to guitar player harassed in south Senryou
      2. Win fight
      3. Tell him to quit whining (top choice)
    REWARD: --
    After talking to the guy with the guitar in the first mission, find this girl
    up against the front of the theaters.  They're trying to get her to sleep with
    them--but she just asked for directions!  Save her with the top choice and
    trounce those clowns.
      She introduces herself as Miki.  Seems she's only been there a year, and
    still doesn't know her way around (because, Kamuro is SO HUGE, right??).  Any-
    way, she wants to become a singer.  She has confidence in her ability, but not
    so much her looks--she figures that's why she keeps failing at her auditions.
    What's more, she can neither dance, nor play an instrument!  She figures that,
    in this day and age, just having a voice isn't enough.  She guesses she'll go
    back to the countryside.  If only she had some musician friends (hint, hint).
      Kiryuu remembers Yoshioka Takuo, the guy with the guitar from the first
    mission.  Choose the top option to introduce them, and everything's so wonder-
    ful and the heavens part for them and all universes collide into some kind of
    crazy super-universe and dogs and cats start getting along and liver no longer
    tastes nasty and we can all ride unicorns and hang out with The Fonz at Derek
    Flint's mansion and we each get our own Bullit car.
      Naw, but they're happy at least.
      1. Talk to girl being harassed in front of the theaters (east edge of Theater
        Square), save her (top choice)
      2. Win fight
      3. Introduce her to Yoshioka Takuo (top choice)
    REWARD: --
    --After fight at Bantam--
    This happens after the fight at Bantam.
    Go to Stardust and talk to Yuuya.  He wants to thank you for all your efforts
    with Kazuki, so he figures he'll buy you a drink (in Stardust, of course).
    Kiryuu agrees.
      Kiryuu notes Yuuya's had to really work hard in Kazuki's absence--and that
    he's done well.  Yuuya tells Kiryuu he hasn't told everyone what's been going
    on with Kazuki; he just wants them to keep working their hardest until Kazuki
    is all better and things can get back to normal.
      He then explains that he owes a lot to Kazuki.  He took care of him in the
    old days, and, well, he supposes he owes him a lot for getting him "on track"
    in life.
      A host says, "Not just Kazuki, but, Miyu, too, right?"  Yuuya seems embar-
      Anyway, some chowderheads suddenly come in.  Nice outfits, eh?  They demand
    to see Yuuya--who recognizes them as Black Thunder.  "What'd you come here for?"
    Yuuya barks.
      "'What'd you come here for,' jeeze--what kind of greeting is that, former
      This is Kouji, apparently the new head.  He demands he tell him where Okano,
    the person who Yuuya made the boss when he stepped down, is.  Yuuya refuses, so
    Kouji demands 5 million yen.  "This place is doing well enough for it," he ex-
    plains.  "One or the other--Okano, or 5 million.  We'll be back."
        [cinema: 8q - VI]
      Yuuya doesn't explain very much, so, you may as well leave.
      Miya, Yuuya's girl, is there, outside.  Kiryuu tells her that Kouji came by,
    and asks her what exactly is going on between Yuuya and this "Okano" person.
      Seems Yuuya and Okano made the Black Thunder motorcycle gang.  Then, Kouji
    came along.  Yuuya always told her they kept doing all kinds of ding-dong-ery,
    and that it was pretty fun.
      So Kiryuu asks where this Okano is.  Miyu seems loath to say, so Kiryuu per-
    suades her by saying it would really be bad for poor Yuuya to lose everything,
    considering he just became head of the place and all.
      Miyu suggests that maybe the mistress of Atenshi, the drag club in Champion,
    would know where Okano is.  Kiryuu automatically goes there, for once, and talks
    to the "mistress"--Ako.
      Kiryuu asks where Okano is, and Ako gets real upset and says she has no
    idea.  Kiryuu further explains the 5 million yen pickle, and Ako...has no choice
    but to reveal that she is actually Okano!  Well, I mean, she used to be Okano,
    when she wasn't yet...I dunno if she's supposed to be a transgendered, just a
    transvestite--I dunno, back in the day, lemme say.  She has no idea how to
    explain that kind of thing to Kouji, so she can't really help.
      Go to leave, and Kiryuu will get a call from one of the hosts.  Seems like
    Black Thunder are turning Stardust into a mud pit!  ONE NIGHT ONLYYYYY!!
      Again, you simply magically teleport there (thankfully).  Look at those stupid
    bikes!  Yeesh, dude.  What kind of crummy gang is this?  Yuuji tries to resist,
    but Kouji is like "What can you do, all by yourself, kiddo?"
      Kiryuu shows up and he's like "Hey, lemme help you take out the garbage,
    buddy."  So, beat the crud out of 'em!  With Kouji at half health, guess who
    shows up??  Why, it's Okano--with the ceremonial outfit Yuuya wore when he
    stepped down!  Seems he gave it to Okano afterwards.
      And--magically, guys are all back to fight you, and even have weapons?  The
    heck kind of crappy non-power-up was that?!  Anyway, beat 'em!
        [cinemas: 8q - VII, VIII]
      After you leave, Okano asks Yuuya for a final favor:  to set her up on a date
    with Kiryuu!  ....
      1. Talk to Yuuya outside of Stardust
      2. Event, exit Stardust, event, to Atenshi, event, phone call, to Stardust,
      3. Get boss to half health
      4. Win battle
    REWARD: --
    EXPERIENCE: 4649 (spells out 'yoroshiku' which is like 'pleased to meet you')
    After clearing Black Thunder, go talk to Yuuya at Stardust and he'll agree to
    help you (basically, he acts like the other "allies" you meet in the "befriend"
    missions).  You'll have to wait 5-10 minutes of game time after Black Thunder
      1. Go in Stardust, talk to Yuuya near its entrance
    REWARD: --
    Chapter 10
    In the little area right across from the Third Park (the park near Stardust),
    that weird guy who just usually says, "I'm not selling anything!" is being
    harrassed by Yakuza.  Talk to them to overhear them calling him out for being
    a merchant, after all.  But...he says he doesn't sell any "adult" material!
      They're like "What--if you're selling underground stuff, it has to be adult,
    right?  You're some weird maniac--isn't it erotic stuff?"
      He agrees that he's kinda a weird maniac, so they try to have a look inside
    his backpack.  Stop them with the top choice, and Kiryuu will be like "He's
    just selling something here.  Leave him alone."  They think you're working with
    him, so they want you to pay up (presumably for "protection").  Beat them up,
    instead, with the top choice, and send them packing.
      Kiryuu chides the man for selling weird things there, and not being able to
    handle any consequences.  The guy says that everything was OK before, when
    he apparently had Majima's blessing, back when he was a group head.  Kiryuu
    suggests he can still pay protection, but the guy tells him he wasn't paying--
    Majima said he had no use for his money (!).  Instead of money, he used to
    treat Majima to his secret videos.
      When Kiryuu asks him to explain, the guy says, "Well, you look like a strong
    guy!  You probably have interest in them, too, right?"  Each video is 100,000
    yen.  You can choose any of them listed, look at more at the second to the
    last option, or quit.  You will need to get "Super Kung Fu Man" (third from the
    bottom on the first page) and "Shocking!  The Secret Technique from the Phil-
    ippines!" (third from the bottom on the second page) if you want to use Tonfa
    and Kali Stick weapons (respectively).
      From then on, you can buy videos or arms from the guy (his name is Kamiyama,
    by the way).  Note that he won't sell you Tonfa or Kali Sticks until after you
    have the ability to use them (which you get by watching the two aforementioned
    videos at Fusion or Ghandara).  He should be available to fight in the Arena
    from this point on, too.
      1. Talk to weird guy in vacant space across the street from Third Park who is
        being harassed by yakuza
      2. Stop them (top choice), refuse (top choice)
      3. Win fight
    REWARD: --
    Chapter 13
    Just north of the Gelato Shop, a guy will ask for your information.  Tell him
    with the top choice, and a bit later, you'll get a text telling you your debt
    is outstanding.  Then, a threatening collections call comes in.  Right after
    that, you get a call from Yuuya.  He tells you someone working at Stardust has
    been hit up with some fake debt--for an amount matching the one the collections
    people asked of you!  Kiryuu realizes they've both been hit by the same scam
    and assures Yuuya he'll handle it.  He then remembers there's the informant,
    Morita, in Theater Square.  Maybe he knows?
      Go and talk to Morita near the vending machines in Theater Square.  He tells
    you where the guys committing fraud are--a small building near the Poppo near
      Go in, and Kiryuu says, "Erase my information," and notices a computer.  The
    crooks are loathe to do anything, so get in a fight.  If you want to pass this
    mission with "Complete," instead of just beating the guys up, make sure you
    grab the three computer towers on the desks and attack the guys with them until
    they break.  Break all three and the mission will end.
      1. Get a phone call near Gelato Shop, agree (top choice)
      2. Get a text message, a phone call, and a phone call from Yuuya (happens
        pretty quickly)
      3. Talk to Morita in Theater Square
      4. Go to building across the street from Poppo Nakamichi, enter
      5. During fight, pick up computer towers and use all three up
    REWARD: 200,000 yen
    EXPERIENCE: 2,500
    No, it's not what you think; this isn't a GTA game.  Once you've used the taxis
    25 times or more in Kamuro, you'll notice that the taxi driver at the eastern
    edge of Kouenmae street (that's right in front of Majima's Kamuro Heights con-
    struction site) is being harrassed by a punk.  Beat him up.
      1. Use taxis 25 times or more
      2. Talk to taxi driver being harassed by thugs on east Kou'enmae
      3. Win battle
    REWARD: Swiss Fine Wristwatch, Yuuko's DVD
    EXPERIENCE: 1,000
    This mission is not necessary to fight the secret bosses--but it's so easy, I
    always just went ahead and completed it in most of my playthroughs!  I simply
    forgot to do the last step (talk to them at the bar) once, and I still got to
    fight the bosses.  I'd recommend doing it, anyway, as blackjack is a really
    easy game.
    You must clear "How to Never Lose at Gambling" first (it's a Kansai mission).
    In Shellac, there's a businessman who's despondent over the troubles his small
    company has because his boss, the owner and president, seems to love gambling.
    He says that's the one thing he'd change about the man.
      Agree to help him (top choice).  He'll point you towards the Dragon Palace.
    Go in and enter the casino (on the 1st floor).  You'll find the president, a
    stocky guy in a blue tie, over at the blackjack table.
      He'll bet that you can't turn 50 coins into 200.  Go ahead and do so...it's
    not too hard with blackjack, and you can try over and over if you lose.
      After seeing that, he'll put the business's deed up as a bet.  Get 200 that
    time (you can still retry over and over) and the worker you talked to at Shellac
    will rush in.  Return the deed and Kiryuu will make the president to promise not
    to gamble again.  NOTE THAT THIS IS NOT A "REAL" GAME OF BLACKJACK.  Not only
    will you not keep your winnings (nor need to buy chips), the Blackjack Charm
    item will have no effect.
      Go back to Shellac and you'll run into the businessman again.  He'll tell you
    that his boss has changed and seems like a completely new person, working hard
    and staying away from the betting tables.
      1. Talk to businessman inside Shellac, agree to help (top choice)
      2. Talk to guy near Blackjack table in Dragon Palace's casino (1F)
      3. Go from 100 to 200 chips (talk to him and repeat if you fail)
      4. Repeat
      5. Talk to the businessman inside Shellac
    REWARD: 100,000 yen
    EXPERIENCE: 2,000
    The Japanese use titles as honorifics like "san," as everyone now probably
    knows.  The "yan" here is a diminuitive way to address him.
    At the southern end of Pink Street, you'll see this guy getting harrassed by
    yakuza (how unusual for this game!).  Talk to them, and the yakuza will tell
    you that guy has stolen his girl!  The guy's like "Well, she just naturally
    came to me, dude--she said she doesn't have time for poor guys."  Of course,
    the yakuza fights him--choose the top choice to save the guy and win.
      So after you win and the yakuza runs off, the guy thanks you and asks if you
    know who he is.  Tell him "no" with the bottom choice.
      The guy thinks it's pretty rare to find someone who doesn't know him.  He's
    apparently the president of an IT company called "Life Wind."  He says everyone
    calls him "Hiro-yan."
      Suddenly, he asks if you want to buy stock in his company.  He offers 1,000
    shares at 500,000 yen.  Opt to do so with the top choice.  "Of course, maybe
    this is a bit like insider trading," he says.Leave the area (I run up Pink
    Street a bit--but it may actually be a time thing for him to reappear.  If it
    is, it's short) and return.
      He suddenly wants to buy back his shares for 700,000!  Go ahead and sell them
    to him (top choice).
      Now, run up Pink Street.  Somewhere before Shine, that yakuza you beat up
    reappears.  He remembers you.
      It seems his girl suddenly returned to him.  It turns out this "Hiro-yan"
    guy's been arrested for fraud!  The yakuza doesn't really understand; he says
    "It's got something to do with stock trading laws, I dunno."  He then laughs
    that the guy's business is done for and his stocks must be utterly worthless.
    He further says that his girlfriend said "I guess love is better than money.
    Love conquers all, ha ha ha!"  What a maroon.
      1. On Shouwa (southernmost street), between Pink and Senryou, talk to man,
        choose the top choice, then the bottom choice, then the top choice to buy
      2. Leave area
      3. Return, talk to Hiro, sell (top choice)
      4. Go north up Pink Street towards Shine from Showa, talk to man
    REWARD: --
    EXPERIENCE: 2,000
    You must complete the "Kanemotsu Shigeru" missions in Soutenbori first, plus
    you'll need to meet up with him in front of the "Le Marche" store there after
    clearing those missions.
      In east Shichifuku, near the parking lot, you'll see Kanemotsu, who runs up
    and asks you for 100 yen.  He lost his shirt through dealings with a company
    he got introduced to by one of his girls!
      Choose the top choice to give him something, and then choose the bottom
    choice to give him 100,000 yen (in order to get "complete").
      1. Near the parking lot on Shichifuku, talk to bum, choose to give him alms
        (top choice), give him 100,000 (bottom choice)
    REWARD: Tuna Onigiri
    EXPERIENCE: 3,000
    Chapter 14
    40. HANAYA
    This happens after you speak with Kazuki.
    OK, I should explain something, to those who don't know.  Sai no Hanaya, whose
    name was changed in the US release of the first game to "Kage," is so named
    because "Hanaya" means "Flower Shop" or "one who runs a Flower Shop."  I know
    it sounds a little weird in English, but well, that's what his name means.
      On Kouenmae street, near the intersection that runs south to the parking lot,
    a big, yakuza-like guy will run up to you and ask you if you know Hanaya.  He
    says he heard he was around there someplace.  Ask him what business he has with
    him with the top choice, and he'll say he'd better just talk to Hanaya directly
    about it.  Go ahead and lead him with the bottom choice.
      Hanaya will meet you and the man in the little alleyway south of the West Park
    (Kamuro Heights construction site).  He explains the terms to the guy, who seems
    pretty pleased with how things are progressing.
      Hanaya then asks the details, and the guy says "It's about Hasegawa
      Hanaya says, "Ah, so that's your target.  OK, do you have anymore info to go
    on?  That's a pretty common name."  The guy is pleased that Hanaya wants to
    know more, so he can put more consideration into it--he's really the best,
    right?  It was really a wise choice to choose him, so he can capture her heart!
      Hanaya frowns there a bit.  He's like "Listen, don't try some lame excuse if
    you're just trying to kill her."
      The guy gets upset.  All he wanted were some nice flowers to capture Yoriko's
      Hanaya and Kiryuu look at each other.  "Sorry," says Kiryuu, "but the 'hanaya'
    you're looking for isn't here."  This makes the guy really upset because it
    sounds like they're just refusing him services, so he attacks you.  Beat him.
      1. Talk to man on Kouenmae near alley going off to Kanrai and the Parking Lot,
        as what he wants (top choice), agree (bottom choice)
      2. Win battle
    REWARD: 70,000 yen
    Chapter 15
    When walking around with Haruka, go near the Dragon Palace.  You may remember
    that in the first game, there was a point where if you went near this building
    with Haruka following you around, a man named Akimoto threatened to jump be-
    cause of a girl named Mizuki (there was a very important story character named
    "Mizuki," and you were supposed to assume it was her).
      Well...guess what!  Akimoto's back, but this time, he's threatening poor
    Mizuki with a knife.  His old boss asks you to go up and save him.
        [cinema: 8q - XI]
      Kiryuu doesn't want to, but Haruka begs him.  Well...pick "I guess I got no
    choice" (the top choice) and go up there.
      Now, it doesn't matter what you choose here; it'll all be the same result.
    You can just pick the first choice over and over if you want.  Apparently, this
    guy's been spending a lot of money on this girl and she keeps getting rid of
    the stuff he's given her in different ways--a bag, a ring, a car, and even an
    expensive condo.  I mean, this guy just doesn't seem to understand that she's
    a hostess; that's her job!  Of course she's using him for stuff and doesn't
    really care?
      So, finally, he says he just won't listen to her excuses anymore, and goes to
    stab her, but she says, "If we die here, what'll happen to this new life inside
    me?"  Shocked, he drops the knife.
      "But...we haven't even kissed!" he says.
      "Whose baby do you think this is, then?" she asks.
      "Yahoo!" he suddenly cries, leaping up and down, "I'm gonna be a daddy!"
      Man!  Was there a lot of mercury in the water when that guy was born or some-
    thing?  Who would be that stupid?!  Maybe girls are just that hard to get in
        [cinema: 8q - XII]
      1. With Haruka, go to the east side of the Dragon Palace on Kou'enmae, agree
        (top choice)
      2. Answer however you'd like
    REWARD: --
    EXPERIENCE: 3,000
    Chapter 16
    You'll need Haruka walking around with you.
      In front of Shine, you'll overhear two cabaret club girls talking about "Old
    Lady Slasher."  Apparently, there's a ghost story about town that there was a
    cabaret club girl who made it to No.1, and then she had her face slashed by the
    jealous No.2 in the club, which forced her to commit suicide.  Her ghost appears
    and slashes up the No.1 hosts.
      The other girl gets scared, but the girl who told the story just laughs it off
    as an urban myth.  "Besides," she adds playfully, "you've got nothing to worry
    about--it's not like you're No.1."
      So, once again, Haruka's around only to overhear things that don't have
    anything to do with you and make you go and figure them out.  Go to the little
    alley to the west of the pawn shop and you'll see a hostess, Yuki, being
    harrassed by a mysterious figure.  "Help!" she cries.  "It's Old Lady Slasher!"
    When you guys show up, of course, the woman with a knife runs off.  Yuki starts
    to talk to you and her friend, Nao, shows up.  Yuki tells you she'd like to
    thank you and tells you to come to her shop, Vidal (it's to the north, in the
    inverted "Y" area to the east of Club Sega on Nakamichi).
      A small, spray bottle was dropped by the mysterious figure, but for some
    reason, only Haruka notices.  As the girls leave, she says, "I smell something."
    Kiryuu says, "Huh?  What're you talking about?"
      "I smell a mystery!" she says.
      "Stop talking nonsense," Kiryuu says.
      Go to Vidal, and you'll only find Nao.  She says that Yuki went home already,
    but apparently wants to help solve the mystery.  She says she can't help if
    someone who really hates Yuki is the culprit.  She says there's a regular
    customer of Yuki, Katsumi, who keeps pushing her really hard--which is weird,
    because he must know Yuki has a boyfriend named Hikaru who works at Stardust.
    She also points out that things between Yuki and Hikaru aren't exactly going
    well and they may be about to break up.
      Scoob and the gang should race over to Stardust.  Once you get there, they
    make a point of showing that Haruka's sniffing around like some stupid blood-
    hound.  Anyway, Kiryuu talks to Yuuya, asking to see Hikaru.  Haruka will
    sniff.  It's funny how she can take such a small role in this game and still be
      Hikaru tells you he's truly in love with Yuki and that he's not thinking of
    leaving her at all--in fact, he's working as a host just to save money so he can
    marry her.  So, is he the suspect?  Young detective force go!
      As you leave Stardust, you'll get a call from Yuki.  She'd like to meet up
    with you, but she has to meet someone very important.  Kiryuu knows it's this
    Katsumi character.  She says, "How'd you know that?" and tells him that she's
    gonna meet him at the pharmacy.
     So, hurry over to the pharmacy, and some guy will say, "Wasn't that a cabaret
    club girl going in the alley?" while talking to his friend.  She's nearby.
      In fact, she is behind the pharmacy in that weird, square, back-alley area.
    When you approach, Kiryuu will accuse this Katsumi guy.  Yuki will reveal that
    Atsumi is Hikaru's dad, who just came to deliver a present to her.  Aw.  Yuki
    gets a phone call and has to hurry away.  Haruka sniffs again.  "I know who the
    criminal is," she says to Atsumi, and Kiryuu and he just look puzzled.
      Go west to that alley that runs down to the Poppo Mart.  You'll see Yuki being
    attacked by the slasher again.  "Give it up, Nao!" says Haruka.
      What a shocker!!  Nao is jealous of Yuki, who's surpassed her very quickly and
    even stolen her beloved Hikaru away.  So, she thought she might slash her face
    up a bit and ruin her.
      Later, Haruka reveals that she knew it was Nao because of the scent the spray
    bottle had (some kind of perfume, I suppose).  Neither of the men had that scent
    about them.  That's a lot of text for such a lame mission--it doesn't even in-
    volve fighting.
      1. With Haruka, overhear conversation with cabaret club girls outside of
      2. In little alley just to the west of Ebisuya, event
      3. North of there, in the inverted "Y," talk to cabaret club girl
      4. Talk to Yuuya in Stardust
      5. Exit Stardust, get phone call
      6. Go to the alley behind the parhmacist and Poppo Nakamichi, event, follow
        cabaret club girl
      7. Talk to cabaret club girl and Kamuro slasher
    REWARD: --
    You'll need to clear all missions that don't involve shogi, mahjong, slots, or
    blackjack.  Yes, you'll need to do the ones involving bowling, golf, and base-
    ball, as well as the cabaret club and host missions.
      Actually, the requirement here is to complete the Underground Arena, in a
    way, because the Komaki Training missions are not "complete" until you do.  This
    technically means you will have to get every power-up available to Kiryuu be-
    sides the Heat Move you get for completing the Amon missions, plus the Brawling
    God Discipline you get for completing the game with the Heat Actions list com-
      You also cannot be leading Haruka around.
      In the eastern edge of the Champion District, there's a weird guy with a long
    black coat who calls out to you.  Think he looks ridiculous now?  Wait until
    you see him on the battlefield.
      He says, "Harumph...so, you're Kiryuu Kazuma, huh?"
      Kiryuu's like "Who are you?"
      He introduces himself as the eldest of the three Amon brothers, Amon Kazuya
    ("kazu" is a reading of the kanji for "one").
      In the first game, if you completed all the missions, the final mission was
    to defeat a strange guy in a black coat who considered himself the most power-
    ful assassin.  In later games, you'll see him doing all sorts of nefarious
    things to fight you--because it seems like he lives by some kind of Darwininstic
    ideal of survival of the fittest.  "Amon" is used in biology to denote a sep-
    arate species (actually "subphylum"), so...maybe he thinks he's some kind of
    breed apart from the rest?  Anyway, he went after Kiryuu because he became
    quite well-known for being the toughest nut on the tree, and apparently he used
    to go around, killing the best of the best to prove his bestestness.
      Anyway, it seems Kazuya was hired to kill you.  He says he really bears no
    ill will against you, but the honor of the Amon brothers is at stake here, so
    he's going to fulfill his mission!
      Kiryuu asks who hired him, but Kazuya's like "What kind of assassin divulges
    that information?"
      Oh, did I forget to mention those enormous battle axes?  Sorry!
      Anyway, all Amon characters are ridiculously powerful.  They are the hidden
    bosses, after all.  They're kind of like the "Weapon" things in the Final
    Fantasy games.
      Luckily for you (and me, and all of us), all of them are defeated quite easily
    in this title if you have the Hercules Glove equipped.  This item makes it so
    they can't cheatingly insta-break your grapple command.  The key is to hit them
    with something like the Slam Blow (especially the Slam Blow--square, triangle),
    then grab them, then do the hold combo (square x 3), then either stomp on them
    or foot grab and throw, repeat.  Be warned, tho'--this guy likes to get up with
    a rise kick if you're standing over him as he's on the ground.
      After you beat him, he says his brothers will get you.
      1. Talk to Amon Kazuya in the eastern part of Champion
      2. Win fight
    REWARD: --
    EXPERIENCE: 1,000
    49. AMON JIROU
    After beating Kazuya, you'll find this guy behind Serena.  He's yet another
    ridiculous guy--this time, with guns.  Talk to him, and he'll introduce himself
    as "Amon Jirou."  The "ji" means "next" (or "second").
      Surprise!  He's been hired to kill you.  So, get to it!  Note that he will
    get up with a helicopter kick if you just stand over him when he's knocked
      1. Talk to Amon Jirou behind Serena
      2. Win fight
    REWARD: --
    EXPERIENCE: 2,000
    50. AMON SANGO
    You'll find the third guy hanging around at Theater Square.  Oh--did I forget
    to mention he has a stupid rocket launcher??  STARS--I mean, KIRYUUZ!
      He moves rather slowly, though, always looking for a chance to fire.  Just
    use the above strategy.
      After you beat him, he tells you it's your fate to be defeated--even if you
    beat all three brothers!  Huh.
      The "san" in his name means "three."
      1. Talk to Amon Sango in Theater Square
      2. Win fight
    REWARD: --
    EXPERIENCE: 3,000
    51. AMON
    After beating Sango, go to Komaki's area.  You'll find the old guy on the
    ground, injured.  He tells Kiryuu that the scroll to his ultimate technique has
    been stolen, and that the guy who stole it said he would meet Kiryuu at the
    docks at nighttime.
      Take a taxi to the docks, and you'll find Amon Joh (from the first game)
    standing around like a right ding-dong.  Hey, maybe he just likes cruising the
    docks for sailors?  Dunno.
      As you get close, he's like "Kiryuu...."  Apparently, he likes to stand around
    muttering the name of his enemy to himself.
      Anyway, he says, "See you're alive...so, you've passed the first test."  Guess
    that was the 3 Amon brothers thing.  He also admits to stealing the scroll--and
    sending Komaki to his grave, tho' he just kinda knocked him out, right?
      "The prelude is over," he says.  "Now, the suite can begin.  I've been in
    Mexico and learned the greatest assassin's techniques--plus, I've gone and
    learned ancient secrets in the Himalayas...I've climbed the frozen cliffs of
    Dover 10 times and gained a heart of iron.  I stole Komaki's hidden scroll!
    All of this was just so I could defeat you!  That is my only reason for living.
    If you defeat me, I'll give you back this scroll!  However, Kiryuu Kazuma...
    now, you will die by my hand!"  NOOOOOOOOOOOOOOOOOOOOez, look out Kiryuu-chan!!
      Good thing Kiryuu opts not to tell him how HE trained.  "I went to the driving
    range for many hours...I overheard a kid solve a mystery...I drank a bunch of
    whiskey, and I paid girls to talk to me at a club.  What?  Whatchoo gonna do,
      Apparently, Amon also stopped by the West Coast of the U.S. to learn the
    secrets of hipster lifestyle, with those rockin' sideburns and stupid-outdated
    sunglasses, right?  Also, apparently, you gotta go train in the Himalayas to
    learn how to throw a bunch of grenades at people.
      Beat him.  He's really, really tough, and uses unfair weapons like mad.  Equip
    the Hercules Glove, and then grapple, do the headbutt, knee, lariat attack, then
    foot grab, and then throw.  Do that over and over.  I'd also recommend equip-
    ping the Black Belt so you can actually damage him on during the foot grab's
    throw.  Don't even bother with Heat Actions (tho' being in Heat Mode is really,
    really recommended for its bonuses and the foot grab--which causes him to get
    straight up instead of sweeping you)--they don't do much damage at all!  I
    also recommend bringing healing stuff and saving first in case you mess up.
      After he loses, he says something about not being able to learn the greatest
    technique, after all (Which is funny because he can actually use the Extreme
    Extremeness during the fight!).
      As he promised, he gives you the scroll, and says his disgrace is like a
    bottomless pit.  And...whatever.  Apparently, Kiryuu doesn't care about Komaki
    because he doesn't exactly go racing back to see if he's OK.  Hm.
      1. Talk to Komaki (lying down)
      2. Take a taxi to the docks
      3. Talk to Amon Joh
      4. Win fight
    REWARD: "Extreme Secret Technique Scroll" (story item)
    EXPERIENCE: 8,930 ('8-9-3' spells 'yakuza')
    Chapter 2
    At the eastern edge of Soutenbori, there's a guy selling a watch.  Take a look
    at it with the top choice.  It's a watch he says is worth 2 million yen, but
    he's giving you this awesome deal of 400,000 yen.  Don't buy it with the bottom
    choice, and he gets all pushy and cuts the price to 300,000.  Tell him you
    can't pay that much for it with the bottom choice and he gets all crazy angry
    and attacks you (great salesman, huh...?!).  Beat him and he'll give you the
    watch.  It's pretty crummy.
      1. Talk to man near taxi at eastern end of Soutenbori
      2. Have a look (top choice)
      3. Refuse (bottom choice)
      4. Refuse (bottom choice)
      5. Win fight
    REWARD: --
    At the grilled octopus skewers (takoyaki) stand at eastern Soutenbori, order
    food seven times.  Note that you have to buy food from him seven times--meaning,
    you have to buy something and completely quit out of the menu, then talk to him
    again, seven times.  It doesn't work if you just order 7 things in one go.
      1. Order from Magutako 7 times
    REWARD: --
    Near the White Snake Ramen shop you'll find a worker who's upset that someone
    skipped out on the bill.  He mentions that the guy is really fat.  On Bishamon
    Bridge (to the southwest), there are two big, fat guys standing about.  It's the
    one standing to the south with the pinkish checkered shirt.  Talk to him and
    call him on it with the top choice, and he'll deny it and fight you.  Beat him,
    and he'll get a cramp from trying to exercise so soon after eating (smart guy).
    You'll automatically be transported to White Snake Ramen, where the worker
    gives you 20,000 yen in thanks.
      1. Talk to worker outside of White Snake Ramen
      2. Talk to fat guy standing to the south of other fat guy on west side of
        Bishamon Bridge
      3. Call him out (top choice)
      4. Win fight
    REWARD: 20,000 yen
    There's a guy standing next to the UFO catcher machines in Sammy Ebisu Plaza's
    Club Sega who wants to give his girlfriend a "Robo Vice President."  Talk to
    him, agree with the top choice, and then play the machine he's in front of and
    grab a doll.  You can use select and quit out of the game after you get one, if
    you don't wanna clutter up your inventory.  Kiryuu will automatically give it
    to him and the guy will give you 30,000 yen in thanks.
      1. Talk to guy in front of UFO Catchers in Club SEGA on Soutenbori
      2. Agree (top choice)
      3. Get doll
    REWARD: 30,000 yen
    You must clear "A Present for My Girlfriend 1" first.
    There's a flashing light that looks like a coin locker key on the north bank of
    the Soutenbori River, near the Bishamon Bridge (western edge).  Get near it and
    Kiryuu will automatically pick it up.  It's the doll you got for the guy in the
    first side mission.  Hmph.
      Go back to Club SEGA and he'll tell you his girlfriend was looking for the
    "Robo Manager" doll instead.  Agree to get it for him with the top choice and
    play the UFO Catcher machine in front of you.  He'll give you a watch in thanks.
      Don't sell the watch!!  You'll need it later.
      1. Find doll on Soutenbori River's north bank near Bishamon Bridge (looks
        like a Coin Locker Key)
      2. Talk to guy in front of UFO Catcher machine in Club SEGA on Soutenbori
      3. Agree (top choice)
      4. Get doll
    REWARD: Swiss High-Quality Wristwatch (don't sell for future mission)
    You must clear "A Present for My Girlfriend 2" first.
    On the north bank of the Soutenbori river near the Bishamon Bridge (the western
    edge, where you found the doll discarded by the guy in "A Present for My Girl-
    friend 2"), a pregnant lady will run up to you all "Darling--!!"
      She's like "Take responsibility for this kid you've left me with!"
      Of course, Kiryuu doesn't know her from Adam, so there's no reason to pay her
    the 200,000 yen she asks for.  Refuse with the bottom choice, and she starts
    calling to everyone around saying you're abandoning her.
      Some bloke shows up to stand up for her.  Beat him.
      He turns to her and is like, "Honey, this guy's too strong...."
      She says, "?!  What??  Beat him up already!"
      Apparently, she moves around too much--and out drops the "baby."  The guy then
    gives you 300,000 yen as an apology and they run off to presumably wallow in
    idiotic misery like the two dumbos they are.
      1. Talk to pregnant woman on Soutenbori River's north bank near Bishamon
      2. Refuse to pay (bottom choice)
      3. Win fight
    REWARD: 30,000 yen
    You must clear "A Present for My Girlfriend 3" first.
    Go back to the arcade and meet up with that knucklehead again.  He tells you his
    girlfriend was just so happy to get that toy (I guess he's dating a tween?),
    but he needs his watch back.  Apparently, he was gonna give it to her as a
    birthday gift.  Whoops!  I forgot, durh.  (what??)  Give it back to him with
    the top choice and he'll give you an Italian Ring.  This time, you can sell it.
    I'd recommend doing so if you're early on in the game and once you have access
    to a pawn shop.
      1. Talk to guy in front of UFO Catcher machine at Club SEGA on Soutenbori
      2. Return his wristwatch (top choice)
    REWARD: Italian Ring
    Chapter 3
    Go back to the arcade and talk to the guy yet again.  He's all "Oh snap, that
    ring I gave you?  It was the engagement ring I picked out for my girl."
      Kiryuu just looks at him.
      But then he continues.  "Anyway, whatever--it doesn't matter.  She dumped me,
    ha ha ha!"  (Yeah, I totally laughed when my fiancee jilted me, too...oh no,
    wait, I got crazy drunk for like a month).
      To cheer himself up, he's apparently been playing the UFO Catcher machines
    all the time since then.  He's gotten good at it now!
      Suddenly, two girls appear, impressed by his mad claw machine skills, and he
    easily picks up on them.  Yeah, that's another thing that's happened to me for
    being good at games ever, right?
      He gives you the super-rare "Gold Robo Company President" doll.  Yay...?
      1. Talk to guy in front of UFO Catcher machine at Club SEGA on Soutenbori
    REWARD: Gold Robo Company President doll
    EXPERIENCE: 1,000
    Chapter 4
    16.  ALBATROSS AKAGI'S CLUB (Arubatorosu Akagi no Kurabu)
    Play golf 5 times or more.  You'll see him there in front of the actual driving
    range, wearing a ridiculously over-the-top golf outfit.  Accept his challenge,
    and try to get 800 points or more in that ridiculous course.  Good luck!
      I'll explain in the mini-games section, but the best method for doing this is
    to keep trying until the wind is high (22kmh or over).  If it's blowing from the
    right, it's a bit easier.  Push your aim completely to the right (+20 deg.).
    Right when the "100" target hits the 12 o'clock position (when it's at the top),
    hit Circle, hit it again when you're at full power for your swing, and then hit
    it again right on the "perfect" part of the meter (the line in the middle of the
    white box at its base).  You can be very slightly off on one or the other of the
    two things, and it will probably still work.
      If it's blowing from the left, do the same, but wait until the "100" target is
    at the cross-beams in the lower-right-hand side (about a 45 degree angle, where
    SE would be on a compass) and push your aim all the way to the left (-20 deg.).
      If the wind is 20 or 21, you can still do it, but you will have to aim at
    either + or - 18.5 instead of 20.  Also, your margin of error seems a bit
      After that succeeding, go to the pawn shop on Shoufuku and talk to the shop-
    keep.  He'll get all excited and offer to buy it for 300,000.  Agree, and he
    will become your ally like the "befriend the..." missions.
      1. Play 5 times at the driving range total (any combination of any courses)
      2. Talk to Albatross Akagi, agree (top choice)
      3. Get 800 or more (if you fail, talk to Akagi and try again until you win)
      4. Talk to shopkeeper at Ebisuya on Shoufuku, agree to sell for 300,000 (top
    REWARD: 300,000 yen
    EXPERIENCE: 2,000
    In western Shoufuku, there's a couple of suits getting harassed by a thug.
    Save them with the top choice.
      It turns out one of the two guys you saved is some big shot member of the
    Japanese Diet named Saeki.  The other guy is his secretary, Sanda.  They're in
    Osaka as part of a regional visit.  Saeki muses that there are these street
    thugs all over Japan, not just in Tokyo, and his secretary agrees.
      Saeki then instructs his secretary to give you something in thanks:  a book.
      Apparently, Mr. Saeki is also an author.  He's written some book called "You
    Are Definitely Wonderful ~Money Isn't Everything~."  Sanda says it's also known
    by its nickname, "You're Super!"  It's a national best-seller wowww!
      Choose the top choice to read it, and Kiryuu realizes it's really just a bunch
    of banal lines and quotes and such "borrowed" from other sources and
    regurgitated up as meaningless, self-help drivel.
      1. Talk to the men with angry street thug near the taxi near the Coin Lockers
      2. Choose to help them (top choice)
      3. Win fight
      4. Choose to read (top choice)
    REWARD:  Pursuit-of-Happiness Book "You Are Definitely Wonderful ~Money Isn't
        Everything~" (story item)
    In front of Don Quijote in Shoufuku, bump into the guy with women on his arms.
    Apparently, Kiryuu is suddenly a super-weak lightweight because he gets
    knocked down.  Well, he is drunk 99% of the time, I suppose.
      The guy (nice dudes, BTW) asks if you're OK.  Choose "I'm fine" to get
    "complete."  The guy's like "OK, but I hope nothing's broken--take this money
    and go see a doctor!"  He tosses you 100,000 yen.
      Naturally, he did this to flaunt his crazy wealth to the two girls.  They're
    like "wow, kanemochi!! (means 'rich person,' literally 'money-having!'").  He
    introduces himself as "Kanematsu Shigeru."  That is the same "kane" as "kane-
    mochi," so it's obviously a slight pun.  Incidentally, "Shigeru" is a common
    name, but it means like..."to prosper," or such.  You'll be seeing a lot of this
    guy, flaunting his wealth like Ritchie Rich or something.
      1. Walk into man walking with two girls near Don Quijote on Shoufuku
      2. Say you're OK (top choice)
    REWARD: 100,000 yen
    In the center of Soutenbori, there's a catch--a guy used to attract customers.
    He's being bothered by yakuza.  Beat them up.
      1. Talk to catch being harassed by street punk on Shoufuku near Zuboraya
      2. Win fight
    REWARD: --
    Romance the cabaret club girl Jun at Prime (see appendices for details).
      1. Get the "after" and "escort" dates with Jun at Prime
      2. End a visit with 10 Hearts
      3. Go to Tsuruhashi Fuugetsu, Jun will show up
      4. Go get Okonomiyaki
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Madoka at Prime (see appendices for details).
      1. Get the "after" and "escort" dates with Madoka at Shine
      2. End a visit with 10 Hearts
      3. Get text message, talk to Madoka at entrance to Koumian
      4. Win fight
      5. Get text message, talk to Madoka near Gandhara
    REWARD: --
    EXPERIENCE: 2,000
    Romance the cabaret club girl Ayano at Prime (see appendices for details).
      1. Get "after" and "escort" dates for Ayano at Prime
      2. End a visit with 10 Hearts
      3. Get text message, talk to Ayano on Soutenbori River's southern bank
      4. Win fight
    REWARD: --
    EXPERIENCE: 2,000
    --After fight at mahjong parlor--
    This happens after the fight at the mahjong parlor.
    At the bar Stijl, right at the bar, there's a guy moping about.  Talk to him.
      He says "Ohhh, my head!"
      Kiryuu wonders if he had too much to drink, but he's like "No, my head
    smells--I haven't had a bath in a month!"
      Kiryuu's just taken a bit aback.
      The guy asks Kiryuu to come up with some punchline.  This is the "comedy duo"
    routine of Japan, especially traditionally popular in Kansai:  there's a "boke,"
    who says stupid stuff, and a "tsukkomi;" a bit of a straight man who calls the
    jokester an idiot and hits him, generally speaking.
      Anyway, the guy introduces himself as "Minamisawa."  It seems that he was
    part of a struggling new comedy duo called "Mars Fighters," where he was the
    "boke" and his partner, Kitagawa, was the "tsukkomi."  One day, however, Kita-
    gawa mysteriously left the team.
      Minamisawa wonders if he should give up.  Answer the top choice to tell him
    not to.
      Go outside, and a low-ranking yakuza will appear and give you the usual,
    idiotic reason to fight ("Hey, you lookin' at me?!").  Beat him.
      Minamisawa shows up, and--lo and behold--the guy you beat up is Kitagawa.
    Agree to catch him with the top choice.  Don't worry--he just walks a little to
    the east (south side of the street).
      Once you catch up with him, Minamisawa gets to confront him.  Kitagawa ex-
    plains that he left simply because Minamisawa sucks and that they weren't
    getting anywhere.  Minamisawa hawls off and decks him, and he cries out...but,
    it turns out...maybe, that works!
      With Minamisawa as the tsukkomi and Kitagawa as the boke, the Mars Fighters
    comedy duo is reborn.
      1. Talk to guy sitting at counter of Stijl
      2. Tell him not to give up (top choice)
      3. Exit Stijl, win fight against man
      4. Say you'll go after him (top choice)
      5. Talk to man a little to the east down Soutenbori, near Sunrise
    REWARD: --
    EXPERIENCE: 1,000
    Chapter 10
    You must clear "Mr. Saeki - The Meeting" first.
    There's a guy on the south bank of the Soutenbori River who wants to end it all.
    Hear him out with the top choice.  Seems he lacks self-confidence!
      Give him the "You Are Wonderful" book (it's called "Pursuit of Happiness
    Book," but if you highlight it, its title will show up in the description).
      He's pretty excited--I mean, it's a best-seller right now, and it's really
    expensive!  You just gave it to him for free?  Dude, wow--you are really
      1. Talk to man at southern bank of Soutenbori River (near Don Quijote)
      2. Choose to keep talking to him (top choice)
      2. Give him Self-Help Book "You Are Definitely Wonderful"
    REWARD: --
    EXPERIENCE: 1,000
    You must clear "Kanematsu Shigeru - The Meeting" first.
    In the Club Sega on Soutenbori, near the YF6 machines, you'll find Kanematsu.
    Play him.  If you beat him, you'll end up with "finished," but if you lose,
    you'll get "complete."
      After he beats you, he's like "Guess you're just not at my level" and gives
    you 100,000 yen just because he feels so bad for you.
      1. Talk to Kanematsu Shigeru near the YF6 machines in Club SEGA on Soutenbori
      2. Agree (top choice)
      3. Lose on purpose
    REWARD: 100,000 yen
    In front of the Club Sega, you'll spy that guy you helped get his white cat back
    to get into the mahjong club.  He's sad because his cat is too finicky to eat.
    Bring her the Assorted Sushi from the M Store.
      1. Talk to guy in front of Club SEGA with his cat
      2. Choose to give the cat something (top choice)
      3. Give "Assorted Sushi" (bought at M Store)
    REWARD: 200,000 yen
    In the southwest part of the map in Shoufuku, you'll find a woman holding a
    knife who is confronting some guy.  "Don't underestimate me just because I'm a
    woman!" she cautions him.  Talk to her to find out what's up.
      She says "I'm going to kill this guy!"  So, the guy tells her to go ahead,
    and she gets upset and cries.
      Kiryuu asks the guy what's going on and he's like "I dunno--this chick just
    attacked me out of nowhere!  Prolly, she spent all her dough at a host club, so
    she just wants to kill anyone who looks like a host.  Right?"  The girl sobs,
    and he just takes off.
      When she's done crying, she introduces herself as Yuriko.  It seems her
    younger sister has been working in Soutenbori, but has gotten herself into a
    lot of trouble over money, and is being held somewhere against her will, made to
    do unspeakably horrible things.  She further explains that the police have kinda
    given up on looking for her.
      However, Yuriko has found 3 of the people who swindled her sister and forced
    her into this predicament here in Soutenbori.  She hasn't gotten them to admit
    to anything, so she just figured she'd murder them with that knife.
      Kiryuu says "A girl like you--the only place you should use a knife is a
      Well...damn, Kiryuu!  (Don't get mad at me, female readers--I didn't write
    the line!)
      She gives you a picture of her sister, Miki (Kiryuu says the usual fluff
    about her looking like her sister, and that they're both very pretty).
      Anyway, it seems she's the only living relative around, since their parents
    passed when they were young.  So, it's very important to her to find her--would
    you help find her sister, Miki?  Say "yes" with the top choice.
      She gives you pictures of the three men.
      First up is Yagi, the host you saw earlier.  Reportedly, he's the No. 1 Host
    at his club.  He's really bad, and supposedly likes to arrange marriages and
    back out of them to swindle clients.
      Next is Ohara, a real estate agent.  He likes to make sub-prime deals.  Sup-
    posedly, he's linked to some Asian mafia.
      Last is Kojima.  He may look like your average businessman, but he's actually
    stinking rich! (NOTE:  You'll see some of that later, if you do these right!  I
    highly recommend doing these side missions, even if you don't do any others)
    She's not quite sure how, but she knows he just must have some weird connection
    to the underground sex trade.
      Yagi is the first guy you'll find.  He's near Ebisuya on Shoufuku.  Kiryuu
    notes he matches the photo as you get close to him.  So, go confront him!  He
    laughs, remembering how you saw him earlier, but Kiryuu just says "Remember
    her?" and shows him Miki's photo.  He pretends not to know, but Kiryuu's got
    a good way of persuading people.
      Seems he doesn't know Miki's whereabouts; he was just ordered by Ohara to go
    kidnap her.  He does know that they've done some awfully naughty things to her.
    He laughs it off like "Who cares about one or two women, anyway?"
      Kiryuu gets pretty angry at this and threatens the guy...so beat him up!
      The guy's of no use now, so Kiryuu decides it's time to go after Ohara.
      1. Talk to girl in southwest Shoufuku with a knife
      2. Tell her you'll try to help (top choice)
      3. Talk to guy in front of Ebisuya on Shoufuku who matches photograph
      4. Win fight
    REWARD: --
    You must clear "Vengeance Proxy 1" first.
    You'll find Ohara hanging around in the driving range.  Talk to him, and Kiryuu
    will again show the picture of Miki.
      Ohara seems surprised to see her, but gets angry.  "So, what of it?" he asks.
    "I mean, what--is she, like, some ex-girlfriend who jilted you, or something?
    Her life is none of your business now!"
      Kiryuu threatens him and demands to know where she is, but Ohara laughs it off
    and says if you want a girl, he can sell you one!
      Kiryuu demands to know where Kojima is, and Ohara seems surprised you know who
    he is.  Supposedly, he doesn't know where you can find him, though.  He laughs
    that you shouldn't be concerned with "human refuse," anyway.
      Kiryuu says "You shouldn't be playing sports like golf anymore--it doesn't
    suit you.  I'll fix your body so you can never play them again."
      Beat him up.
      Now, suddenly, yeah...it's all Kojima's orders.  Yeah, I bet Ohara is just
    some innocent puppy dog, right?  He calls Kojima, who asks to see you, apparent-
    ly.  He's at the Midoriyama building, which is near the Coin Lockers.
      1. Talk to guy inside Yokobori Golf Center who matches photograph
      2. Win fight
    REWARD: --
    EXPERIENCE: 1,000
    You must clear "Vengeance Proxy 2" first.
    Approach the Midoriyama building and Kiryuu will remark that Kojima should be
    inside.  He'll automatically go inside and meet Kojima and his goons.
      Kojima asks what the heck Kiryuu cares about that woman.  "What are you
    after?" he asks.
      Kiryuu just repeats himself, and asks where Miki is.  Kojima laughs it off
    and tells his goons to kill you.  Beat them up, and Kojima tells Kiryuu he's
    holding her in the private video room #5 at Ghandara.
      1. Go near the coin lockers; Kiryuu enters building automatically
      2. Win fight
    REWARD: --
    EXPERIENCE: 1,500
    You must clear "Vengeance Proxy 3" first.
    Go to Ghandara, the video machine rental shop, and ask to go to room #5.  the
    man at the front will say that it's occupied, but Kiryuu just bursts right
    on in.  The "client," scared out of his pathetic wits, gives you 150,000 and
    runs away.
      Go back to where you first found Yuriko and talk to her.  She says she took
    Miki back to her room, where she's asleep (apparently she's the Flash, or
    Kiryuu blacked out along the way or something--hey, it's possible, with the
    amount of booze that lush swigs down).
      She doesn't have much, but she wants to give you a reward.  She offers all
    the money she took out to go looking for Miki.  You can accept with the bottom
    choice, if you want "finished," but that would really be lame as you can now
    actually get a LOT of money.  Tell her you don't want her money with the top
      Yuriko says, "By the way--this probably has nothing to do with anything--but
    Miki said something strange in her sleep.  She said 'the pass code is the
    number in tanka (a type of Japanese poetry with 5, 7, 5, 7, and 7 "syllables"
    per line, respectively)."
      Kiryuu wishes them both happiness.  Yeah, they're real happy now!--except that
    Miki was likely raped for a year (oh yeah, *that*)
      Go back to the Midoriyama building near the Coin Lockers, and Kiryuu will
    automatically go back in.  There's a safe in the corner.  Go to it and enter
    5-7-5-7-7.  Not only will you get "complete," but you'll get a small bit of
    cash.  Only 5 million yen.
      Yup.  FIVE MILLION.  If you're trying to complete the cabaret club girls,
    this should help because you will need 10 million to finish Nana's story.
      1. Go to Gandhara, automatically get 150,000 yen
      2. Talk to girl in southwest Shoufuku
      3. Refuse her money (top choice)
      4. Go near building near Coin Lockers, Kiryuu automatically enters
      5. Go to safe in corner, enter 5-7-5-7-7
    REWARD: 150,000 yen + 5,000,000 yen
    EXPERIENCE: 3,000
    There's a guy holding a guitar who's sneezing like crazy right up against the
    Bishamon Bridge--at the western end of the northern walkway along the banks of
    the Soutenbori River.  Give him a Pocket Tissue.  There should be a catch or two
    on Soutenbori Street handing them out for free.  You can also win them at the
    various sports games.
      1. Talk to guy at Soutenbori River's north bank near Bishamon Bridge
      2. Give him a Pocket Tissues
    REWARD: --
    On Bishamon Bridge (that's the western bridge), a guy will talk to you.  He's
    selling a book that teaches you never to lose at gambling, apparently written by
    Kiryuu Kazuma.  That should definitely spark your interest, being Kiryuu Kazuma.
    You can ask him to cut the price twice, bringing it down to 30,000 yen.  Cheap?
      This is an old joke:  how not to lose at gambling?  Don't gamble!  That's all
    the book says.
      Talk to the man and woman in front of the pharmacist on Soutenbori and ask
    what's going on.  Then, go to Tsurubshi Fuugetsu (the okonamiyaki restaurant at
    the western edge of Soutenbori Street) and you'll find where he ran off to.  He
    wants to buy the book from you.  You can tell him you won't sell it, and he'll
    raise the price to 10,000 yen.
      1. Talk to guy on Bishamon Bridge
      2. Hear him out (top choice), haggle (2nd choice), haggle (2nd choice), buy
        "How to Never Lose At Gambling" (story item) for 30,000 yen (top choice)
      3. Talk to the youths outside Oosumi Pharmacy, ask what the heck is up (top
      4. Talk to youth near Tsuruhashi Fuugetsu
      5. Refuse to sell (bottom choice), sell (10,000 yen, top choice)
    REWARD: 500 chips
    EXPERIENCE: 1,000
    15.  TATSU
    On the south bank of the Soutenbori River, down at the eastern edge, you'll
    find a punk looking for "Tatsu."  Well, go ask Kurogawa about it (he's the
    informant who waits around on Iwahashi, the eastern bridge).  He'll tell you
    that he can't directly introduce you to Tatsu, but he knows someone who can, and
    that guy will probably want you to prove yourself first.  So, go meet this Ki-
    noshita, who's hanging out at the White Snake Ramen shop.  He'll fight you,
    then he'll tell you to go find the sleeping homeless man who hangs out at the
    north bank fo the Soutenbori River, near the Iwahashi bridge.  Ask him to call
    Tatsu over, and you can meet up with him.
      Tatsu is a sign of the zodiac, meaning "Dragon."  It's a code name;
    apparently, this guy inherited the name and job.
      1. Talk to guy on Soutenbori River's south bank near Iwahashi Bridge
      2. Talk to Kurogawa on Iwahashi Bridge
      3. Talk to Kinoshita inside White Snake Ramen
      4. Win fight
      5. Talk to man lying down on Soutenbori River's north bank near Iwahashi
    REWARD: --
    EXPERIENCE: 1,500
    You must romance the nine other cabaret club girls first.
    Also, be warned that you'll need 10,000,000 yen.
    Romance the cabaret club girl Nana at Prime (see appendices for details).
    Nana is modeled after adult films star Natsume Nana.
      1. Get "after" and "escort" dates for Nana at Prime
      2. End a visit with 10 Hearts
      3. Get text message
      4. Talk to man near Save Point in southwest Shoufuku
      5. Talk to Nana near Gandhara
      6. Give 10,000,000 yen (top choice)
    REWARD: --
    EXPERIENCE: 2,000
    Chapter 11
    In front of the M Store at Shinsei, save the old lady.
      1. Talk to old lady near M Store on Shinsei, top choice to save her
      2. Win fight
    REWARD: Old Lady's Candy
    Across the street from the parking lot at Shinsei, a guy is suffering from a
    really messy nosebleed.  Give him two sets of tissues.  There's nobody who gives
    tissues out or sells them on Shinsei, so you might do well to bring two of them
    before this part of the story.
      1. Talk to man across the street from the parking lot at Shinsei
      2. Give him Pocket Tissues
      3. Talk to man again
      4. Give him Pocket Tissues
    REWARD: Fashionable Umbrella
    You must clear "Master White Lotus's Request 1" first.
    (Note: This mission may start as early as Chapter 11, but cannot be finished
    until Chapter 16)
      After you bring her the umbrella, once your Mind is at level 10, you'll get
    another mail from her.  She says she forgot to get Yuuya's headshot when she
    was in town.  Go to Stardust and talk to the person working there, who will
    give you one of the spares of the one they have hanging in the lobby to attract
    customers.  Go back and give it to her.
      1. Get text from Master White Lotus once Mind is at Lv.10
      2. Talk to host in Stardust on the dance floor, get "Signed Yuuya Head Shot"
        story item
      3. Talk to Old Lady White in the parking lot at Shinsei
      4. Give her "Signed Yuuya Head Shot" story item (top choice)
    REWARD: "All About Lotus House Soft Energy Arts" (story item)
    Chapter 12
    You must clear "Kanematsu Shigeru - The Gamer" first.
    At the southern end of Iwahashi (the eastern bridge), you'll find Kanematsu
    harassing some poor guy who can't pay his bill.  He apparently needs Kanematsu
    to wait one day to get the money, but he doesn't believe him.  Tell him to let
    the guy off for now, and he'll say he will, just because you asked.
      After this mission, you can meet up with Kanematsu again in front of Le Marche
    on Shoufuku.  In fact, you need to do this in order to trigger the final mission
    for Kanematsu, which takes place in Kamuro.
      1. Talk to Kanematsu Shigeru and man near Iwahashi's south end on Shoufuku
      2. Choose to help him out (top choice)
    REWARD: Italian Fine Necklace
    EXPERIENCE: 2,500
    You must clear "Mr. Saeki - The Impression" first.
    On the western intersection of Shoufuku south of the coin lockers, there's a
    woman being harrassed by Mr. Saeki while his assistant, Sanda Michiru, looks
    on.  He offers her money (the sub-title to his book, "You Are Definitely
    Wonderful, is "Money Isn't Everything").  She refuses, but he pushes hard,
    saying "I asked 'how much?'"
      Again she refuses, and Sanda says, "Do you know who you're talking to?  This
    is Mr. Saeki, who wrote the best-selling book, 'You Are Definitely Wonderful!'"
      Suddenly, her man shows up.  It's the guy who was really depressed at the
    riverside in the second Mr. Saeki story.  Now that he has some self-confidence,
    he bravely stands up to the guy harassing his woman.  Saeki sicks his assistant
    on him.  Choose the top choice to jump in and help the guy.
      Saeki laughs it off and leaves with Sanda in tow.  Meanwhile, the guy thanks
    you.  The girl tells him he was quite impressive, and asks what happened--why
    the big change?  The man explains that he was really down, and then he got this
    great book, "You Are Definitely Wonderful."  At first he was reading it just to
    boost his confidence, then then he realized it was just hack nonsense that
    "borrowed" a lot of lines and sayings.  He says that when he finished it, he
    had a great laugh and figured he could go out there and make something of him-
    self, if that book could be a best seller.
      Of course, his girl is surprised, and informs him that the old man who was
    accosting her--that was Mr. Saeki!  They enjoy a nice laugh at Saeki's idiotic
      Afterwards (tho' this is just trivia), you can meet Mr. Saeki in Chapter 16.
    He stands around across the street from the Millennium Tower's entrance.  He
    admits he was wrong, basically.
      1. Talk to man near taxi near Coin Lockers
      2. Choose to save him (top choice)
      3. Win fight
    REWARD: Italian Fine Necklace
    EXPERIENCE: 2,500
    30. SHOGI 1 (SHOUGI 1)
    This mission is not needed to fight the hidden bosses.
    Talk to the guy standing near the entrance to the parking lot in Shinsei.  He'll
    introduce himself as Ooike.
      Seems he loves shogi more than anything in the world, and really wants to
    become a pro--but he's just not quite at that level.  He prays to become a pro
    shogi player day and night, but for literally decades, he has been unable to
    make it to a professional level.
      He asks you to play him, saying that if he loses, he'll finally just give up
    on becoming a pro.  If you fail, you can just talk to him again and again until
    you win.  I recommend using a program such as Shogidokoro, reversing it so you
    play the moves he makes in the computer program, and respond the way the com-
    puter plays.  It's still not 100%, but it's better than just attempting this--
    unless you're really good at shogi!
      1. Talk to guy near parking lot in Shinsei, accept (top choice)
      2. Defeat him at Shogi (if you fail, you can talk to him again to retry as
        many times as you'd like)
    REWARD: 100G Coin
    EXPERIENCE: 2,000
    -- After fighting Ezawa --
    I'll explain more in the glossary, but really quickly, Billiken is a strange
    character from America around the beginning of the 20th century, that basically
    represents good fortune from not worrying so much.  The statue in the Tsuuten-
    kaku is very famous.
    There's a lady waiting at the entrance to the Tsuutenkaku.  Once you get close,
    she'll call out and say you're so cold, being from Tokyo.  In Osaka, everyone
    helps out people in trouble!  So, she asks you to help her.  Seems she wants to
    get up the Tsutenkaku, but her legs have been hurt and it's hard for her to
    climb stairs.  She then gets mad at you for ignoring her because she didn't
    offer you a monetary reward--and Kiryuu's just like "....I haven't said any-
      Anyway, you'll automatically help her up there.  Follow her, and...well, she's
    suddenly OK.
      Seems she came up there to pray at the Billiken Statue, and asks you to do so,
    too.  She says all wishes will begranted there.
      Kiryuu does, and she says, "Aren't you gonna ask what I wished for?"  So, he
    obliges.  She tells him she prayed for her family to be healthy--and, that the
    "daddy," who has gone far away, could come back so they could all live happily
      Kiryuu asks "Think your prayer will be answered?"  She barks at him for not
    having faith in Billiken.  Anyway, as a reward for helping her, she gives you
    some candy and tells you she runs she horumon'yaki place nearby (Yotteya), so
    you should come visit sometime.  It'll be green on your map, for some reason.
      As Kiryuu nears the place, he suddenly notes a great commotion.  Out comes
    the old lady and a man.  She yells at him, saying "Katsunori!!  What's wrong
    with you?!  That's the deed to our business!"
      Katsunori says, "Oh momma, who cares about that crappy place?!  I'll show
    you something much better!" and runs off.  The ladycries, and Kiryuu consoles
      Once she stops, she explains that it's basically just her and her son, because
    the father went off and left ehem with tons of debts.  They're really poor now,
    and have to work very hard.  So, her son must have some kind of idea to get them
    a great deal of money, and she's worried that now they're going to lose the
    store to his scheme.
      She asks you to go stop him and get the deed back.
      Go under the south side of Iwahashi Bridge.  A bunch of young people are
    there, talking on their phones.  Every one of them seems to be pulling some
    horrible sort of collections scam.
      Suddenly, one of them calls the others over.  He seems to be the leader--and,
    gues what?  It's Katsunori.  He demands they make 5 million yen this time, but
    they think they're running out of marks.  He starts to lecture them, boasting
    about getting 6,800,000 from one company--but then he checks his watch and
    suddenly runs off--time for him to hand the deed over!
        [cinema: 8q - IX]
      Go up top on Iwahashi, and you'll see some guy run up to you.  Talk to him.
    He tells you he's looking for a certain office, but he seems to be lost.  He's
    supposed to meet there to collect a deed (hint, hint).
      Kiryuu leads him to the "Lucky Building," and the guy shakes his head for
    going the wrong way.  "Things sure have changed around here in 15 years," he
    notes.  He offers you some tea in thanks.
      Inside, he talks about how bad the young people are today.  He was swindled
    by one of them over the phone who was asking for 6,800,000 yen.  Apparently,
    the person said that they were the police, and that they needed the money for
    an operation because his son was in a car accident.  He explains that he hasn't
    lived with his only son in 15 years because of the debts he's run up, so he
    fell for it.
      In comes his client--it's Katsunori.  He's surprised to see you there! When
    he hands over the deed, the guy hands him his card, Okada Seiichi.  Surprise,
    surprise--they are father and son!  In busts some stupid yakuza to take the
    deed.  Beat them.
        [cinema: 8q - X]
      Kiryuu and Katsunori want to go to Yotte-ya to discuss, but the father doesn't
    want his wife to see him like this.  Well, that's all well and good, but just
    then, in she comes in her ugly leopard shirt, and they go back to Yotte-ya.
      Kiryuu tells her, "It looks like your prayer was answered, eh?"
      She laughs and says next time, she'll wish they make a lot of money.
    Kiryuu will bump into her and she'll say that she's in poor health and her leg
    has been hurt.  So, she wants you to carry her to up to the Billiken statue.
    Take her there, then she'll suddenly be able to walk again.  Follow her to the
    statue, and she'll wish for her family's happiness.  Apparently, her family has
    been broken apart.
    Go to Yotsuya, the Hormon'yaki place, and you'll find her arguing with her
    Next, go to Soutenbori, to the spot underneath Iwahashi (the eastern bridge) on
    the south side.  You'll see a bunch of con artists calling wiht their cell
    Go up the stairs and catch the guy running around, who will tell you about his
    company's plight.  Follow him to Shinsei and the old lady's son will come in.
    The two will suddenly realise that they're really father and son, but a yakuza
    will come in looking for the deed to the father's business.  Beat him up.
      1. Talk to the old woman at the entrance to the Tsuutenkaku
      2. Further talk to her at Tsuutenkaku's top, receive Old Lady's Candy
      3. Go to Yotteya; event at its door
      4. Talk to youths at Soutenbori River's south bank near Iwahashi
      5. Talk to man on Iwahashi
      6. Win fight
    REWARD: --
    EXPERIENCE: 4,000
    In the northern alley running off the main street to the east, you'll see a
    strange guy who calls to you.  He says that he has a secret identity:  Hawk,
    the Modifier, and that he modifies model guns into real ones.  He figures he
    can test it out on you and nobody will care--you're just some yakuza, anyway.
      Beat him.
      1. Talk to guy north of the acupuncturist in Shinsei
      2. Win fight
    REWARD: --
    You must clear "Hawk the Modifier 1" first.
    Some time after beating him the first time, the guy will come back, this time
    with a shotgun.  Beat him.
      1. Talk to guy north of the acupuncturist in Shinsei
      2. Win fight
    REWARD: --
    EXPERIENCE: 1,000
    You must clear "Hawk the Modifier 2" first.
    There's a guy arguing with the big Billiken statue at the entrance to Shinsei.
    He's blind drunk.  Fight him, and he'll tell you to go buy him some booze.  Go
    to Soutenbori and buy some sake at the M Store, then bring it to him and give
    it to the guy.
     He'll attack you a second time.  After beating him, he'll demand more booze.
    Go up to the alley running off to the east that leads to another Billiken statue
    and the acupuncturist and talk to the lady standing near the telephone.  She
    says to tell her drunkard husband she needs him.
      Go back down to the guy and deliver the message (bottom choice).  She makes
    him apologize to the Billiken, but he's so drunk, he apologizes to you.
    "That's not Billiken!" she says.
      Note that you can actually keep buying sake and defeating him over and over--
    if experience is really worth that much to you.
      1. Talk to guy at Billiken statue near taxi at Shinsei, win fight
      2. Give him sake (top choice)
      3. Win fight
      4. Talk to woman in front of Billiken south of the acupuncturist
      5. Talk to guy at Billiken statue near taxi
      6. Tell him his wife, Sachiko, is looking for him (bottom choice)
    REWARD: Tortoise-Shell Plate
    You must clear "Go Get Me Some Sake!" first.
    Some time after beating him the second time, the guy will come back, this time
    with a "super gun."  Beat him again, and he'll give you the gun.
      "Guess I just don't have the talent for modifying model guns," he says.
    "I'll just go back to modifying dolls of pretty girls, heh...."
      1. Talk to guy north of the acupuncturist in Shinsei
      2. Win fight
    REWARD: Model Gun Modified By Taka
    EXPERIENCE: 2,000
    Chapter 16
    On the north bank of the Soutenbori River, about midway from east to west,
    you'll see a couple of big guys standing around.  Talk to them, and they'll ask
    if you are Kiryuu Kazuma.  When Kiryuu says he is, they ask to have a judo
    wrestling match with him.  It seems the one guy is "The Bear of the Kansai,"
    an amateur judo practitioner, and he figures he should learn what the throws
    of a street fighter are like to improve his skills.
      Kiryuu's like "...and...?"  The guy thinks it's enough for him to be the
    "Kansai Bear" for you to fight him, but Kiryuu wants to hear exactly what's
    going on.
      So, he explains that he was actually asked to defeat Kiryuu Kazuma.  When
    Kiryuu asks who asked them, he tells him it was a very rich, fellow high-school
    student named Kawachi.  He asks if Kiryuu knows of him--but he doesn't, natur-
    ally.  It seems this Kawachi said that he would give 100,000 yen to whoever can
    defeat Kiryuu Kazuma--as some sort of revenge upon the Komaki Style.
      Go ahead and accept with the top choice.  Note that you can literally only
    throw the guys, which will require button-tapping--and a lot of tapping of "X,"
    as they grab you quite often.  Oh--and note that you have to remove your equip-
    ment first!
      After you beat them, they admit there's just no way they can defeat you and
    claim the prize.  Suddenly, another high school student comes up and praises
    you, the disciple of the Komaki Style.  He then introduces himself as Kawachi
    Souei.  Kiryuu hears the name "Kawachi" and deduces that he's the guy they
    were talking about.  He tells you he's sorry for that, but he just wanted to
    test your strength.
      He further explains that the "Kawachi Style" was born from the Komaki Style.
    He is the second son of the originator of this style.
      Rumors of Komaki teaching passing his secrets on to another man have reached
    Osaka (that's you!).  So, he wanted to test you out.  Kiryuu doesn't exactly
    consider himself some heir to Komaki's school or anything, but when Kawachi
    explains that Komaki has only taught his 3 great techniques to one other person,
    Kiryuu understands.  He then surmises that Kawachi just wanted to come and
    defeat the Komaki school, then.
      But actually, Kawachi Souei has a different reason.  There's someone he'd
    like to to defeat--his older brother, heir to the school, Kawachi Genshou.
      It seems Genshou has become obsessed with judo--so much so that he's been
    basically going around, destroying other schools.  Half a year ago, it seems
    he went to Kamuro, and wants to defeat you!  Choose the top choice to try and
    fulfill his wishes to defeat Motoshou and get him out of this insane obsession
    that's taken over his life.
      How should you go about this?  Souei tells you he heard from his brother that
    he found a place you used to fight at.  That would be the Underground Arena.
      Now, go to the Arena and fight in the Magnum Force Tournament.  Kawachi
    should show up there.  To help you, Sue gives you a secret scroll that has a
    new technique:  the Kawachi Breaking Throw.  Rapidly tap Circle when grabbed to
    reverse and throw the assailant instead.
      After defeating Kawachi Genshou, return to where you met Souei to hear that
    all seems well with his brother now.
      1. Talk to guys on Soutenbori River's north edge, accept (top choice)
      2. Beat them (you can only use throws)
      3. Dialogue with Kawachi Sue, receive Kawachi House Secret Scroll
      4. Defeat Kawachi Genshou at the Underground Arena (Magnum Force)
      5. Talk to guy on Soutenbori River's north edge (Motoe)
    REWARD: Kawachi House Secret Scroll (story item), Black Belt
    You must clear "Master White Lotus's Request 2" first.
    After you bring her the picture, once your Body reaches level 10, you'll get yet
    another mail from the old lady.  This time, she says "I really want a grand-
    child.  I just wanted to tell you that, Kiryuu."  What an odd mail.
    Anyway, visit her with Haruka in tow, and talk to her twice.  You'll get the
    "assorted candies."
      1. With Body at Lv.10 and Haruka with you, get text from Master White Lotus
      2. Bring Haruka with you, talk to Old Lady White in parking lot at Shinsei
    REWARD: "All About Lotus-House Hard Spirit Arts" (story item), Cookie Assortment
    5b.  Romancing Cabaret Club Girls
    For those of you who didn't play the first game, there's some love-game-like
    content in this thing.  Basically, there are these clubs in Japan called
    "cabaret clubs" where young, attractive women are employed to keep a guest
    company (and to get them to spend more money on drinks).  No; they're not
    necessarily just a place to get a prostitute--in fact, prostitution is illegal
    in Japan.  Well, mostly, but we're getting off-topic.
      Anyway, you can go to three clubs in this game and visit with ten different
    girls (three in each club plus a bonus one in Osaka once all the others have
    been dated).  When you raise their "tension" meter high enough (that's those
    red hearts up on the left-hand corner of the screen), they'll really like you
    and will want to meet with you outside the normal hours.  Get it to ten hearts
    and go on two dates with them, and you'll get a special date that sort-of
    finishes their side story (and gets Kiryuu some...um, quality time).  Yes,
    although it doesn't explicitly say so, you have sex with these girls when you
    complete their stories.
      Wander around a little after your special date and you'll get a "thanks; I-
    really-love-you-and-you're-the-greatest-guy-ever" e-mail and a picture of the
    girl.  No; none of those pictures are interesting, really.  Anyway, once you
    get that picture, you'll complete their mission and get 2000 experience.
      You can really waste your money on these girls, but if you do as I suggest, it
    shouldn't be too bad.  Here's what I do:
      1.  Wear the "Sexy-Man Bracelet" and "Male Musk" items.  I don't know if wear-
        ing both is *absolutely* necessary, since most girls only really respond to
        the bracelet, but it's good to cover your bases.  The "Charisma Ring" works
        well, too.  In fact, for the Trophy for supposedly maxing out your studly
        attractiveness (it's a hidden stat, kinda, tho'), you're supposed to use
        the "Sexy-Man Bracelet," "Charisma Ring," and "Gift Suit" (which is an
      2.  Don't give them presents.  There's no point to this; it raises them a
        little, but it's a nice way to waste your money.
      3.  Order "Beer" or "Orange Juice" or whatever when they ask what you want
        to drink, unless the girl doesn't mind if you get the free water bottle.
        You can order more expensive items and really sock it to 'em, but it's
        definitely not worth it.  If you notice, the most they get is usually +1.
      4.  Order "Fruit" when they ask if you want something to eat.  It's the most
        expensive item (5,000 yen), but it's worth a half a heart--or a whole one
        for some girls.  Besides, 5,000 is a lot cheaper than the expensive drinks.
        A lot of girls have nice bonuses for cheaper items, too.
      5.  Answer questions correctly.  This is key.  You might not even need any
        lists--it's kinda easy to feel the girl out and answer correctly by flat-
        tery.  It does help to know Japanese if you're playing the import version,
        though (sorry!).  DIALOGUE CHOICES ARE RANDOM.  I've listed them with
        numbers, but they actually are randomly selected.  To that end, to help
        with import players, I've devised a system:  I write down the (usually)
        three choices as they appear on the screen in brackets "[]."  You can
        count the number of symbols for each line and make your choice that way.
        I use a "*" for kanji (Chinese characters used in Japanese writing) and a
        "-" for each kana (the usually simpler characters representing syllables).
        If you can tell the difference, that will help you a bit.
      6.  Don't continue the evening.  I know that it looks like it's cheaper on
        paper because you can get double the questions for less than double the
        price, but actually, if you're using the Sexy-Man Bracelet, you'll only get
        that bonus at the beginning of the "evening."
      7.  TIME PASSAGE.  When waiting for "After Hours" dates, it takes about 1
        minute or so of actual game time.  When waiting for the "Escort" date,
        it takes some 5 minutes or so.  Remember that "time" stops when paused
        or when Kiryuu is standing still, musing to himself about the next story
        point.  I recommend jamming into a corner and just running.  It's easy to
        do this with a rubber-band around the controller, jamming the left stick
        to the upper-left.
      After you get them to 6 hearts or so, they'll wanna go out after hours.  Un-
    fortunately, that means you just gotta wait for their e-mail to come to your
    phone.  Then, they'll want you to meet them at a certain spot--either to the
    west of Debora for the girls in Kamuro or on the Bishamon Bridge in Osaka.
      They'll ask where you wanna go.  Sometimes, they give you little hints when
    they first ask you, but most of the time, you just gotta guess.  Keep in mind
    that if you go to a restaurant, you can actually order all the things on the
    menu for yourself (which is pricey, of course, but usually gives a pretty good
    experience boost!).  Sometimes, though, you have to beware; you can go to a
    restaurant they don't like and lose half a heart.
      Going bowling is a good "middle ground."  You can lose hearts here, but
    usually, you won't.  You're also usually gunning to beat the girl (which is a
    little weird to me).
      Avoid going to Le Marche!!  This is an express ticket to nowhere.  Most girls
    want you to buy them a ring or something else ridiculous that costs you tons of
    money, and you'll only get a half-heart bump if you do buy them the right thing.
      Anyway, after you go back inside and bring 'em up to 8 hearts or so, they'll
    ask you to meet up with them and escort them to their shift.  This is the same
    drill as the other date, but in the end, you're forced to spend an evening at
    the cabaret club.
      For the last date (at 10 hearts), you'll either have to wait for their mail
    again, or meet them at a certain location.  If you aren't sure, you can look on
    the "Missions" option on the pause screen menu, highlight their mission, and
    see what Kiryuu says (he might say "I was supposed to meet her at Sushi Gin" or
    "I guess I have to wait for an e-mail").
      Sometimes, if I have a lot of money, to save time, I'll get a girl up to where
    she wants to date, then I'll go and romance the other girls, getting them up to
    4 hearts or so.  A girl won't ask for a date if you're already waiting for
    another's e-mail, but there's no point in just letting the time you have to just
    run around the city waiting for said e-mail go to waste.  Then, you just go and
    see the other girls once and they'll want to date you.
      Here's a list of the girls and their answers and preferences.  I'm sorry if
    the translations are weird!!  I have a list of questions and answers, but
    they're not the complete conversations; only the very basic gist, so I don't
    know their contexts.  So, things will come out sounding very strangely, I'm
    sure.  Also, the official translations will be different in any release outside
    Japan, I'm sure.  Finally, note that some answers don't add to your score, but
    they're the best answers.
    Drinks:  Champagne Gold +1.5, other Champagnes +.5, House Bottle (no penalty)
    Foods:  Assorted Fruit +.5, Chocolates +.5
    Presents:  Italian Ring +.5, French Women's Perfume +.5
    1.  "Do you like animals?"
      --"I love dogs" +.5 then "I'm a real bad boy!" (0, but avoids penalty)
      ("Inuga suki da" then "Kekkou warui yatsu da ze, orewa")
      [---*--] +.5
      [***-----,*-] +0
    2.  "You got anything you're big into these days?"
      --"Well, obviously, I'm going to cabaret clubs!" +0, but avoids penalty
      ("Kyabakura kiyoini kimattendaro")
      [-----*--*------] +0
    3.  "Will the right guy ever come along?"
      --"I'm sure he will" +.5
      ("Kanarazu arawareru sa")
      [*-*---] +.5
    4.  "I got a pretty good thing going--I mean, if you looked at me, would you
          think I spoke English?"
      --"You must get a lot of foreigners?" +.5
      ("Gaikokujinni yoku moteru daro?")
      [***--------?] +.5
    5.  "You buy lottery tickets, or anything like that?"
      --"I don't need 'em.  I got money." then "That's fine!" +1.5
      ("Kane are kara hitsuyou nai" then "Ii darou")
      [**-----*----] +.5
      [*-----**--] + next
      [-----] +1.5
    6.  "Are you the kind who can't handle heat, or cold?"
      --"I get hot easy" or "I can handle both fine" (+0, but avoids penalty)
      ("Mechakucha atsugari da na" or "Dochiranimo tsuyoi na")
      [------*----] +0
      [-----*--] +0
    7.  "Do you have a blog?"
      --"I know of 'em, but I don't have one" then "Maybe I'll put up embarassing
        photos of you" +.5
      ("Shitteruga yatta koto nai" then "Yuma no hazukashii shashi UP shiyou ka na")
      [*-----------] + next
      [---*----**-UP-----] +.5
    8.  "What should I teach him next?"
      --"How 'bout 'chin chin?' (slang for 'penis' that sounds like a cute dog
          bark)" +.5
      ("Chinchinwo oboesaseyou")
      [-----*-----] +.5
    9.  "What's my blood type?"
      --"AB" +.5
      [AB*] +.5
    10.  "What's my sign?"
      --"Aries" +.5
      [-**] +.5
    11.  "Don't you have someone to cook for you?"
      --"Should I make it myself?" +.5
      ("Jibunde tsukuru ka")
      [**-*--] +.5
    12. "How old do I look?"
      --"19" +.5
      [19*] +.5
    13. "When I see something like a banana plush toy, I have to cry out like
          'oh how cuuuute!'"
      --"I love 'em, too!" +.5
      ("Oremo daikoubutsu da")
      [*-**-] +.5
    14. "Where you from?"
      --"Yokohama" +.5
      ("Yokohama shusshin da")
      [****-] +.5
    15. "You go to amusement parks?"
      --"Who did you go with?" +.5
      ("Dareto ittan da?")
      [*-*----?] +.5
    16. "You good at sports?"
      --"I'm good at 'em" +.5 then "Should I teach you?" (0, but avoids penalty)
      ("Supo-tsuga tokui da" then "Supo-tsuwo oshiete yarou ka?")
      [-----**-] +.5
      [-----*------?] +0
    17."You go to other clubs often?"
      --"I only come here--the club you're at." +.5
      ("Omaega iru no wa kono mise dake da")
      [-*-------*---] +.5
    18. "I'm still practicing!"
      --"The piano calls, eh?" or "Can you see the keys?" +.5
      ("Pianowa akogareru na" or "Kenbanwa mieru no ka?")
      [----*---] +.5
      [**-*----?] +.5
    19. "That kind of guy...what's so fun about being a molesting pervert?!"
      --"Anyone would want to touch a cute girl like you" +.5
      ("Yume mitaina kawaii ko nara daredemo sawaritai daro")
      [------**-*--*--*-----] +.5
    20. "When that happens, you're invited!"
      --"Yeah.  I look forward to it!" +.5
      ("Aa, tanoshimini shiteiru")
      [--,*-------] +.5
    21. "I'm jealous of your wife!"
      --"I'm single" +.5
      ("Dokushin da")
      [**-] +.5
    22. "Well if he's a client, I mean, I can't send him away...."
      --"What a tough job" +.5
      ("Taihenna shigoto da na")
      [**-**--] +.5
    23. "You having fun with me?"
      --"When I'm with you, I can relax" +.5
      ("Yumato isshoni iruto ochitsuku na")
      [---**----*-*--] +.5
    24. "If we get the chance, I'll introduce you to Eimu-chan!" (always after After
      --"I'll see that dog as a rival!" +.5
      ("Sono inutoha raibaru kankei tte kotoninaruna")
      [----------**--*----] +.5
    After-Hours Date:
      Le Marche:  Italian Women's Perfume +1
      Sushi Gin:  Fatty Tuna +.5
      Kanrai:  -.5
    Escort Date:
      Bowling:  Beat her +.5
      Le Marche:  Italian Women's Perfume +1
      Kanrai:  -.5
    She says she'll meet you at the square in front of the theaters after you've
    dated her twice and you're at 10 hearts, but when you go there, you'll get an
    e-mail saying that she's in trouble and she needs you to come to the eastern end
    of Taihei.  She's actually not too far east of the Millennium Tower.
      Seems she's lost her dog, and she needs you to find him.  There are some
    people standing around near the corner to the west of the coin lockers who will
    say something about Jidou Park, but you can actually just head there immediately
    because that's where the dog is!
      There will actually be two dogs there.  Yuma wants you to get them dog food,
    which you can get at Don Quijote.  Bring the dog food back and she'll leave to
    put the dogs away at her house, then she'll come back and play with you for a
    Drinks:  Champagne Gold +1.5, other champagnes +1, House Bottle -.5
    Food:  Assorted Fruit +1, Chicken Basket -.5, Vegetable Sticks +1, Pickles -.5
    Present:  Red Rose Bouquet +1
    1.  "It's next to the most prefectures in Japan"
      --"The Nagano Prefecture, right?" +.5
      ("Naganoken da na")
      [***--] +.5
    2.  "I'm a miso-type myself--and you, Kiryuu?"
      --"I like plain, Tokyo Ramen" +.5
      ("Assarishita Toukyou Ra-men da na")
      [------**------] +.5
    3.  "Guess which one!"
      --"Japanese food" +.5
      ("Wafuu daro")
      [**--] +.5
    4.  "I like frilly ones--or lace"
      --"When do you wear them?" +.5
      ("Douiu tokini tsukeru n da?")
      [----*------?] +.5
    5.  "How do you spend your days off?"
      --"Movies" then "Korean ones" +.5
      ("Eiga da na" then "Kanryuu da na")
      [**--] + next
      [**--] +.5
    6.  "If I said 'yes,' where'd we go?"
      --"How 'bout the underground Casino?" +.5
      ("Chika kajino to ka dou da?")
      [**--------?] +.5
    7.  "Did I guess right?"
      --"No" then "I'm a cold man" +.5
      ("Chigau na" then "Tsumetai otoko da ze")
      [*--] + next
      [*--*--] +.5
    8.  "How do you sleep?"
      --"I get all curled up" +.5
      ("Karadawo marumeru da na")
      [*-*----] +.5
    9.  "Wouldn't you like to try college?"
      --"Maybe I should go for it" +.5
      ("Chousen shite miru ka")
      [**-----] +.5
    10. "What kind of music do you like?"
      --"Guess it's enka for me" +.5
      ("Yappari enka da na")
      [----**--] +.5
    11. "Will I ever get to that stage in life?"
      --"You've got some things to do before then" +.5
      ("Sono maeni yaru beki kotowo shinai to na")
      [--*-------------] +.5
    12. "Well, try and guess my charming point!"
      --"Your prety fingers" +.5
      ("Kirei na yubi da na")
      [----*--] +.5
    13. "Tell me something about yourself for once!"
      --(Speak about your fights) (0, but avoids penalty)
      ("Kenka no hanashiwo shiyou ka")
      [----*-----] +0
    14. "What do you think I do in the 'real world?'"
      --"Are you a student?" +.5
      ("Moshikashite joshidaisei to ka")
      [-----****--] +.5
    15. "I actually have doubts as to whether I should be a student or not...."
      --"Well, you're at an age where you shouldn't rely on others" +.5
      ("Hitoni tayoru toshi ja nai kara na")
      [*-*-*-------] +.5
    16. "Do you hate drunk girls?"
      --"I love 'em" +.5
      ("Kekkou suki da na")
      [----*---] +.5
    17. "Is there some way to overcome this?"
      --"Do some weightlifting" +.5
      ("Sujitorewo suru")
      [*-----] +.5
    18. "What type of girl do you like?"
      --"Naughty girls ain't bad" then either "You're definitely impish" or "You're
          a regular girl" +.5
      ("Akujo taipumo waruku nai" then "Tashikani koakuma tte kanji da na" or
          "Fudan no onna da ze")
      [**----*---] + next
      [----***--*---] +.5
      [**-*--] +.5
    19. "You seem like I'll always be excited around you--like I'll have fun with
      --"Well then, should we always be together?" +.5
      ("Nara, zutto isshoni iru ka?")
      [--,---**----?] +.5
    20. "Well...MY boyfriend, he'd be...."
      --"Must be a guy from the same area" or "Must be a regular customer" +0, but
          avoids penalty
      ("Jimotoga onaji otoko daro" or "Jouren datta kyaku daro")
      [**----*--] +0
      [**---*--] +0
    21. "What do you think I'd like to be?"
      --"A translator" +.5
      ("Tsuuyaku darou")
      [**---] +.5
    22. "Where do you live?"
      --"Right here, just like you" +.5
      ("Onajiku kono machi da")
      [*----*-] +.5
    23. "Surprised?"
      --"That fits you, Natsuki" +.5
      ("Natsuki rashii na")
      [-------] +.5
    24. "I just can't seem to calm down" (always after "After" date)
      --"You don't have to stress about anything now" +1
      [**---*------] +.5
      [*----*------] +1
    After Hours Date:
      Le Marche:  -.5 (!!)
      Sushi Gin:  Chilled Yellowtail +.5
      Kanrai:  Stone-Grilled Bibimbap +.5
    Escort Date:
      Bowling:  -.5 if you lose
      Le Marche:  -.5 (!!)
      Kanrai:  Stone-Grilled Bibimbap +.5
    After you date her twice and get her hearts to 10, you'll get an e-mail from her
    near the coin lockers.  Someone's snatched her purse; go to Don Quijote's and
    talk to her.
      The guy who took her purse is north, near the coin lockers, wearing a white
    jersey.  Fight him and his friend and they'll give her back the purse.  Then,
    she'll take you to the Hotel District (what could you do there??).
    Drinks:  Champagne Gold +2.5, Black +1, other champagnes +.5, House Bottle -1
    Food:  Assorted Fruit +1, Chicken Basket -1, Vegetable Sticks +1, Pickle -1
    Present:  Women's Underwear +1
    1.  "What type of woman do you just hate?"
      --"Women with a strong odor" +.5
      ("Nioiga kitsui onna")
      [-------*] +.5
    2.  "It's a romance that's makes my heart flutter so much, it's actually
          dangerous--but I love it!"
      --"You got a weird hobby?" +.5
      ("Henna shumiga aru no ka?")
      [*-**-----?] +.5
    3.  "You've been staring at me a while--something wrong?"
      --"I was unconsciously looking you over" +.5
      ("Tsuitsui mitoreteta")
      [----*----] +.5
    4.  "So, I wonder...if I told him, would he understand?"
      --"Your dad probably goes to cabaret clubs, too" +.5
      [**-----*----*--] +.5
    5.  "If this keeps up, this whole winter will be a dry spell...."
      --"I also feel like I'm in a dry spell, by myself" +.5
      ("Oremo hitorija kawakimakuri da")
      [*-1*--*-----] +.5
    6.  "Well, I mean--at what point does it become 'cheating?'"
      --"It's definitely cheating once you spend the night together." +.5
      ("Ichiyawo tomoni shitara uwaki kakutei")
      [**-*----****] +.5
    7.  "Where do you think I wanna get pierced next?"
      --"Your tongue" +.5
      ("Shita piasu")
      [*---] +.5
    8.  "It makes my skin so soft!"
      --"Really?  Lemme touch you to be sure" +.5
      ("Hountou ka dou ka sawarasero")
      [**----*---] +.5
    9.  "Is there any place you've done it where you've been like 'this is
      --"In a hospital, maybe" +.5
      ("Byouin no naka ka na")
      [**-*--] +.5
    10. "Well, I get to meet lots of men, and have lots of conversations--it's fun"
      --"You really like men, don't you?" +.5
      ("Hountou otoko suki na n da na")
      [****-----] +.5
    11. "It shows off the naked butt--it's really sexy!!"
      --"I'd be worried my hips would hurt" +.5
      ("Koshiwo itamenai ka shinpai da na")
      [*-*----**-] +.5
    12. "What kind of swimsuit do you like?"
      --"Sexy bikinis!" +.5
      ("Sekushi-na bikini sutairu")
      [------------] +.5
    13. "Wouldn't you laugh??"
      --"You didn't quite get me" +.5
      ("Yoku tsukamaranakatta na")
      [--*-------] +.5
    14. "You sweat a lot--it's good to lose weight"
      --"Your body seems nice and spry" +.5
      ("Karadaga yawaraka sou da na")
      [*-*------] +.5
    15. "If I went out with you, where would you take me on our first date?"
      --"A movie theater to start" or "An adult amusement park" (0, but avoids
      ("Mazuwa eigakan ka na" or "Otona no yuuenchi ka na")
      [---***--] +0
      [**-***--] +0
    16. "When I see a kid, I wanna just give them a hug or pet their head"
      --"Pet my head, too" +.5
      ("Ore no atamamo nadenade shite kure") +.5
      [*-*---------] +.5
    17. "I always feel like they're gonna come at me!"
      --"I think I'll come at you before that" +.5
      ("Sono maeni orega osouto omu")
      [--*-*-*--*-] +.5
    18. "You ever child-like?"
      --"When I see a dog, I pet it" +.5
      ("Inuwo miruto nadenade suru")
      [*-*--------] +.5
    19. "I hear it's still really popular overseas"
      --"It's all good, so long as they're fresh" (+.5)
      ("Namade ii ja nee ka")
      [*--------] +.5
    20. "Is there a point where you think, 'This person's falling for me?'"
      --"When she keeps stealing touches" +.5
      ("Dosakusani magirete tatchi")
      [-----*-----] +.5
    21. "But...they just don't fly straight"
      --"Guess your grip is bad?" +.5
      ("Nigirikataga warui n ja nai ka?")
      [*-*-*-------?] +.5
    22. "The 'click' of the camera felt so good, so I struck so many poses!"
      --"Nobody made fun of you?" +.5
      ("Itazurawa sarenakatta no ka?")
      [-------------?] +.5
    23. "You think if I dressed up, you'd be able to recognize me?" (always after
         "After" date)
      --"I'd always be able to find you" +.5
      ("Anna nara kanarazu mitsukerareru sa")
      [**--*-*------] +.5
    After Hours Date
      Le Marche:  Italian Ring +1
      Bowling:  0
      Kanrai:  Kimchi jjigae +.5
    Escort Date
      Sushi Gin:  Sweet Shrimp +.5
      Le Marche:  Italian Ring +1
      Kanrai:  Kimchi jjigae +.5
    After dating her twice and getting her hearts up to 10, she'll invite you to
    play a fun little game.  She's into "cosplay," so she'll dress up like different
    people and she wants you to find her.
      First, she'll be dressed up like a worker at a fast food joint at the inter-
    section of Taihei and Tenkaichi.  Next, she'll be a bunny girl.  Where are
    bunny girls, she asks?  Why, at the casino in the Dragon Palace!  Go there, talk
    to any the girls, then go back outside and talk to the one on the street.
      Finally, she's dressed up like a schoolgirl at Theater Square.  First, talk to
    the santa girl and the office lady girl, then you'll see her in front of
    the Club Sega.
      Apparently, that really turned her on, because you're done with her story.
    Drinks:  Champage Gold +2.5, other champagnes +.5, House Bottle -1
    Food:  Assorted Fruit +1 (avoid other foods, no order = 0)
    Presents:  French Wallet +.5
    1. "When did my homeland change like this?!"
      --"We always want our homelands to stay the same, right?" +.5
      ("Kokyouwa itsumademo kawaranaide hoshiina")
      [**------*---------] +.5
    2. "You know what 'cosmetics' are, right?"
      --"Makeup, yeah?" +.5
      ("Keshouhin daro?")
      [***--?] +.5
    3.  "I'm great at water sports!"
      --"I wonder if I could do 'em, too...." +.5
      ("Orenimo yarerukana")
      [*-------] +.5
    4.  "What kind of bag do you like?"
      --"A tough, aluminum suitcase." +.5
      ("Ganjouna arumisei su-tsu ke-su da")
      [**----*-------] +.5
    5.  "Do you do aroma therapy?"
      --"Got no interest" -(follow-up) "Wow, I can really feel it!" +.5
      ("Kyoumiga nai" -- "Kekkou kanjiru")
      [**---] +
      [***--] +.5
    6.  "It's scary!!"
      --"When that happens, call me" +.5
      ("Sonna tokiwa orewo yobe")
    7.  "I'm always in a bind at the end of the month"
      --"Your nude body's the best" +.5
      ("Karenwa hadakaga ichiban da")
      [----*-**-] +.5
    8.  "I've gotta do 2 or 3 a night, and 3-hour visits are quite common."
      --"Tough job." +.5
      ("Taihenna shigoto da na")
      [**-**--] +.5
    9.  "You know what I used?"
      --"Gloss?" +.5
      ("Gurosu daro")
      [-----?] +.5
    10. "Ugh, I gotta change my mood quick!"
      --"That's right" then "That's mean!" (+0 -- but avoids -'s)
      [-------] +.5
    11. "What the heck is that type of person thinking?!"
      --"Weird stuff" +.5
      ("Henna koto da na")
      [*-----] +.5
    12. "Wanna go have fun there sometime?"
      --"I'd like that!" +.5
      ("Kyoumiwa aru na")
      [**----] +.5
    13. "Men like skinny women, huh?"
      --"I like slender women" +.5
      ("Hosomi no onnaga suki da")
      [**-*-*--] +.5
    14. "Why can't it be brigher in here?!"
      --"Saving on the electricity bill" +.5
      ("Shoumeidai no setsuyaku")
      [***-**] +.5
    15. "When I'm diving with the fish, I lose track of time!"
      --"I'm a little jealous of those fish!" +.5
      ("Sakanatowa ie, chotto shitto suru na")
      [*----,----**---] +.5
    16. "What do you think it is?"
      --"Oysters" or "Urchin" +.5
      ("Kaki" or "Uni")
      [--] +.5
      [--] +.5
    17. "I'll wear a wedding dress I've designed myself!"
      --"Should I get it for you?" +.5
      ("Orega moratte yarou ka?")
      [*-*------?] +.5
    18. "Wanna try it out?"
      --"No need" +.5
      ("Sono hitsuyouwa nai")
      [--**---] +.5
    19. "I feel like I'm in a Host Club or something!"
      --"I'll refresh you any time" +.5
      ("Itsudemo iyashite yaru ze")
      [----*-----] +.5
    20. "You worried, Kiryuu?"
      --"I know you're single." +.5
      ("Furi-na nowa wakatteru")
      [------*----] +.5
    21. "You can undo the shoulder straps"
      --"Is it that different?" +.5
      ("Sonnani chigau mono ka?)
      [----*----?] +.5
    22. "Think I'm wearing something to fit to shape?"
      --"I don't think so." +.5
      ("Shite nai darou")
      [-------] +.5
    23. "Are you a suit or dress type?"
      (your first response doesn't matter) then "It fits you" +.5
      (doesn't matter -- "Niatteiru")
      [**----] +.5
    24. "You know why I quit?"  (Always after the "After" date)
      --"You didn't fit with the modeling world." +.5
      ("Moderu no sekaini awanakatta")
      [----**-------] +.5
    After Hours Date
      Le Marche:  French Wallet +.5
      Sushi Gin:  Sea Urchin +1.5
      Kanrai:  -.5
    Escort Date
      Bowling:  Beat her +.5
      Le Marche:  French Wallet +.5
    After you date her twice and get her to 10 hearts, she'll ask you to meet her at
    Sushi Gin.  Go there and talk to her; she'll be harrassed by some guys, but
    Kiryuu will chase them off.  Then, it's go time.
    Drinks:  Champagne Gold +1, other champagnes +.5, House Bottle -.5
    Food:  Assorted Fruit +1, Chocolates +1, Pickles -.5
    Presents:  French Prete-A-Porter +.5
    1.  "What do you think?"
      --"A cabaret club is best" (+.5)
      ("Kyabakura no hou ga ii")
      [------*---] +.5
    2.  "Is there some kind of 'jinx' you believe in?"
      "A day when I'm not stopped by traffic lights is tops!" +.5
      ("Shingoude tomerarenai hiwa zekkouchou")
      [**-*-----*-***] +.5
    3.  "What do you think the other 'number one' is?"
      "No.1 at turning a profit" +.5
      ("Uriage No.1")
      [*-*-No.1] +.5
    4.  "Guess I'll be alone this Christmas, again...?"
      "Well then, wanna spend it together?" +.5
      ("Soreja isshoni sugosuka?")
      [----**-*---?] +.5
    5.  "I mean, it's food I make myself"
      "I wanna taste your miso soup" +.5
      ("Kaede no misoshiruga nomitai")
      [----***-*---] +.5
    6.  "You seem strong with booze.  You can handle it well!"
      --"I'm like a sieve." +.5
      ("Zaruto ka iwareru na")
      [----*----] +.5
    7.  "I'm pretty bad at cleaning."
      --"You could always hire a maid" +.5
      ("Kaseifuwo yatoeba ii")
      [***-*----] +.5
    8.  "Can you tell the difference between texts for work and those of our true
      --"Texts with lots of emoticons are just work" +.5
      ("Kaomojiga ooi nowa eigyou da na")
      [***-*---**--] +.5
    9.  "Lots of girls have their hair short"
      --"Well, you have great hair." +.5
      ("Kaedewa kireina kamiwo shiteiru kara na")
      [--------*--------] +.5
    10. "We Japanese are all workaholics, huh?"
      --"I'm practically on holiday all year." +.5
      ("Orewa nenchuu yasumi mitaina mon da")
      [*-***--------] +.5
    11. "Well, I've got my regulars."
      --"With customers, trust is everything, innit?" +.5
      ("Kyakuto no shinrai kankeiga subete da na")
      [*--****-*---] +.5
    12. "I'm really worried about it!"
      --"You're a beauty who really puts effort into it" +.5
      [****----] +.5
    13. "Guess that's why it's so expensive...."
      --"Some things aren't worth the price" +.5
      ("Takasani miawanai kotomo ooi")
      [*--**------*-] +.5
    14. "I'm getting 'scalp' done there--it's easier and prettier"
      --"Does your scalp hurt?" +.5
      ("Touhiga itandeiru no ka?"
      [**-*------?] +.5
      [-- *---------]
    15. "Must be kinda weird to talk about getting relieved at a Host Club!"
      --"Well, you must have a lot of stress, right?" +.5
      ("Sutoresuga tamatteiru no ka?")
      [-----*-------?] +.5
    16. "You're kinda...mysterious"
      --"I'm not the type to just speak freely." +.5
      ("Susunde hanasuhodo no ningen ja nai")
      [*--*----**----] +.5
    17. "Guess I just don't really 'get' Kamuro."
      --"This is a good town!" +.5
      ("Ii machi da, kokowa") +.5
      [--*-,---] +.5
    18. "I think there's a lot of women around...?"
      --"I like this atmosphere!" +.5
      ("Kouiu fun'inkiga suki da")
      [----***-*--] +.5
    19. "What's the rule?"
      --"When you wear denim, you must wear a belt." +.5
      ("Denimuniwa kanarazu beruto")
      [-----*----] +.5
    20. "How 'bout it?  You like that type, eh?"
      --"I certainly don't hate 'em!" +.5
      ("Kiraina hazuga nai na")
      [*--------] +.5
    21. "Those people--they can really help a hostess out as someone to talk to."
      --"Is there something stressing you?" +.5
      ("Nanika niyamigotodemo aru no ka?")
      [*-*---------?] +.5
    22. "Where do your eyes look at first on a woman?"
      --"Beautiful legs." +.5
      ("Kireina ashi")
      [----*] +.5
    23. "But, it had no effect...."
      --"Leave it to me" +.5
      ("Oreni makasero")
      [*-*--] +.5
    24. "I suddenly felt I should quit, and left...." (always after "after" date)
      --"Try hard at this place!" +.5
      ("Kono misede ganbareba ii")
      [--*-**----] +.5
    After Hours Date
      Le Marche:  French Prete-A-Porter +.5
      Sushi Gin:  Roe +.5
      Kanrai:  Bulgogi +.5
    Escort Date
      Le Marche:  French Prete-A-Porter +.5
      Kanrai:  Bulgogi +.5
    After dating her twice and getting her to 10 hearts, she'll ask you to meet her
    at Alps Tea Shop.  Go with her to the Third Park and talk a while, then she'll
    leave.  After a bit, she'll e-mail you, asking you to meet her at the Yoshida
    Batting Cages.  She'll be in front of them, waiting to go into some hotel near-
    Drinks:  Champagne Gold +1, House Bottle (free) (no penalty)
    Food:  Assorted Fruit +1, Chicken Basket +.5, Vegetable Sticks +.5, Dried Ray
      Fins -.5, Chocolates +.5, Pickles -.5, Nothing -.5
    Present:  Plush Toys +1
    1.  "What do you think of that?"
      --"Well, you're happy, huh" +.5
      ("Omaewa shiawase da na")
      [----*---] +.5
    2.  Don't you have any hobbies?
      "Bonsai" +.5
      ("Bonsai da")
      [**-] +.5
    3.  "They said 'Aren't you a 1st-year middle-school student?'"
      --"That must have hurt?" +.5
      ("Kizutsuita no ka?")
      [*-----?] +.5
    4.  "You can go paragliding overseas, too!"
      --"Do you have to go all the way overseas...?" +.5
      ("Wazawaza kaigai ka?")
      [----**-?] +.5
    5.  "I've always been spoiled, so people have called me a puppy since I was
      --"You're more like a cat" +.5
      ("Nekoppoi na")
      [------] +.5
    6.  "But...don't you think their choices are limited?"
      --"The menu sure is limited." +.5
      ("Shuruiwa sukunai na")
      [**-*---] +.5
    7.  "Yeah--I got into that, and so I'm a good cook!"
      --"You'll make a great wife" +.5
      ("Ii oymesanni naresou da na")
      [---*--------] +.5
    8.  "You ever go to karaoke?"
      --"If it were with you, I'd be down" +.5
      ("Maikoto dattara ittemo ii")
      [**-----*------] +.5
    9.  "I was having so much fun, so it was wuch a downer!"
      --"That's too bad." +.5
      ("Zannen datta na")
      [**----] +.5
    10. "But, like, aren't all men like that?"
      --"I like 'em flat." +.5
      ("Pettankoga konomi da")
      [------*--] +.5
    11. "You go do karaoke, or you sing in the bath, or what...?"
      --"I sing at bars" +.5
      ("Snakkude utau")
      [-----*-] +.5
    12. "I'm so jealous~!"
      --"Smaller is better." +.5
      ("Chiisai houga ii")
      [*--*---] +.5
    13. "Do people still do this sort of stuff once they've grown up?"
      --"That kind of guy's just a man-boy." +.5
      ("Sou iu nowa gaki dake da")
      [-----------] +.5
    14. "But really, wasn't that kinda a waste...?"
      --"You think you can become a singer?" +.5
      ("Kashuni nareruto omou no ka?")
      [**-----*---?] +.5
    15. "We gotta wear dresses here--but, I mean, am I sexy in this...?"
      --"You're a bit sexy" +.5
      ("Chotto iroppoi na")
      [----*----] +.5
    16. "They don't sell my size when I go traveling...."
      --"They don't sell them anywhere?" +.5
      ("Dokonimo uttenai no ka?")
      [----*------?] +.5
    17. "You zoom through the air, like zip, and whoosh--!!"
      --"Sounds fun!" +.5
      ("Tanoshisou da na")
      [*-----] +.5
    18. "You ever experience that kind of thing?"
      --"Just once" +.5
      ("1do dake na")
      [1*---] +.5
    19. "I learned my grandma's secrets from what ingredients to use to how to
          cook them!"
      --"I'm nore interested in going out with you" +.5
      ("Soreyori maikoto tsukiaitai")
      [----**-------] +.5
    20. "You like enka?"
      --"Don't go there" +.5
      ("Sokoniwa fureru na")
      [----*---] +.5
    21. "I'll make traditional a New Year's feast!"
      --"You can make that?" +.5
      ("Osechi nanka tsukureru no ka?")
      [------*----?] +.5
    22. "Even still, I won't go"
      --"Problems with the family?" +.5
      ("Katei no jijou ka?")
      [**-**-?] +.5
    23. "And life was kinda unbearable at home, so I started living alone...."
      --"It's not your fault." +.5
      ("Omae no sei ja nai")
      [----------] +.5
    24. "But...I have nobody to give them to anymore...." (always after "After")
      --"You can make them for me!" +1.5
      ("Oreni tsukutterereba ii")
      [*-*---------] +1.5
      [**-*------] +.5
    After Hours Date
      Le Marche:  0
      Sushi Gin:  Egg +.5
      Kanrai:  +.5
    Escort Date
      Bowling:  +.5
    After dating her twice and getting her to 10 hearts, she'll ask you to meet her
    for a "real" date.  Meet her in front of the Club Sega on Nakamichi and then
    she says she has a whole night planned.  First, YF6.  Then, bowling.  Then,
    you'll enjoy her bentou!
      It doesn't matter how you fare at YF6 or bowling.
      When it comes time for the bentou, gang members show up and harrass you guys.
    Beat them up.  She'll think it's cool, even if the bentou were destroyed.
      Then, it's hotel time.
    JUN of PRIME
    Drinks:  Champagne Gold +1.5, other champagnes +1, House Bottle (no penalty)
    Food:  Assorted Fruit +1, Chicken Basket +.5, Vegetable Sticks +.5, Dried Ray
      Fins -.5, Chocolates -.5 (!!!!??), Nothing -.5
    Presents:  Italian Women's Watch +1.5, French Muffler +1.5
    1.  "Making people laugh is a great talent, don't you think?"
      --"Well, wanna try 'manzai?' (humorous dialogues)" +.5
      ("Jaa manzai yattemiru ka?")
      [---**------?] +.5
    2.  "Where would you profess your feelings?"
      --"Behind the schoolhouse" +.5
      ("Gakkou no kousha ura")
      [**-***-] +.5
    3.  "If you compared yourself to an animal, which one would you choose?"
      --"A powerful gorilla" +.5
      ("Chikaramochi no gorira da na")
      [**-------] +.5
    4.  "Know why I changed it up?"
      --"You were dumped by a guy?" +.5
      ("Otokoni furareta kara")
      [*-------] +.5
    5.  "You got a favorite manga?"
      --"Not really" +.5
      ("Tokini nee na")
      [*----] +.5
    6.  "Wanna look in a mirror and see?"
      --"Ah!  Honmaya~! (Kansai dialect for 'Oh--it's true!')" +.5
      ("Aa!  Honma ya~!")
      [--!----~] +.5
    7.  "What do you do?"
      --"I'm in the movie industry" +.5
      ("Eiga kankei da")
      [****-] +.5
    8.  "You like 'owarai' (Japanese gag comedies)?"
      --"I like 'em" +.5
      ("Suki da na")
      [*---] +.5
    9.  "Is there some good way for me to let him down?"
      --"When that happens, call me" +.5
      ("Sorenara orewo yondara ii")
      [----*-*-----] +.5
    10. "Buy me a drink?"
      --"Sure" +.5
      ("Aa ii ze")
      [-- ---] +.5
    11. "He must've been pretty stressed out?"
      --"I've got a lot of stress, too" +.5
      ("Oremo tamatteiru")
      [*-*-----] +.5
    12. "Isn't that scary?"
      --"It was probably a UFO" +.5
      [-------UFO--] +.5
    13. "Cute girls are stupid"
      --"They're no match for you" +.5
      ("Junniwa kanawanee yo")
      [*--------] +.5
    14. "I love its old-town feeling"
      --"The Tokyo Tower's enough for me" +.5
      ("Toukyou tawa-de juubun da")
      [**----**-] +.5
    15. "I had a long-time customer take me"
      --"If you're there, it's probably great" +.5
      ("Junga deta hou ga moriagaru n ja nee ka")
      [*-*-*-*-*--------] +.5
    16. "I think there's a lot of really nice people"
      --"It's just because it's you they treat that way" +.5
      ("Sorewa Jun da kara daro")
      [---*-----] +.5
    17. "It's like, 'what the hell'--really makes me angry!"
      --"Your 'natural' look is good enough" or "Yeah, there's a lot of people over-
          doing makeup" both 0, avoid penalties
      ("Omae miteruto juubun kebai zo" or "Tashikani hadena garaga ooi na")
      [-**---**----] +0
      [----**-*-*--] +0
    18. "When you take a bath, what do you wash first?"
      --"'Down there,' I guess" +.5
      ("Asoko ka na")
      [-----] +.5
    19. "What sports do you like?"
      --"Boxing" +.5
      ("Bokushingu ka na")
      [-------] +.5
    20. "What part do you think I like?"
      --"Adam's apple" +.5
      [*---] +.5
    21. "Heh heh--you're worried, aren't you?"
      --"I have experience as a host, myself" +.5
      ("Oremo hosuto keikensha da")
      [*----***-] +.5
    22. "Will you have me?"
      --"OK.  Let's get married straight away" +.5
      ("Wakatta Imasugu kekkon shiyou")
      [*--- *--**---] +.5
    23. "Could you cuddle with me--just a bit?" (always after "After" date)
      --"Sure" +.5
      ("Aa ii ze")
      [-- ---] +.5
    After Hours Date
      Zuboraya:  Tempura Pufferfish Course +.5
      Tsuruhashi Fuugetsu:  +.5?
      Koumian:  +.5?
    Escort Date
      Zuboraya:  Tempura Pufferfish +.5
      Tsuruhashi Fuugetsu:  +.5?
      Le Marche:  Monogram Bag +1.5
    After dating her twice and getting her to 10 hearts, she'll ask you to meet her
    at Tsuruhashi.  Go up there and met her, then eat.  She likes anything at the
    restaurant, so it doesn't matter what you order.
      She'll ask you to come meet someone.  It's a host, and apparently he proposed
    to her--but he's with another woman!  She chases him away and thanks you for
    everything...then, spends the night with you.
    Drinks:  Champagne Gold +1, other champagnes +.5, House Bottle -.5
    Food:  Assorted Fruit 0 (!), Chicken Basket -.5, Vegetable Sticks -.5, Dried Ray
      Fins +.5, Pickles +.5
    Present:  Lacquer Plate +1
    1.  "Unlike a car, you can read the times"
      --"You ever been in a plane?" +.5
      ("Hikoukiwa notta kotoga aru no ka?")
      [***-*---------?] +.5
    2.  "I eat it every day for breakfast"
      --"I eat it often, too" +.5
      ("Oremo yoku taberu na")
      [*---*---] +.5
    3.  "But I'm not very good at gardening...."
      --"What kind of flowers do you grow?" +.5
      ("Donna hanawo sodateteru n da?")
      [---*-*------?] +.5
    4.  "Have you ever been to Kyoto?"
      --"I have" +.5
      ("Kyoutoni itta kotoga aru")
      [**-*-------] +.5
    5.  "What kind of music do you listen to?"
      --"Classical" +.5
      [-----] +.5
    6.  "It's kind of unbelievable!"
      --"Have you ever had it?" or "Does it have to be a civet?" (+0, but avoids
    7.  "I really don't know lots of stuff...."
      --"I'll teach you lots of things" +.5
      ("Orega iroiro oshiete yarou")
      [*-***-----] +.5
    8.  "I have never dated anyone"
      --"Your parents are too protective" +.5
      ("Ryoushinwa yarisugi da")
      [**------] +.5
    9.  "It's a habit I've been unable to break since I was a little kid"
      --"Use me in place of your stuffed animal" +.5
      ("Orega nuigurumi no kawarini naru zo")
      [*-------*------] +.5
    10. "Have you ever been to the theater?"
      --"I guess if you can call a pole dance 'the theater'" +.5
      ("Po-rudansuto iu oshibai nara")
      [----------**--] +.5
    11. "What do the young people watch these days?"
      --"Whatever's outside beyond the shop curtain" +.5
      ("Noren no sakini aru yatsu ka na")
      [**-*-------] +.5
    12. "Is it really true?"
      --"Kantou's soba has dark-black broth" or "I didn't notice" +0 but avoid
      ("Kantou no soba no tsuyuwa makkuro da zo" or "Sonnani kini naranai")
      [**-------*-*--] +0
      [----*-----] +0
    13. "I'm worried if I can handle it or not...."
      --"Wanna come live with me?" +.5
      [*-**-*-----?] +.5
    14. "I messed up--I didn't want it to be too sweet, so I added a bunch of
      --"So long as you showed him your gratitude" +.5
      ("Kansha no kimochi dakewa tsutawaru sa")
      [**-**----*---] +.5
    15. "I'm glad they chose me, but honestly, I dunno what to do...."
      --"Don't let this chance get away" +.5
      ("Kono chansuwo nigasu na")
      [-------*---] +.5
    16. "I've been taking horseback riding since I was a child.  I'm quite good at
      --"Teach me horseback riding!" +.5
      ("Oreni joubawo oshiete kure")
      [*-**-*----] +.5
    17. "It must be kind of strange, from a Tokyoite's perspective"
      --"We see it as the old capital" +.5
      ("Koto no iji tte yatsu da na")
      [**-**------] +.5
    18. "I feel like I don't have to try so hard"
      --"Usually, kimonos are harder to wear" or "I want to see you in a kimono" +0
          but avoid penalties
      ("Fudanwa kimono no houga kibatteiruzo" or "Madoka no kimono sugata, Mite
          mitai na")
      [**-**-*-**-----] +0
      [----***,*-----] +0
    19. "I'd really reommend autumn, with its turning leaves"
      --"I'd like to go see that" +.5
      ("Itte mitai na")
      [*------] +.5
    20. "I feel kinda sad without them"
      --"Festivals are fun" +.5
      ("Matsuriwa tanoshii na")
      [*--*---] +.5
    21. "It's like a beautiful view, or passion so deep it's overflowing"
      --"Flattery will get you nowhere" +.5
      ("Sonnani hometemo nanimo denai zo")
      [----*---*-*---] +.5
    22. "I do oil paintings, even now"
      --"Still lifes?" or "Portraits?" +0 but avoids penalty
      ("Seibutsugaku ka?" or "Jinbutsugaku ka?")
      [***-?] +0
      [***-?] +0
    23. "What's missing?"
      --"You don't have enough technique" +.5
      ("Tekunikkuga tarinai")
      [------*---] +.5
    24. "Is it weird for a girl to have not dated by the age of 20?" (always after
          "After" date)
      --"You can always go out with me" +.5
      ("Oreto tsukiaeba ii")
      [*-*-*----] +.5
    After Hours Date
      Le Marche:  ??
      Tsuruhashi Fuugetsu:  Modern'yaki +.5
      Koumian:  Anything +.5
    Escort Date
      Zuboraya:  Tenzen Pufferfish Course: +.5
      Koumian:  Anything +.5
      Le Marche:  French Muffler -.5
    After dating her twice and getting her to 10 hearts, Madoka tells you she's got
    something she'd like to discuss, but she doesn't want to do it there.  Go out-
    side and wait for her text (it takes about a minute) and then go meet her at
    Koumian.  Talk to her and she explains it's about her arranged marriage.
      Before you guys get too into it, suddenly, guys in black suits show up and try
    to get you two appart.  Beat them.
      Her butler shows up and explains he was ordered to fetch her for her arranged
    marriage by her father.  Kiryuu runs him off, and Madoka decides maybe she
    should go have a chat with her parents.  Unfortunately, this means you have to
    wait for her text message--but luckily, in Ryuuga Gotoku World, it only takes a
    minute to do things like have meaningful conversations with your parents.
      Once you get the message, go meet her near Gandhara, then about a minute after
    your fun, you'll get her picture message.
    Drinks:  Champagne Gold +1.5, other champagnes +1, House Bottle -.5
    Food:  Assorted Fruit +.5, Chicken Basket -.5, Vegetable Sticks +.5,
      Chocolates -.5
    Presents:  Red Rose Bouquet +1, Li'l Bear +1
    1.  "What do you think I did before coming to this place?"
      --"'Woman of the night...?'" +1.5
      ("Yoru no shigoto ka?")
      [-------?] +.5
      [*-**-?] +1.5
    2.  "You ever go on a group date?"
      --"It depends on the girl" +.5
      ("Aite shidai da na")
      [****--] +.5
    3.  "What kind do you think it was?"
      --"Reported to the police, eh?" +.5
      [**--] +.5
    4.  "But...I was always getting yelled at by the choreography guy."
      --"Problems before dancing?" +.5
      [---**-**-?] +.5
    5.  "The first print of my first photo collection was going for 25,000 yen."
      --"You're pretty popular!" +.5
      ("Yohodo ninki nan da na")
      [---**----] +.5
    6.  "What kind of trips do you like to take?"
      --"I'll go anywhere, so long as I can take it easy." +1.5
      ("Nonbiri nara dokodemo")
      [----------] +1.5
    7.  "After I figured out a certain thing, I've really grown to like it!"
      --"Did you use magic?" +1
      ("Mahoudemo tsukatta no ka?")
      [**--*----?] +1
    8.  "I just wasn't good when it came to the recording sessions"
      --"Did you get claustrophobic?" +.5
      ("Heijokyoufusho na no ka?")
      [*****---?] +.5
    9.  "I was running after it"
      --"I know how that feels" +.5
      ("Kimochiwa wakaru")
      [**-----] +.5
    10. "What do you think he gave me?"
      --"A house?" +.5
      ("Ikkodate no ie")
      [***--*] +.5
    11. "You feel kinda distant...."
      --"You're being self-conscious" +.5
      ("Jiishikikajou da")
      [*****-] +.5
    12. "What do you think?"
      --"I bet you'd look great with 'em off" +.5
      ("Nuguto sugoi")
      [*-----] +.5
    13. "Can I count on you, if I get another interview?"
      --"Not interested." +.5
      ("Kyoumiga nai")
      [**---] +.5
    14. "You know what was the secret to my success at becoming an idol?"
      --"Support from your family" +.5
      ("Kazokuga ouen shita")
      [**-**--] +.5
    15. "What kind do you like?"
      --"Nurse outfits" +.5
      ("Na-sufuku da na")
      [---*--] +.5
    16. "Did you have any dreams when you were a child?"
      --"I wanted to become a superhero...." +.5
      ("Henshin hi-ro-ni...")
      [**-----...] +.5
    17. "What kind of television drama do you like?"
      --"Love stories" +.5
      ("Ren'ai dorama")
      [**---] +.5
    18. "What, specifically, attracts you?"
      --"Fingers" +.5
      [*] +.5
    19. "Why did you choose me here?"
      --"You looked beautiful" +.5
      ("Hanaga atta kara")
      [*------] +.5
    20. "Guess I'll always be single, since I can't even cook"
      --"Let's get married--tomorrow" +.5
      ("Kekkon shiyou, ashita")
      [**---,**] +.5
    21. "Haven't you ever written a fan letter or anything?"
      --"I have" +.5
      [--] +.5
    22. "It's short for 'assembled' and 'collage.' ("aikora"--photoshopped sex
      --"Don't worry about it" +.5
      ("Kini suru na")
      [*----] +.5
    23. "What should I do...?" (always after "After" date)
      --"Go out with me for one whole night" +.5
      ("Oreto ichiban tsukiae")
      [*-***-*-] +.5
    After Hours Date
      Zuboraya:  Any +.5
      Tsuruhashi Fuugetsu:  Yakisoba +.5
      Koumian:  -.5
    Escort Date
      Tsuruhashi Fuugetsu:  Yakisoba +.5
      Koumian:  -.5
      Le Marche:  Italian Muffler +1.5
    After dating her twice and getting her to 10 hearts, she'll ask you to meet her
    at Don Quijote.  As you head up there, you'll get an e-mail to your phone from
    her, saying she's in trouble and needs you to save her from her stalker up on
    the north bank of the Soutenbori River.  Go, fight off her stalker, and then
    she'll get all lovey-dovey for such a big, strong man.  A minute later, her
    picture text should arrive.
    NOTE:  After all 9 other girls' stories have been completed, Nana will show up
      at the bottom of the list at Prime.  You actually have to scroll down, though,
      as it only shows three girls.  DO NOT ATTEMPT TO ROMANCE NANA UNTIL YOU HAVE
      AT LEAST 10 MILLION YEN (yes, it is possible to amass that much on the first
      play through, even without gambling).  If you start her side mission and you
      can't pay 10 million yen to get her out of debt, her mission will be marked
      "finished" instead of "completed."
    Drinks:  Champagne Gold +1, other champagnes +.5, House Bottle -.5
    Food:  Assorted Fruit +1, Dried Ray Fins -.5, Pickles -.5
    Presents:  Fried Octopus Balls +.5?
    1.  "When I go on trips, my world gets bigger"
      --"I wanna go on a trip with you sometime" +.5
      ("Oremo isshoni tabi shite mitai na")
      [*-**-*------] +.5
    2.  "Tell me, what kind of girl is a good cabaret club girl to you?"
      --"A girl who is entirely attentive" +.5
      ("Sumuzumimade kiku ko")
      [**--*-*-*] +.5
    3.  "If I can do it, I'd like to make the greatest cabaret club in Japan"
      --"I'm sure you can do it" +.5
      ("Nana nara kitto dekiru sa")
      [-------**--] +.5
    4.  "I looove pro wrestling!"
      --"It's extreme entertainment" +.5
      ("Kyuukyoku no enta-teinmento da na")
      [**-------------] +.5
    5.  "I'm truly glad to be back at this place!"
      --"You're so popular" +.5
      ("Ninki aru n da na")
      [**-----] +.5
    6.  "Know any way to deal with it?"
      --"Eat more fiber" +.5
      ("Shokumotsusen'iwo toreba ii")
      [****------] +.5
    7.  "Is something wrong?"
      --"You've got lovely eyes" or "How much is the bill, I wonder" then "Yeah,
          OK!" +.5
      [---*-------] +.5
      [-**-----] + next
      [-- -----] +.5
    8.  "Out of all the presents I've gotten, you know which one made me the hap-
      --"A home-made bentou box lunch" +.5
      ("Tezukuri bentou")
      [**-**] +.5
    9.  "Here's a hint:  it's irreplaceable!"
      --"Your friends' smiling faces" +.5
      ("Nakama no egao")
      [**-**] +.5
    10. "What sort of outfit do you wear?"
      --"I'm always dressed like this" +.5
      ("Itsumo kono kakkou da na")
      [-----**--] +.5
    11. "Tell me about your school days"
      --"I was always getting in fistfights with friends" +.5
      ("Takusan no otomodachito kenka shita")
      [------**------] +.5
    12. "If you made a wish at the Billiken statues, what'd you wish for?"
      --"I'd wish to be popular with the girls" +.5
      ("Onnani motemoteni narimasu youni")
      [*-------------] +.5
    13. "What was your first impression, when you first saw me?"
      --"Wow, what big knockers!" +.5
      ("Oppai deke-")
      [-------] +.5
    14. "What do you think is a man's best asset?"
      --"Bravery is everything, though, innit?" +.5
      ("Yappari dokyouga subete ja nai ka?")
      [----**-*------?] +.5
    15. "Well, it works, so...."
      --"You want me to give you a nice massage?" +.5
      ("Orega yasashiku massa-ji shiyou ka?")
      [*--------------?] +.5
    16. "You ever completely won a girl over before?"
      --"Well, in a way" +.5
      ("Maa sorenarini na")
      [--------] +.5
    17. "I know they make you fat, but I just can't give 'em up!"
      --"I love 'em, too" then "Have what you'd like!" +.5 (orders fruit assortment)
      ("Oremo daisuki da na" then "Sukina yatsuwo kue")
      [*-**---] + next
      [*-----*-] +.5
    18. "Isn't that a funny story?"
      --"Well if that's true, let me help advance your career a bit, too!" +.5
      ("Dattara oremo shusse sasete kure")
      [----*-**-----] +.5
    19. "You've gotten into your share of messes, haven't you?"
      --"I've lost my youth" +.5
      ("Seishunwo ushinatta")
      [**-*--] +.5
    20. "Why don't you try it, if you get tired?"
      --"Won't I die if I hit that?" +.5
      ("Sonna no utte shinanai no ka?")
      [----*--*-----?] +.5
    21. "I think half my body is made of fried octopus!"
      --"Is that why I smell that sauce?" +.5
      ("Dakara so-su nioi no ka?")
      [------*---?] +.5
    22. "I wanna live there, if I ever get the chance!"
      --"I like that town, too." +.5
      ("Oremo ano machiga suki da na")
      [*---*-*---] +.5
    23. "If you ask about the past, I'll answer"
      --"I won't ask about the past" +.5
      ("Kakoni tsuitewa towanai")
      [**-----*---] +.5
    24. "Tell me--please!" (always after "After" date")
      --"I think I'd like to make you my girl" +.5
      ("Ore no onnani shitaito omotteiru")
      [*-*-----*----] +.5
    After Hours Date
    Tsuruhashi Fuugetsu:  +.5
    Koumian:  +.5
    Escort Date
    Zuboraya:  +.5
    After dating her twice and getting her to 10 hearts, you'll get a promise to
    meet up somewhere for a "real" date.  After a bit, however, you'll get a
    text saying that she can't meet with you, after all.  On the western part of
    Shoufuku (the north-south street with the Riichi Mahjong Parlor on it), a guy
    will run up and tell you that he saw Nana with some famous guy in the Saionji
    family (a powerful, famous family in Japan).
      Go south from there and an old lady will tell you she saw Nana, and you'll
    also hear about Nana's 10 million yen debt.  Run towards Gandhara and you should
    see them standing around there.  Talk to them and offer to pay Nana's debt.  Of
    course, Nana repays you with some hotel action.  Hm.
    5c.  Running the Cabaret Club
    This side game/mission/whatever is interesting and fun on one hand, then annoy-
    ing on the other.
      Going to the eastern end of Shichifuku, east of the parking lot on the north
    side of the street, there's a guy getting harrassed by some yakuza.  Of course,
    save him and beat them up.  Apparently, he has to leave town because of sick-
    ness in the family or some such thing, so he asks you to take over the manage-
    ment of his cabaret club, Marietta, while he's gone.  After you choose to do so,
    Marietta will show up as a green dot on your radar.
      Your goal is to make money, of course.  To do that, you'll need to maintain
    the happiness (just like the "tension" meters of cabaret club girls) of the
    girls, to hire ones when staffing is needed, and to make the interior of the
    club match the clientele.
      To do so, you'll mostly be going into the back room and talking to the club's
    manager (you're really an acting owner; although you're managing often, there is
    a manager present to see to the affairs of the place and to handle the account-
    ing), Masashi.  He'll ask you if you want to meet with the girls, at which time
    you can either talk to them (but this only works once in a while) or give them
    presents or bonuses, just to keep their "tensions" high, or if you wanna manage
    the interior of the place--either by purchasing new items for the interior or
    by changing which ones you put in place from a list of the ones you already own.
      What's annoying about that?  Well, after you change the settings, you can't
    even go back into the office until the "day" is over.  This takes some time--
    usually 3 minutes or so, and you just literally have to wait.  I suppose if
    you get bored, you can continue the story, but I wouldn't advise it too much.
    It's better to just get this over and done with.  NOTE THAT "TIME" STOPS WHEN
    important because it means you basically need to jam yourself into a corner
    and rub against something to keep time flowing.  You can do this with a rubber-
    band on the left stick.  The final fight will come some 6 minutes or so after
    the settings are perfect, and then the very final event comes some 3 hours(!)
    after that.  You can let the game run and do other stuff, with Kiryuu jammed
    in a corner, or you can advance the story at this point.
      There are a few things to keep in mind.  First of all, there are usually only
    two different items available in each category for the interior (wallpaper,
    paintings, sofas, tables, etc).  You'll usually want to buy the more expensive,
    then go into the different menu option to assign it.  There are two different
    options for talking to the girls:  to praise them or to lecture them.  You'll
    notice that those disappear for a day or two after you've already tried them,
    but it is the least expensive way to raise their tension meters.  If that fails,
    give them a gift.  If you just want a little boost (and you wanna be thrifty),
    give them the "Hot Iemon" item.  If you need a large boost, give them the
    "Pink Lily Bouquet" or "French Muffler" items.  Unfortunately, you'll have to
    actually spend your own money on the presents, and you'll need to have them in
    your inventory at the time.  So, don't go to the club empty-handed!
      To be 100% honest, the club's interior is a little more important.  You should
    keep the girls above 75% or so, but you don't necessarily need them at 100%.
    You'll see once you get started, but basically, everything depends on decor and
    making sure your menu is set correctly.  You'll notice that there are two menu
    options when talking to Masashi about the menu, and for some reason, for the
    first layout, they start out completely wrong, so make sure you fix those.  I'm
    sorry to those who can't speak any Japanese; this is probably all going to be
    pretty hard unless you can navigate the menus!
      So, after everyone explains stuff to you, they'll tell you that they really
    need new girls.  From now on, whenever you see attractive girls standing around
    with a green arrow over them, Kiryuu can approach them and try to get them to
    work for Marietta.  Of course, they mostly decline--you only need to worry
    about the ones I'll list.
      The first girl is "Ran."  You'll find her at Theater Square.  All you'll need
    to do is talk to these girls and they'll join, except for Sakura, who wants you
    to lend her 100,000 yen.
      Here's a list of the girls:
    NAME            WHEN SCOUTED     WHERE
    Chinatsu          (N/A)           (N/A)
    Miho              (N/A)           (N/A)
    Rika              (N/A) (quits)   (N/A)
    Ran             1st "day"        Theater Square
    Akira           After Rika quits Champion (North)
    Mayu            After Rika quits Champion (South)
    Hanako          After Rika quits Nakamichi (middle)
    Sakura          3rd floor plan   Senryou (100,000yen)
    Aoi             3rd floor plan   Near Love In Heart
    Yuri            Final event      In front of Lilith
                                     (on Suppon, the alley north of Serena)
      And now, here's a list of the back-room options:
    1. STATUS - View the current status
      15,000 - 30,000 yen
      10,000 - 15,000 yen
      8,000 - 10,000 yen
      5,000 - 8,000 yen
      2,000 - 5,000 yen
      Fine, VIP Menu
      Fine Menu
      Cheap, casual dining
      Very cheap menu
    6. MEETING
      And here's the "meeting" menu, once you've selected a girl:
    1. STATUS (hear her babble about the job)
    3. LECTURE
    4. PRAISE
    Rate:  8,000 - 10,000
    Menu:  Cheap, causual dining
      Sofas:  Leather Sofa (white)
      Tables:  Marble Table (white)
      Lights:  Antique
      Wallpaper:  Black
      Painting:  Countryside Landscape
      Floors:  Animal
    Here is how to deal with the girls, if you can use praise/lecture in your
    meeting (it only lets you do it once every two meetings):
    Chinatsu: Praise
    Miho: Praise
    Rika: Lecture
    Ran: Lecture
    Once you start making a lot of money, you'll get a call to come back to the
    club and resolve a dispute between two of the girls.  They're arguing over a
    French Muffler.  So, buy an Italian Muffler before you come by, then go into the
    locker room and hand it over.
      After that, Masashi will probably just tell you that things look alright to
    him in the office.  When he does, talk to the other manager and he'll say that
    the seats are all full and he can sell the place and get a new one.  So, go
    ahead and do that, but beware--you'll need to redo its layout.
    Rate:  8,000 - 10,000
    Menu:  Cheap, casual dining
      Sofas:  Leather Sofa (black)
      Tables:  Marble Table (blue) or Antique
      Lights:  Vintage
      Wallpaper:  Gothic
      Plants:  Benjamins
      Paintings:  Illusions Painting
      Floors:  Rose
    Here is how to deal with the girls, if you can use praise/lecture in your
    meeting (it only lets you do it once every two meetings):
    Chinatsu: Praise
    Miho: Praise
    Rika: Lecture
    Ran: No effect
    Akira: Lecture
    Mayu: Praise
    Hanako: No effect
    Unfortunately, for the second floor plan, you'll suddenly get a call to come
    back to the club, and yakuza will be harrassing poor Rika.  Beat them up, but
    Rika will still quit anyway.  That means you'll have to recruit some people
    (see the chart above).  If you continue the main story at this point instead of
    just finishing this up, you may see Hanako floating around at the parking lot of
    the Toujou Association's base.  DO NOT INTERACT WITH HANAKO THERE.  Doing so
    will make you unable to complete the story.
      Anyway, once everything's all well and good, and you've got enough of the
    furniture all set up, you'll get a call to come back to the office and talk to
    Masashi.  It seems one of the waiters (named Akira--just like the cabaret club
    girl you employ) stole 5,000,000 yen.  That's funny; you probably don't even
    have that much.  Anyway, talk to the girl standing in the middle of the club and
    you'll hear about him and how he's probably run off to the little alley north of
    the Ebisuya Pawn Shop.
      Sure enough, there he is.  He's being extorted by some useless gang.  So, beat
    'em up!  After a while, Masashi will tell you that you're making enough money
    and if you talk to the other guy, you'll be able to get to the third (and final)
    floor plan.
    Rate:  15,000 - 30,000
    Menu:  Fine, VIP menu
      Sofas:  Snake Sofa
      Tables:  Modern Table (brown) or Marble Table (white)
      Chandelier:  Vintage Chandelier
      Lights:  Crystal
      Wallpaper:  Gold
      Plants:  Gypsophilia
      Paintings:  Seacliff Painting
      Floors:  Tile (white)
    Here is how to deal with the girls, if you can use praise/lecture in your
    meeting (it only lets you do it once every two meetings):
    Chinatsu: Praise
    Miho: Praise
    Ran: Praise
    Akira: Lecture
    Mayu: Praise
    Hanako: No effect
    Sakura: Lecture or Praise (one will work, one will fail...it's a chance thing?)
    Aoi: Praise
    This layout is annoying because suddenly, after layouts that usually took only
    one or two "days" to accrue enough money to fix up properly, it's gonna take
    you quite a long time to afford all the very expensive decorations you need.
      First of all, recruit the two girls listed in the chart above.  Then, manage
    the place until you have enough money to trigger the event.  Unlike the other
    layouts, you will need to not only get to the max amount of money per night, but
    YOU WILL NEED ALL GIRLS' GAUGES MAXED OUT.  If you get the layout perfect and
    then make sure all girls have the maximum amount for their meters, you should
    trigger the event.
      Masashi will call you and tell you that your No. 1, Chinatsu, has been stolen
    away from you by the club, Lilith.  Those jerks!
      Head on over there.  Lilith is in that little alley running off to the west of
    Tenka'ichi, just north of the little alley behind Serena.
      When you get there, you'll see Lilith's No. 1 girl standing around.  Talk to
    her and she'll go over to Marietta's staff.
      Well, that's all good and all, but your happiness will be short-lived.  After
    Masashi tells you everything's OK, sometime later, you'll get a call to come
    back.  Lilith's owner is there, tearing up the place.
      So, beat him up!
      Unfortunately, the place is so messed up, that they decide to close down.  Oh,
    well.  The club's original owner was about to come back, too!
      This part sometimes takes forever.  If you try to go back into Marietta, it'll
    say something about it being closed.  After some time, you can go back in.  You
    won't get any calls from Masashi or anything; you'll just notice that the lights
    are on and go in.  Unfortunately, it really doe take a long time, so, if there
    were ever a time to just go back to the main story for a while, this is it.  I
    believe there may be a time passage requirement, but I'm not quite sure how long
    it is.  Maybe hours?  If you are in the story mode and progress to the next
    chapter, that will usually do it.  In fact, if you are in story mode, I believe
    you MUST progress to the next chapter (sorry, for those of you trying to get
    all the experience you can in Chapter 5!).  If you come back in Chapter 6 and
    Sayama is with you, don't worry--nothing happens if you go into adult enter-
    tainment shops with her in tow, even if Kiryuu's like "Oh man, what should I
    do?--Sayama's with me!"  She doesn't, like, decide to hate you and end the game,
    or whatever.
      When you go in, the whole staff is there and the place looks great.  Oh, darn;
    they were gonna surprise you!  The owner comes back, too, and is so impressed,
    he gives you a suit.  Wow.
    5d.  Being a Host
    At first, this didn't sound like anything I'd ever be interested in.  However, I
    have to admit that as I tried it, it was worth it to see comical antics.  Kiryuu
    has to act *way* out of character, and it's actually really hilarious.
      Here's the basic run-down:  a club owner is treating his hosts unfairly up in
    the Hotel District.  If you go up there, you'll run into one of said hosts,
    Makoto (it's probably not his real name--hosts and cabaret club girls usually
    have working names like strippers do).  He'll tell you about this club, called
    Adam, and how something fishy's going on and he figures only you could infil-
    trate and become the No. 1 Host there, then set everything right.  Choose the
    top selection to continue the story, and Adam will appear on your map as a
    green dot (similar to the way Marietta appears for its mission).
      Go inside and talk to the guy at the front.  He'll figure you're there to be-
    come a host and send you in the back for an interview.  The manager of the club
    is named Kagami.  He'll ask you a lot of questions and he gives pretty dis-
    approving remarks to each of your answers, so it really doesn't matter how you
    respond.  After the interview, he'll hire you, then ask you to go and act as a
    catch and bring at least three guests to the club.
      You'll also hear about the champagne call, which is similar to those annoying
    things restaurant employees have to go through where they act all excited over
    something like a customer's birthday.  When a customer orders an expensive brand
    of champagne, you'll all come and say "thank you" in an annoying...well, "song"
    doesn't seem the right word.  You'll see.
      Anyway, off to your task at hand.  There are three girls hanging about nearby
    who could go to the club--and a few who can't because they're underaged or have
    no interest.  The first one hangs out right near the M Store to the southwest.
    When you talk to her, she'll ask if you're hitting on her.  Say "yes," which is
    the first? choice.  She'll figure it out.  Tell her it's the first time you've
    done this, and she'll agree to try Adam out.  You'll automatically take her
      The second one is down south and a little to the west, across Shichifuku.  She
    asks you where Stardust is.  Tell her ther'es a better club than that and you'll
    automatically take her to Adam.
      The third one is way down past Jidou Park, standing right near it somewhere.
    Talk to her and she'll go without discussion.
      You'll get paid and a little experience for that---and a little praise from
    Kagami, to boot.  Now, here's the frustrating part--a similar problem to the
    management of Marietta--you have to wait.  The next "day" is really just a few
    minutes of waiting away, but it feels like a long time.  Don't despair; running
    around the town, you'll get the call to come back to work eventually.
      The second night, you're doing what's called "help."  Here, you're going to
    sit in on a conversation with a host and his client and add to the conversation.
    You'll be assigned to Takaya's table.  Takaya is the current "Number One."  He
    also has this amazingly fake laugh, really fake-looking feigned surprise, and a
    hilarious fake smile.  Seriously, I hate when I see this smile from someone.
    You'll probably want to smash him in the face.
      The game plays pretty much the same as when you're on the other side of the
    table in a cabaret club.  You'll converse a while, and then you'll be prompted
    to respond in some way or another.  Depending on what you say, you'll either get
    an addition to the "tension" meter (those hearts on the top of the screen) or it
    will decrease a little.  They'll stop to take drinks and to decide whether or
    not to continue the evening.  You'll want them to buy expensive drinks and to
    continue, but they won't buy the expensive drinks at first.  Your goal here is
    to get them over a certain quota, which is pretty much what they spend on
      Unfortunately, just like the cabaret club girls, these responses and questions
    will be for the Japanese version only.  Also, I don't have the entire conver-
    sations, so if the translation is weird, it's because I don't remember what they
    were talking about (sorry!).  Hopefully, this will help someone!
    Normal questions:
    1.  "Your ears are pretty"
      --"Can I touch your earlobes?" +.5
      ("Mimitabu sawattemo ii desuka?")
      [*--*--------?] +.5
    2.  "My stomach hurts"
      --"Do you want me to get some medicine?"
      ("Kusuri motte kimashouka?) +1.5
      [**--*-----?] +1.5
    3.  "Can I rest my head in your lap?"
      --"What a good friend." +1.5
      ("Ii naka desune.")
      [--*----] +1.5
    4.  "Who's that?"
      --"It's me."
      ("Sorewa ore desu.") +1
      [---*--] +1
    5.  "A present should fit your mood."
      --"Price has nothing to do with it."
      ("Nedan nante kankei nai desuyone.") +1.5
      [**---**------] +1.5
    6.  "What day is it today?"
      --"What an excellent memory." +1.5
      ("Kiokuryoku batsugun desune.")
      [****----] +1.5
      [***----**---] +.5
    7.  "I think you have a relaxing aura"
      --"Come to think of it, his nosehairs are showing" +1
      ("Tsuideni hanagemo detemasu yo ne")
      [-------*-----] +.5
      [----**-*-----] +1
    8.  "You have this air unlike any other girl"
      --"It's like man-bewitching phereomones" +.5
      ("Otokowo miryousuru feromon no you na ne")
      [*-**------------] +.5
    9.  "Show me something manly!"
      --"Please give me something cheap."
      ("Oyasui goyou desuyo.") +.5
      [-*-**---] +.5
    10. "I was scouted"
      --"What a horrible thing to do" +1
      ("Mottainai koto shita na~")
      [**-------~] +1
    11. "I come from far away"
      --"So, that's all we found out about you."
      ("Soredake ninchousareta wake desuyone)
      [----**---*----] +1.5
    12. "What was my profession before this?"
       --"You were a teacher; am I right?" +1.5
      ("Sensei desho?")
      [**---?] +1.5
    13. "What do you do, Kazuma?"
      "I do volunteer work." +.5
      ("Borantia katsudou shitemasu")
      [------**----] +.5
    14. "I've gotta lose weight"
      --"But, you're already so cute just as you are now!" +1.5
      ("Ima no mamade juubun kawaiinoni")
      [*----**------] +1.5
    15. "Have you ever cheated on your lover?"
      --"It's our culture (as hosts) to cheat." +.5
      ("Uwakiwa bunka desu ne")
      [**-**---] +.5
    16. "You should be more composed"
      --"It's because of your beauty, Ms. Iori." +1.5
      ("Iorisan no utsukushisa ga gen'in desu")
      [------*---**--] +1.5
    17. "Are you OK with my age?"
      --"It's what's inside that counts."  +1
      ("Kekkyokuwa nakami des yo ne")
      [**-**----] +1
    18. "Takaya didn't even look at me"
      --"He's as blind as a mole, you see." +1
      ("Kono jinshiryokuga mokura nami desu kara")
      [--***----*----] +1
    19. "You'll come to our event, right?"
      --"Could it be, plans with your boyfriend?" +1
      ("Moshikashite karashito yakusoku?")
      [-----**-**?] +1
    I:  "What should I order"
      --"We've got Champagne White on ice." +.5
      ("Shampan Shiro hietemasuyo") +.5
      [-----**-----] +.5
    II:  "I need to wet my throat"
      --"Let's get the champagne 'O-Rei.'" +.5  (champagne call)
      ("Orei to iu na no shampan ikimashou")
      [**---*------------] +.5
    If you succeed in getting her to order the gold champagne, you'll see Kiryuu's
    champagne call.  It's pretty hilarious to see him do it, but be warned that
    you'll see this same thing a couple more times with different people and it may
    be a little dull.
      After your help, you'll get paid, and then sent on your way.  Now, you have to
    wait again for the next call to duty, so to speak.
      Once Kagami's called again, report for your shift.  You're actually going to
    be a host this time--not the help, not a scout, but the host.  Your "target" is
    Akko.  Kagami sizes her up and tells you all you have to do is look at her and
    she'll swoon.
    Normal questions:
    1.  "Why did I start coming to host clubs"
      --"You wanted to see sexy hosts, right?" +1
      ("Ikemen hosuto ga meate desune")
      [--------**----] +1
    2.  "Your favorite type of girl?"
      --"An intellectual with a sense for moods." +1.5
      ("Chitekide ba no kuukiga yomeru hitokana")
      [**-*-**-*--*--] +1.5
    3.  "I never had a problem with clothing size"
      --"Can I hold you a bit?" +1
      ("Chotto dakishimetemo ii desuka?")
      [----*----------?] +1
    4.  "Isn't that a little scary?"
      --"I'm here; there's no need to worry." +.5
      ("Orega iru kara shinpai irimasen yo")
      [*-----**------] +.5
    5.  "You've got a nice back"
      --"There's a lot of nail scratchmarks on it." +1
      ("Ironna tsumiato ga nokottemasu kara")
      [*--*---*------] +1
      [*-**-*-----] +.5
    6.  "(Hmm, better change the subject)"
      --"You've got good fashion sense" +.5
      ("Ii fuku no sensu sitemasune")
      [--*---------] +.5
    7.  "A sign he's cheating?"
      --"He won't part with his cell phone" +1
      ("Keitaiwo hanasanai")
      [**-*---] +1
    8.  "What kind of movies do you like?"
      --"I love suspense movies, too." +1
      ("Oremo sasupensuga daisuki desu")
      [*-------**---] +1
    9.  "I can't say 'no'"
      --"If you want to say 'no,' say 'no.'" +.5
      ("Kotowaru tokiwa chanto kotowarimashou")
      [*--------*-----] +.5
    10. "I make time for myself"
      --"Please, use that time for me." +1.5
      ("Sono jikanwo ore no tameni tsukattekudasai")
      [--**-*----*------] +1.5
    11. "My place's too big for me"
      --"Will you give me a nighttime show, too?" +.5
      ("Orenimo yakeiwo misetekuremasenka?")
      [*--**-*--------?] +.5
    12. "I'm a day trader"
      --"If you invest in me, you'll prosper."
      ("Oreni toushi shitekureta houga moukarimasuyo") +1
      [-*--**-*---?] +.5
      [*-**--*-*-----] +1
    13. "Do you drink?"
      --"I can drink a lot." +.5
      ("Nanpaidemo nomemasu yo")
      [**--*----] +.5
    14. "Is this your first time as a host?"
      --"Yes, but, I'm sure I can become #1." +1
      ("Demo ore, No.1ni naru jishin arimasu")
      [--*,No.1---**----] +1
    15. "Come on, come on--it's business!"
      --"Come on, come on--just get a bottle!" +1.5
      ("Gotagota iwazuni botoru irero!")
      [----*------*--!] +1.5
    16. "Which guests are you glad to have?"
      --"The kind who understand this is an adult game." +.5
      ("Otona no asobiga wakatteru hitokana")
      [**-*--*----*--] +.5
    17. "It's like a Host Grandprix"
      --"I'm glad just to have you, Akko." +1
      ("Orega Akkosan dakede ii desu")
      [*--------------] +1
    18. "None of the guys at work have ever asked me out."
      --"Well then, let me ask you out." +1
      ("Jaa, orega sasoimasu")
      [---*-*---] +1
    19. "This isn't really one of my hobbies."
      --"Do you want to go on a with me next time?" +1
      ("Kondo ore to de-to shimasen?")
      [***---------?] +1
    20. "You're staring at my face--something wrong?"
      --"That's the kind of face I like" +1
      ("Ore konomi no kao nande)
      [**--*---] +1
    I. "I'm thirsty from talking so much"
      --"A nice champagne suits you." +.5
      ("Shampanga niattemasuyo")
      [------**-----] +.5
    II. "What should I drink?"
      --"I wanna see you drunk" +.5 (champagne call)
      ("Akkosan no yotta sugata mitai na")
      [------*--*----] +.5
    If you succeed, you'll go on a date after hours to Kanrai.  Kagami will warn you
    not to touch the girls, even on dates after hours.  So, go to Kanrai and wait
    for Akko, then eat what you will on her dime.  She'll say she really likes you.
      Well, now, you'll have to wait some more.  There are three more "dates" for
    you to have.
      After you get the call and come back to Adam, Kagami will tell you it's your
    chance now--it's Takaya's day off.  He does caution, however, to be wary of
      On such a night, who should appear but one of Takaya's clients, Iori (the girl
    you first saw in the 'helping Takaya' section).  Now's really your chance; you
    can steal a client away from the No. 1 Host.
    Normal questions:
    1.  "I wanna get married and have you all to myself"
      --"We can't like this!" +.5
      ("Ima no mama dewa muri desu ne")
      [*-----**---] +.5
    2.  "I'm confused"
      --"You should really just go home." +1.5
      ("Sunaoni kaetta houga ii")
      [**-*--*---] +1.5
    3.  "That's horrible"
      --"A persecution complex is horrible, too" +1
      ("Higaimousoumo hanahadashii desuyo")
      [*****-*------] +1
    4.  "Your dreams"
      "I want to be your husband." +1
      ("Iori no danna desu")
      [----**--] +1
    5.  "Do you cheat?"
      --"It depends on the timing and the situation" +1.5
      ("Toki to baaini yorimasune")
      [*-**------] +1.5
    6.  "What will you do on Christmas?"
      --"Depends on if I have a girlfriend" +.5
      ("Kanojo shidai desune")
      [****---] +.5
    7.  "Something's different"
      --"I guess I just didn't notice." +1
      ("Kini naranaikana")
      [*-------] +1
    8.  "What kind of style do you like?"
      --"It depends on the person." +1
      ("Hitonimo yorimasune")
      [*-------] +1
    9.  "What kind of sushi do you like?"
      --"Kappa rolls (cucumber)." +.5
      [---*-] +.5
    10. "What kind of car do you like?"
      --"A bright red sports car." +.5
      ("Makkana supo-tsu ka-")
      [*-*-------] +.5
    11. "I've changed the person I'm visiting here!"
      --"Will keep it changed from now on?" +.5
      ("Souyatte korokoro kaerun desuka?")
      [---------*------?] +.5
    12. "What do you wear to bed?"
      --"It depends on what I was doing that day." +.5
      ("Sono hini yorimasuyone")
      [--*------] +.5
    13. "When did you first fall in love?"
      --"I don't really remember." +.5
      [*------] +.5
    14. "Could you help relieve my stress?"
      --"Haven't I been attentive enough?" +1
      ("Ore no sekkyakuwa fuman desuka?")
      [*-**-**---?] +1
    15. "You don't want me to get fat, right?"
      --"I suppose there's a certain limit" +.5
      ("Gendoni yorimasune")
      [**------] +.5
    16. "Let's drink together"
      --"I will, if it's champagne." +.5
      ("Shampan nara nomemasu")
      [-------*---] +.5
    17. "It's a good look, right?"
      --"I like girls with short hair" +.5
      ("Sho-to no koga suki dana")
      [-----*-*---] +.5
    18. "Are you the kind who yells at that?"
      --"I'm neither." +.5
      ("Dochiramo kankei arimasen")
      [----**-----] +.5
    19. "Will you come by my shop?"
      --"I'd love to--but not for business."  +1.5
      ("Eigyoude nakereba ureshii desu ga")
      [**------------] +1.5
    20. "What do you do on your days of?"
      "I hang out with friends."
      ("Tomodachito issho desu ne")
      [**-**---] +.5
    I. "Aren't you thirsty?"
      --"Please, prove your feelings for me" +1.5
      ("Orehe no omoiwo shomei shite kudasai")
      [*--*--**------] +1.5
      [*-**-*----] +.5
    II. "I'm abnormally thirsty"
      --"Let's get more lost in our friendship's dawn" +1 (champagne call)
      ("Motto futarino shinboku wo fukamemashou")
      [---2*-**-*-----] +1
    If you succeed in meeting her quota, she'll want to meet at Sushi Gin.  It's the
    same drill as with Akko.
      Now, there's a high-paying, regular customer who shows up.  She's a little
    picky, but Kagami always offers promising new hosts to her.  After you wait and
    get the call, go to Adam to meet her.
      She's...well, I don't know a way to delicately put it.  Maybe you should just
    meet her yourself.
    1.  "What if I just dropped a million here?"
      --"You'd get my warm embrace" +1
      ("Ore no atsui houyou desu ne")
      [*-*-**---] +1
    2.  "It's best to be tough"
      --"I wouldn't be able to seduce you that way." +.5
      ("Soredewa kudokemasenyo")
      [----**-----] +.5
    3.  "Why do you do this for me?"
      --"Next time, just let yourself go and stop thinking about it" +1
      ("Konkaiwa kizukazu sudoori")
      [**-**--**-] +1
      [**-*-*--**] +.5
    4.  "I know you think I'm some old hag...*crying*"
      --"Tears don't become you." +1.5
      ("Namidawa niaimasenyo")
      [*-**-----] +1.5
    5.  "You look like a man I dated 5 years ago"
      --"Then, would you date me, instead?" +.5
      ("Jaa, kawarini oreto tsukiaimasenka")
      [---*---*-*-*-----?] +.5
    6.  "What are your hobbies?"
      "Golf." +.5
      [-----] +.5
    7.  "Do you need an allowance?"
      --"Well, then, please keep asking for me here." +1
      ("Sorenara orewo shimei shitsuzuketekudasai")
      [----*-**-*------] +1
    8.  "Try me!"
      --"That's a technique that would break any man!" +.5
      ("Otokowo honenukini suru technique")
      [*-**-----------] +.5
    9.  "I've had a lot of guys propose"
      --"Can I propose, too?" +.5
      ("Oremo puropo-zu dekimasuka?")
      [*-----------?] +.5
    10. "Should I introduce you as a 'host?'"
      --"You couldn't call me a 'lover?'" +1.5
      ("Koibitode ii janai desuka?")
      [**----------] +1.5
    11. "I'd like to sleep with you, just once"
      --"I'll curl up with you warmly." +.5
      ("Orega yasashiku tsutsumikomimasuyo")
      [*-*--*-*----] +.5
    12. "I had 2 million stolen"
      --"I'm just glad you're alright." +1
      ("Bujide naniyori desuyo")
      [**-*----] +1
    13. "What do they look at when they say that?"
      --"Your unwanted hair's disposal" +.5
      ("Mudage no shouri desu")
      [--*-**--] +.5
    14. "I'll make a lover's contract for cars, houses--everything and anything"
      --"We don't need a contract." +.5
      ("Keiyaku nante hitsuyou arimasen")
      [**---**-----] +.5
    15. "What's a fine point in a woman?"
      --"Her compatability" +.5
      ("Iroirona ishide aishou deshou ka")
      [**-**--**----] +.5
    16. "I got a lot of money, so I got a lot of men come after me"
      --"You got eyes on men, too, right?" +.5
      ("Otokowo miru mega arimasune")
      [*-*-*------] +.5
    17. "I look forward to spending a lot on you"
      --"I'll let you get your fill after we leave the club, too" +.5
      ("Misedeta atomo manzoku sasemasu")
      [**-*-**----] +.5
    18. "If you took me on a date"
      --"I'd get us a suite in a hotel." +1.5
      ("Hoteru no sui-to ru-mu")
      [-----------] +1.5
    19. "I feel like it's fate"
      --"You make your own fate." +1.5
      ("Unmeiwa jibunde kiriaku mono desu yo ne")
      [**-**-*-*-------] +1.5
    20. "How much to take you out for a night?"
      --"It depends on what service you want." +1.5
      ("Sa-bisu no naiyouni yorimasu")
      [-----**-----] +1.5
    I.  "Aren't you thirsty?"
      --"A gold champagne suits you." +1.5
      ("Go-rudoga oniai desuyo")
    II.  "Shall I get a bottle?"
      --"Let's have a toast to us." +.5 (champagne call)
      ("2ride kanpai shimashouyo")
    If you succeed with her, she'll want to take you out for the night.  You might
    not see her at first, but she'll be just outside Adam, waiting for you.  Go
    with her; she'll take you to Le Marche and buy you a swiss watch.
      Wait a while after that, and you'll get a call.  This time, it's not Kagami,
    but Takaya.  Go meet him at Adam, and you'll see him and the other hosts stand-
    ing over Kagami, who has been beaten some (we're to assume).  It turns out that
    Takaya is actually the son of the club's owner, Kisaragi.  So, he feels he
    pretty much has run of the place.
      Envious of your success, Takaya wants to fight you.  Takaya won't have it,
    though.  He feels that the two of you should have a showdown befitting the Host
    world.  So, it's decided that you will both try to romance Ayumi, one of the
    most famous club owners (and also a one-time, super-successful cabaret club
    girl).  Whoever gets more money from her wins
      Of course, this is just like the other two, and you'll just have a quota to
    get.  After you leave and Kagami calls you back, saying it's all set up, go back
    to Adam to meet her.
    Normal questions:
    1.  "Isn't that a funny story?"
      --"You definitely don't seem like a madam." +1
      ("Tashikani mamaniwa miemasen.")
      [--------*----] +1
    2.  "That's a funny story, huh."
      --"That's just like you, Ayumi." +1
      ("Ayumimama rashii desune.")
      [**--------] +1
    3.  "I wonder if I was right, really."
      --"Everyone has regrets." +1
      ("Koukaiwa darenidemo arimasu yo ne)
      [**-*---------] +1
    4.  "Why did you become a host?"
      --"It simply fits my nature." +.5
      ("Tannaru guuzen desu")
      [*--**--] +.5
    5.  "Isn't my skin rough?"
      --"You must be worn out." +1.5
      ("Seishintekini tsukaretemasune")
      [***-*-----] +1.5
    6.  "If you could be reborn"
      --"A fisherman out in the country somewhere" +1
      ("Inakade ryoushi desu ne")
      [**-**---] +1
    7.  "If she quits, everything will go to pieces"
      --"Everyone butts heads sometimes." +1
      ("Shoutotsuwa darenimo arimasuyo)
      [**-*-------] +1
    8.  "They say the guests create the club."
      --"It's the same for hosts." +.5
      ("Sorewa hosutomo onaji desu ne")
      [-------*----] +.5
    9.  "There've been a lot of troubles"
      "There will be more hard work down the road" +1
      ("Demo korekaramo kurouwa tsuzukimasu yo ne")
      [-------**-*----] +1
    10. "Animals are weird!"
      --"That's just because it's you dealing with them." +1.5
      ("Sorewa Ayumimama dakara desuyo")
      [---**--------] +1.5
    11. "What're your hobbies?"
      --"This host job I have right now." +.5
      ("Ima yatteru hosuto desune")
      [------------] +.5
    12. "What's your type?"
      --"Docile women, like you." +1
      ("Ayumimama no youni sunaona hito")
      [**------**-*] +1
    13. "Heh heh....  What do you think it is?"
      --"Is it time?" +1.5
      ("Jikan desuka?")
      [**---?] +1.5
    14. "I want to live a normal girl's life.":
      --"Well then, you can do it right now." +1.5
      ("Sorenara suguni dekimasuyo")
      [-------**---] +1.5
    15. "I was raised at a relatives' place"
      --"You need a home for your heart?" +1
      ("Kokoro no yoridokoroga hoshii desuyone?")
      [*-*-*-*------] +1
    16. "What have you learned from being a host?"
      --"How to sense the mood." +1.5
      ("Ba no kuuki no yomikata")
      [*-**-*-*] +1.5
    17. "I have to just bear my fatigue"
      --"That's no good." +1
      ("Sonna kotodewa dame desuyo")
      [------------] +1
    18. "It feels great to go fast!"
      --"What kind of car do you drive?" +1
      ("Donna kurumani notteru n desuka?")
      [---**-------?] +1
    19. "If you look at me as just any normal woman, what do you see?"
      --"You look like a woman I could easy push into things." +1
      ("Oshini yowai onna dato omoimasu")
      [*--*-*--*---] +1
    20. "What would you do, if I had really huge debts?"
      --"Cut it off right away" +1
      ("Assari tewo kiru") +1
      [----*-*-] +1
    I.  "I think I'm thirsty"
      --"Please get a Gold Champagne!" +1
      ("Go-rudo onegai shimasu")
    II. "Hee hee...what'll I get...."
      --"Please" +2 (champagne call)
      [-*----] +2
    If you do well there, she'll name you the victor.  Of course, Takaya doesn't
    like that.  He says he'll bust Kiryuu up, but Kiryuu notes that he's not afraid
    of some lame host.  Go ahead and mop the floor with those losers.
      Kasuragi shows up and everything looks like it's going pretty good.  Right?
    Well, leave the club, and you'll get a call from Kasuragi saying to come to
    Shellac--he wants a word with you.
      Of course, now that his staff isn't watching, he's all hot under the collar
    about how you disgraced his kid and all that nonsense.  What a loser.  Beat him
    and his cronies.  They're surprisingly strong--though, "tough" for this game
    doesn't usually mean it should give you any problems.
      Finish with them and everything should be wonderful down at the ranch--well,
    host club, in this case.
    5e.  Skill Games & Gambling
    Besides the main story, the side missions, and the fighting, there are 13 mini-
    games in the game.  Four of them are purely chance gambling, two of them are
    gambling using skill games, and the other seven are just skill games.  If you
    plan on getting 100%, you'll need to play all of these games, so let me just
    give you the basic run-down and any pointers I can on all of them.
    THE BATTING CAGES (Yoshida Batting Center)
    In Kamuro's Hotel District, there's a batting cages center.  This game hasn't
    changed very much from its first incarnation in the last game.  The idea is
    simple:  there are 20 pitches, and you should hit as much of them into the
    lighted, circular area (the "homerun area") as you can.
      Start by choosing a course.  As Kiryuu looks in from the doorway, they range
    in difficulty from easiest to hardest from his left to his right.  Once you've
    chosen and paid, Kiryuu takes a bat and stands inside the box, near the plate.
      You can use the D Pad and the left analog stick to move Kiryuu about in the
    box.  I usually put him down away from the pitcher and back about halfway from
    the plate, but that's just my habit.  It seems like it's possible to hit a home-
    run from any position in the box.
      Other than that, it's just hit the Circle button to swing.  You should time it
    so that Kiryuu's bat is just a hair shy of extending fully out from his body,
    perpendicular to the line of the pitch, over the plate, as it makes contact with
    the ball.  In other words, this skill game is all about timing.
      Sounds fair and all, but against the American, it's pretty hard.  Why?  Well,
    his pitches curve off at really funny angles.  Most of them will even leave
    your line of vision for a moment or two.  The worst are the ones that spiral
    up, because they always leave the screen and suddenly drop back in without a
    moment's notice.  If he doesn't pitch a lot of those, you stand a fairly good
    chance.  Even if he does, you can kinda get the knack of hitting them.
      Hey, it sounds rough, but in the last game, to get Haruka's Marble, you had to
    hit all 20 of the hardest difficulty's pitches as homeruns.  That took a lot of
    practice!  Well...this will take a lot of practice, too.
      Here's a run-down on what you get for each course:
    Course Name     10 Homeruns        15 Homeruns       20 Homeruns
    Beginner        Tissue             Club Sandwich     Toughness Z
    Intermediate    Salmon Onigiri     Tauliner          Assorted Candy Set
    Expert          Special Yakisoba   Tauliner+         Staminan Royale
    Professional    Oden Combination   Tauliner++        Italian Muffler
    The Majors      Old Muffler        Lacquer Plate     Italian Men's Cologne
    Spaceman        Staminan X         Toughness Emperor Fine Italian Necklace
    BOWLING (Mach Bowl)
    Bowling is actually a pretty fun mini-game, and it's not very challenging at
    all, really (except for splits!).  The basic principle is to hurl a ball down
    the lane and knock all 10 pins down.
      Talk to the girl at the desk and she'll ask you if you want to play by your-
    self or if you want to play against someone from the house.  When you play,
    you can choose to either have a three-frame game or a ten-frame game.
      For those who didn't know, in bowling, everything rests on whether you get a
    strike or not.  A strike is where your first roll knocks down all ten pins.  If
    you don't get a strike, you can still knock down all the pins in your second
    attempt and get what's called a "spare," but your score will be lower.  Your
    score actually increases as you get more strikes for what's called a "double"
    (for two consecutive strikes) or a "turkey" (for three or more).
      When it's your turn, you can first use the analog stick or D-Pad to move Ki-
    ryuu back and forth in the lane.  Those little markers help you tell whether
    you're lined up with the pins or not.  Hit Circle when you're lined up the way
    you like, then this meter will appear.  This is how hard you will throw.  Hit
    "Circle" to confirm, when you see it at about the power level you'd like.
      Next, an arc will appear, with a pointer running back and forth.  This is the
    angle you'll throw it at.  After you confirm with Circle, press and hold either
    L1 or R1 while Kiryuu's throwing the ball to make it curve in the desired
      The basic "knack" to bowling is to throw the ball so that it arcs inwards in
    between the first pin (the one in front) and one of the two right behind it.  To
    do this, I'd recommend that you stand facing the 1st pin (default position), get
    about 75% power or so, make it angle off to about 50 or 60 degrees away from the
    pointer in the center either to the left or the right, and then try and make it
    curve back inwards about as much as you can.
      After a bit of practice, you'll see what I mean, and you'll find your own
    comfort zone.
      Here's what you get for playing:
    Single Play
    Three Frames
      30 Points: Meat Bun  60 Points: Melon Bread  90 Points: 10G Gold Coin
    Ten Frames
      100 Points: Pudding  200 points: Staminan Royale  300 Points:  100-Pound
      Personalized Bowling Ball
    Play Against the House
    Beginner:  Karaage Bentou
    Intermediate:  Asian Digital Watch
    Advanced:  French Muffler
    In addition, you can take on special challenges.  Talk to the manager (he's to
    the right of the girl you sign in at) and undertake the challenges of his
    Christmas advertising campaign.  Sometimes, it's just to get a turkey.  That's
    the easier one.  Sometimes, it's a 50-50 split (which is horrible; the two pins
    that make up the back "corners" of the "triangle" are left standing).
      Anyway, after you win, he'll tell you to talk to the santa girl near Alps.  Go
    there to collect your prize--some kind of bowling ball weapon.
      This skill game appears in one of the easier skill-game-based side missions.
    After you beat the guy, you literally beat him--an easy task considering it's a
    brawling game.  Compared to Albatross Akagi and the American baseball player,
    this guy's a walk in the park, too.  The only missions easier than this involve
    the YF6 game.
    THE DRIVING RANGE (Yokobori Driving Range)
    This is a fairly rough game, just like in reality.  The basic idea of golf is
    obviously to get the ball into the hole.  Well, here, there are holes you can
    try to get the ball into, but it's very, very hard.  Actually, you should
    focus, rather, on hitting the 100-point targets in the back of the range.  You
    get ten swings, and the game stops giving out bonuses at 1000, so you'd think
    if you could just hit half into holes you'd get the highest prize, but, well,
    it's almost a fluke to get them into the holes.
      Talk to the man at the desk to choose a course and swing away.  First, choose
    what angle you'll turn towards with the D-Pad or analog stick.  When you're
    ready, hit Circle.  When you hit Circle, you'll bring up a circular meter.  The
    first thing you have to do is hit Circle while the pointer moves across the
    larger area, to choose the power of your hit (and, thereby, the arc).  The high-
    er on the meter your choice, the harder, farther, and higher you'll hit it.
    Don't let it sink back down to the first, smaller part of the meter, or you'll
    just stumble and miss.
      After you choose your power, as the pointer moves back down into the white
    area, choose your angle.  Don't let it go all the way to the right or you'll
    miss.  If you choose a spot on the meter to the left of the line in the center
    of the white area, you'll make the ball go off to the right, and if you choose
    one to the right, it'll go off to the left.
      When you get 100% power and 0% variance in angle, Kiryuu grunts like he did
    some powerful attack, and if it hits a target, you'll see the words "Nice Shot"
    appear on the screen.  That's nice, but it doesn't get you any more points.
      When you choose your angle, make sure you pay attention to which way the
    wind's blowing.  You'll see an arrow pointing either way and a number to show
    you how intense it is.
      Once you find a good way to hit the ball, just keep trying to time your button
    presses to get it to keep hitting the 100-point target.
      In the "Spaceman" course (the one you have to play to get the club from Aka-
    gi), and in the "Professional" one, the targets are moving.  Because, you know,
    that happens ever in golf.  To beat this mode, if the wind is going 22 or high-
    er, you will want to move your aim as far to the left or right as possible
    (opposite the wind).  If it's under, I have good luck with it at +/- 18.5 (the
    maximum you get from moving your aim is 20).  If the wind blows from the right,
    wait for the 100 target to get to the top of the rotation (12 o'clock) and
    start your swing.  Try for 100% power and hitting the ball perfectly in the
    center.  If it's blowing from the left, wait for the 100 target to get to the
    lower right-hand side at a 45 degree angle from the "X" and "Y" axes (there are
    support bars that make kind-of a cross shape right at that spot), and go for
    100% power and hitting right on the mark.  Even still, you'll most likely need
    to try this a bunch of times.
      So, you'll have to also time your attack when trying this side mission to get
    the ball to hit the target.  You'll probably have to play this one a *lot* to
    get it (unless you're lucky).  I usually recommend hitting the ball with 100%
    power and 0% variance just to see where it lands, then trying to time the swing
    so that the ball hits the 100-point target right there.  It's really difficult,
    but once you get a timing, power, and angle down, you can just repeat the same
    swing 8 times to get the club.
      For the "Hole In One," I mean...that's trial and error.  It's probably easiest
    to do on the beginner's course.
      Here's a list of prizes:
    Course        600 Points         800 Points         1000 Points
    Beginner      Tissue             Salmon Onigiri     Staminan X
    Intermediate  Milk               Tauliner           Toughness ZZ
    Advanced      Special Yakisoba   Tauliner+          Staminan Royale
    Professional  Makunouchi Bentou  Tumeric Tablets    French Muffler
    Spaceman      Staminan X         Toughness Emperor  Caviar-Skin Bag
    YF6 (Club Sega locations)
    YF6 is obviously supposed to make you think of the Virtua Fighter series (VF),
    produced by AM2.  YF6 is produced by MA2.  However, it's not like Virtua Fight-
    er, really; it's more like a first-person-view Star Gladiator.
      The basic gist is that you have to kill the other guy before he kills you in
    a head-to-head competition with plasma swords and a laser blaster.  Your attack
    string is actually the same as Kiryuu's attacks when he has a Sword-type weapon
    equipped.  The commands are fairly simple:  Square to attack (which you can hit
    three times for said string), Triangle to dash forward and then do the "heavy
    attack" Sword-type weapons have, X + any direction to dash in that direction, L1
    to guard, and Circle to fire the blaster.  The blaster's shot takes a consider-
    able amount of time, but it's unblockable and knocks the opponent down.
      Make sure to keep the guy in your sight, but don't panic when he sidestesps
    off in a direction.  You'll automatically look right towards him again with
    directional input on the left analog stick.
      Once a guy is knocked down, unless he rolls to one side or the other, you can
    usually time a blaster shot so he'll have to get hit as he stands up.
      If they use their blaster, or if they try for the heavy attack or third hit of
    their combo, try and get around 'em and hit them from the side.  Note that they
    have a 360 degree guard, though (you don't) and won't get hit by the entire
    combo usually.
      This game is actually pretty darned easy.  Once you've tried it a little,
    you'll already be a master, I should think.  Play the Tournament Mode and win
    the 5 battles there to get an addition to your Heat Gauge.  Also, note that this
    shows up in some side missions, including one of the cabaret club girls' dates.
    UFO CATCHER MACHINE (Club Sega locations)
    This is pretty much the same as it was in the first game.  For those who have
    never seen one of these (you apparently exist; I've had a considerable amount of
    mail about them from the first game), there's a big bin of prizes.  You move a
    claw around and try to get it to pick one up and drop it into the vent so you
    can retrieve it.  There's only one button.  Press and hold it first to make it
    move to the right, then release when it's in the desired spot.  Press and hold
    it again to make it go away from you, into the machine, and then release.  Then,
    the claw drops down, catches (or fails to catch) an item, picks it up, and re-
      You should try to aim for the object's center of gravity.  Try to get it right
    at the middle of the part that's resting; don't aim for the part that's sticking
    up.  It should be fairly obvious how to grab something.  For items really close
    to the glass, just lightly tap the button the second time.  To change your view,
    move the analog stick.  You can get a closer view by pressing up on the stick.
      Here's a list of the toys you can retrieve (hooray):
    Robot Manager (Robo Buchou)
    Robot District Manager (Robo Kachou)
    Robot President (Robo Shachou)
    Li'l Bear (Chiikuma):  Grey, Brown, Pink, Blue, and Giant
    Li'l Cat (Chiineko):  Tiger, Calico, American Shorthair
    Peep (Piyochan):  Sky-Blue Peep, Pink Peep, Ultra-Black Peep, Super-Giant Peep
    MASSAGE (Love In Heart)
    This mini-game is extremely easy.  In the last game, all you could get from it
    was the little video clip of the girl looking all "sexy."  It's the same this
    time, except that if you go through this once, you'll temper your Heat Gauge
    some, so it's actually worth it to go and do this one time.
      The basic idea is simple.  A sexy girl massages Kiryuu, and it's supposed to
    be quite an erotic experience.  So, you have to...you know, hold out a little.
    There's a meter on the left of the screen.  Your job is to keep the heart from
    reaching one end of the meter or the other.  It'll randomly start to move in one
    direction or the other, and you should make it move back to keep it from flying
    off.  Do so by pressing the Circle button to raise it and the X button to lower
    it.  If you fail, you'll get a picture of a baby (presumably in reference to...
    something that creates babies), and if you succeed, you'll get a field of flow-
    ers (in reference to a woman's rose blooming, so to speak?).
    SLOT MACHINES (Volcanic Volcano, Sunrise)
    I really can't give too much advise; this is a pure chance thing.  You have to
    buy tokens ("medals") and bet that you'll get certain combinations listed on
    the machine.  It's really self-explanatory, but the odds are definitely not
    stacked in your favor.
      Here's a list of what you get when you cash your tokens in:
    Staminan X                 50 medals
    Tauliner                   25
    Caviar-Skin Bag          7500
    Italian Woman's Watch    6000
    Lacquer Plate              50
    Silver Plate              500
    Gold Plate               5000
    In Japan, gambling is illegal, so you play at patchinko houses for these little,
    metal balls, and go to buy prizes.  Of course, to get around the gambling laws,
    many places have a shop next door that buy back the prizes (just a way to get
    around the whole "gambling for money" thing).  In this game, you'll have to take
    them to the Ebisuya Pawn Shops to sell them.
    CHOUHAN (Dragon Palace, 2nd floor)
    "Chouhan" means "even/odd" in Japanese.  The idea is simple:  a guy rolls two
    dice and you gotta pick if it's gonna be an even or odd number.
      There's really not much else to say there, except place your bet for either
    even or odd!  Here's a list of what you get:
    Crowbar                   18 points
    Stungun                  170
    Dragon Plate              30
    Marble Plate              50
    Tortoise-Shell Plate     500
    Gold Plate              1000
    Miyamoto Musashi Dosu    680
    Mifune Kodachi           650
    Mail-Order Magic Sword   880
    Shikoku Tree Bokutou      75
    Magic Sword Mugetsu      980
    Sakaki Bokutou          3800
    Manly Sarashi            150
    Oni Sarashi              380
    Sakaki Breastplate    150000
    This is a fairly "safe" and easy game to play, if you wanna go gamble.  You and
    the dealer get two cards to start off with.  You'll get to see one of the deal-
    er's cards.  After betting, you can look at your hand and ask to receive more
    cards ("hit") or to just stand with what you've got.  You're aiming to get near
    21.  Face cards count as 10, number cards count as their number, and aces count
    either as an 11 when the other cards total 10 or less and 1 otherwise.
      The dealer will then take his turn.  He'll stand at 17 and must draw up to
    that amount.  So, if he has up to 16, he'll still have to draw another card,
    even though anything over a 5 will bust him.
      He can also get a blackjack, too, though.  A blackjack is a 21 right off the
    bat (an ace + a 10 or a face card).  If he does, you lose.  But, when he has an
    ace showing on his first deal, he'll ask if you want to take "insurance."
    That's a seperate bet you can make that he has a blackjack.  After he asks you
    if you want insurance or not, he'll reveal whether or not he had a blackjack,
    because if he does, it ends the game right there.
      There are other rules such as when you can "double down" and start two differ-
    ent plays at once, but it's not too common and not really worth talking about
    too much.
      The "BJ Charm" item, won in certain tournaments in the Arena, will help you
    get blackjack more often for the first few deals at a visit.
    The premise is simple, again.  There's a wheel turning and a ball running along
    its edge.  When the timer runs out and no more bets may be placed, the ball is
    released, letting it fall into one of the slots along the wheel's edge.  Each
    slot is numbered and has either a black or a red color.
      You can bet on the specific numbers, bet inbetween them for a lower payoff
    that it hits one of the numbers your chip rests on, bet that it lands in a
    certain range of numbers, or bet that it's a certain color.  Obviously, picking
    the exact number has the biggest payoff.
      There's a way to double your money here, but I don't usually do it because it
    involves you obtaining a lot of gold plates and selling them at the pawn shop,
    which is just too much of a hassle for me.  You do need money more in this game
    than in the last, but it still throws it at you like mad, especially if you get
    the money from the safe in the "agent of vengeance" missions.
      Here's the deal:  the black and red jewels, once used, will make the next spin
    land on either a black or red number (respectively, of course).  Winning by
    guessing the exact number pays off 36 times, and there are 18 of each color.
    So, use the gem, then play roulette, and place 1/18th of your money on each
    number of that color.  If your number of chips wasn't evenly divisible by 18,
    just round down and then put the remainder on either black or red (depending on
    which jewel you used).  Choosing the right color pays back 2 to 1, but there is
    a maximum bet, so if you're going for a big number, you'll need to do it the
    way I described.
      Here's an example.  You get 100,000 chips.  Use the red jewel and talk to the
    roulette spinner to start the game.  100,000 / 18 = 5,555.555555....  So, place
    5,555 on each of the red numbers.  5,555 x 18 = 99,990.  So, you should have 10
    chips left over.  Bet them on red.
      Of course, 17 of the numbers will lose, but one of them will pay off, 36 to 1,
    giving you 199,980 chips.  The "red" bet will also pay off, giving you 20.  So,
    you've doubled your chips to 200,000.
      That's all well and good if you want a sure-fired way, but I should note that
    using a Red or Black Gem is the way to go if you want a LOT of cash.  It re-
    quires patience, tho'.
      Basically, you have a better chance as it has to strike either a black or red
    number.  Go buy some chips and place the max bet on a number, use either a red
    or black gem, and bet accordingly on either a red or black number and cross
    your fingers.  You have a 1 in 18 chance per number you bet on--which is a lot
    better than the usual 1 in 38 chance (you can also bet without a gem, but you'll
    have to try many more times, most likely).  I'd recommend spending like 300,000
    or 600,000 and cutting your odds to 1 in 6 or 1 in 3.  If it fails, just quit
    and reload, try again.  The winnings will be 36,000 chips or 3,600,000 yen, so
    it's worth it!  Except that you have to redeem for a lot of gold plates and go
    back and forth to either an items box or a save point to store 'em, then go sell
    the lot at the pawn shop.  If you're playing the original version, it's probably
    best to save this for when you get access to the Underground Pleasure Quarters
    at the Sai no Kawara area, since an Items Box is right across from you in the
    Underground Arena.  If you're playing the HD Remake, you can use the Save Point
    near the batting cages.
      If you're vigilant with selling things thrust in your hands from Coin Lockers,
    fights, and missions, and you do the "Vengeance Proxy" missions, you will
    probably still need to do this at least once to afford the final cabaret club
    girl if you want to get everything in the first playthrough.
    This game is pretty weird.  It's similar to blackjack.  A player's hand is
    dealt and then the banker's hand, and they try to get a higher play.  Face cards
    are worth zero except for the ace, which is worth one.  Tens are also worth
      Why?  Because the object is to get as close to "9" as possible by adding the
    values of the dealt cards.  Any time the total goes over 9, it goes back to 0;
    so, a 5 and a 6 would make a 1 (subtract 10 from any total over 9).
      Sounds pretty easy, huh?  Well, here's the twist:  you don't actually play
    either the player or the banker in this game.  In fact, they don't exist.  The
    dealer just follows certain rules as to how the two are supposed to react to
    different situations, and you place a bet on who would win.
      It sounds a little confusing, but once you try it a little, you'll get the
      Using the "Player" or "Banker" Chess Pieces will make either the Player or
    Banker win the next hand.
    This is very similar to chess.  It has similar roots--both games have origins
    in India.  The rules are different, the pieces have different moves and can be
    turned into different pieces at different places, and it's all very good and
    complicated.  So, I'm not going to go 100% into it here.  I'm sorry to admit
    that I actually am no good at this game.  I used to have confidence in my chess
    abilities, but my friend, a one-time champion from Latvia, drove that out of me.
      Basically, you're trying to go after the "king" piece.  Your main objective is
    to take that piece.  Unlike chess, you don't just end the game at checkmate
    (where the king has no escape); you have to go one more move and actually claim
    the piece.
      I'm bad at shogi, so here's what I do:  I cheat.  Big time.
      Basically, I play the computer against an AI of a shogi program.  There is a
    fine free one online you can Google called "Shogidokoro."  I use the Laramie
    engines.  Just search for "shogidokoro laramie" and you should find the free
    downloads at a few spots.
      Set it up so you're the "sente" (side that goes first) and the AI is the
    "gote" (side that goes second).  When you start the match in Ryuuga gotoku 2,
    the game will decide whether or not you or the computer goes first.  If you get
    "sente," make a move, go into the menu of the shogi game on your computer, and
    edit positions so the computer starts with something like a pawn moved forward,
    and move that pawn forward as your first move in Ryuuga gotoku 2.  If you get
    "gote," then just start the game normally and move the way the computer does at
    first.  Either way, you'll basically want to do what the Ryuuga gotoku computer
    does as your moves in your computer shogi program, and then do what the computer
    AI in your shogi program does as your move in Ryuuga gotoku 2.  It's not 100%,
    for sure, but it helps a lot if you don't "get" shogi.
      Shogidokoro has the ability to flip the board if you want to see things the
    way they are on your TV.  I'd recommend doing so.
      Anyway, you get ranked in shogi in this game.  As you defeat opponents and
    rise in ranks, you will get different rewards as follows:
        10-kyuu  Pocket Tissue
         9-kyuu  Melon Poundcake
         8-kyuu  Milk
         7-kyuu  Tuna Onigiri
         6-kyuu  Tonkatsu Sandwich
         5-kyuu  Special Yakisoba
         4-kyuu  Tauliner
         3-kyuu  Toughness Z
         2-kyuu  Staminan X
         1-kyuu  Teapot
        1st dan  Japanese Sake
        2nd dan  Turmeric Tablets
        3rd dan  Wrecking Hammer
        4th dan  Asian Digital Watch
        5th dan  Crowbar
        6th dan  Lacquer Plate
        7th dan  Toughness ZZ
        8th dan  Staminan XX
        9th dan  Sobering Up Tablets
       10th dan  Staminan Royale
     Shogi Lord  Japanese Diver's Watch
    Mahjong is actually a very addictive game.  Anyone who read my past FAQs knows
    I didn't really play it so much in those days, but I have to admit that I've
    quickly reached the point where I find myself daydreaming about strategies and
    wanting to just play this mini-game over and over.
      Here's the basic premise:  you have 14 tiles.  Your object is to make "melds"
    (called "mianzi" in Mandarin, which is approximated by "mentsu" in Japanese).
    These melds are either threes-of-a-kind (called "kezi" in Mandarin, approximated
    by "koutsu" in Japanese), sequentials in the same suit for suits with numbers
    on them (called "shunzi" in Mandarin, approximated by "shuntsu" in Japanese),
    or fours-of-a-kind (called "gangzi" in Mandarin, approximated by "kantsu" in
    Japanese).  Anyway, you build four of those and then have a pair of the same
    tile for the last 2, called a "qietao" in Mandarin or "jantou" in Japanese
      Have I confused you with jargon?  That's very common.  Here's a better way of
    describing it for those who get a little bewildered at the prospect of learning
    a whole mess of Chinese and Japanese terms just to play this game:  try and
    make 4 sets of either the same tile or of sequential ones of the same suit and
    a pair.
      There are basically five "suits" of tyles in Japanese mahjong.  The first are
    the tiles with two Chinese characters on them: a number in black and then the
    character for "myriads" or "10,000" in red beneath it.  These go from 1 to 9.
    The next are bamboo sticks.  These look like green and red tally marks.  The
    weird one that looks like an "M" over a "W" is 8.  Next come the cut pieces of
    bamboo.  These are just black and red circle, so people often call them other
    things like "wheels."  There are 9 of those, too.
      The last two are not sequential.  These are the "face" tiles.  There is a set
    of wind tiles, each with a direction on them, and a set called the "three
    rankings."  These were so named because of the Imperial Examination system in
    old China, which pretty much determined if you were fit for civil service or
    not.  There's a blank, white tile, a green tile with the word "dispatch; emit,"
    and with the red word "middle; center; target."  These are called "dragon tiles"
    in English.
      It's not necessary to remember things like the Chinese character for 10,000,
    or the different dragon tiles (since their color distinguishes them).  But, it
    is necessary to know the characters for 1 through 9, I'm afraid.  You'll also
    need to know the four directions.  Finally, in order to play this well, you'll
    need to know some of the Japanese katakana syllabary--but only a few characters.
    You need to recognize the difference between "pon," "chi-," "kan," "ron," and
    "tsume" in katakana.  It's not terribly difficult to remember those 8 charac-
    ters, or the 9 for the numbers and four directions--that's only 21 characters.
    But, I do have to warn you that this modern era of HD might make it hard to
    distinguish them from time to time.
      Each round, each player sets one tile down from their hand and is dealt
    another in its place.  In addition, players can grab the last tile discarded by
    another player to use to build their own hand.  The first one who gets a play-
    able hand (called a "mahjong" in English terminology, but called "agari" in
    Japanese) is the winner.  If nobody completes a hand, then the tiles are tallied
    up to determine the winner.
      Each player starts with 25,000 points.  There are two ways to win; to either
    naturally get the winning tile from the "mountain" of tiles (called "tsumo" in
    Japan, after an approximation of the Mandarin pronounciation, "zimo"), or to
    take it from another player's discard, called "ron" in Japanese, which is
    apparently supposed to be the Mandarin word "rong," though I don't see any
    reference to that being what the Chinese call it. There seem to be three
    different Chinese names for it, depending on the place, all meaning something
    like "a thrown spear" or a "fired shot."
      Anyway, a player who wins by natural dealing (tsumo) gets their winnings from
    everyone at the table.  One who gets a ron, however, draws their prize from the
    player whose discarded piece they took.  The amount given and taken depends on
    various bonuses (I'll touch on those in a bit).  After the game has cycled
    through all four players being the one to start, the points are totalled and
    the one in the lead gets a bonus, the one under him gets to keep his points,
    and the other two are penalized.
      Here is a list of items you can get in exchange for points in Luk Laan Jong
    and Riichi Heights:
        Cookie Assortment         2,250 points
        French Muffler            7,500
        Fine Italian Necklace    35,000
        Lacquer Plate             1,000
        Silver Plate             10,000
        Gold Plate              100,000
      As for the bonuses, there are certain ways to get them.  For instance, you are
    assigned a wind direction (it's displayed next to your name) that cycles around
    the table for each hand.  If you use a three- or four-of-a-kind with that tile,
    you get bonuses.  You get bonuses for special hands that are all described in
    the actual game itself from when you hit Triangle to bring up the rules.
      You also get bonuses for two features unique to Japanese rules of mahjong:
    dora and riichi.
      Dora might come from the word "dragon" that English speakers assigned to the
    three-rankings tiles.  You'll notice there's a bunch of tiles in the center of
    the screen.  One tile is turned over at the left.  This indicates a bonus tile
    that will add one bonus multiplier to a winning hand.  The thing is, the next
    tile in question is sequentially the one right after that tile (so that there
    can still be four of them in play).  That's fine for numbered suits, but for
    the winds?  They go clockwise, from east to south to west to north.  For the
    three rankings?  It goes white to "emit" to "middle," or white to green to red,
    technically, but it's easier to remember them as green to red to white because
    that's alphabetical.
      The other great way to get bonuses in Japanese mahjong is "riichi."  In order
    to explain that, I'll need to go back to the idea that you can take tiles from
    other players and use those to make melds.
      When another player has a tile you can use, the game will automatically prompt
    you, asking if you want to do it.  You can refuse with X button or accept with
    the Circle.  If you make a kezi (koutsu, 3-of-a-kind) out of them, it's called
    "peng" in Mandarin, approximated by "pon" in Japanese.  It's called "pung" in
    English.  When you can make a shunzi (shuntsu, sequential) out of them, it's
    called a "chi" ("chii" in Japanese approximation, "chow" in English).  A gangzi
    is still a gangzi and called "kan" in Japanese ("kong" in English).  You take
    the tile from the player, call it, and place the meld down, face up, for all
    to see what you did.
      That process is called "fulou" in Mandarin, "fuuro" by Japanese approximation.
    It basically means you're exposing part of your hand.  That's why it's also
    sometimes called "exposing" in Japanese (they also call it "calling" because
    you have to call out the meld, or "eating" because you take the piece from the
    other player's pile).  The thing is, when your meld is exposed, there's not
    too much you can do to it after that, so it's benefitial to refrain.
      A player who hasn't made an exposed hands is said to be "menqianqing" in
    Mandarin.  That's "menzenchin" in Japanese approximation, but more commonly just
    "menzen," and it means they're in front of the door, not yet revealing them-
    selves.  For that reason, it's best just to call it by English terminology and
    say they're playing a "covered" hand.
      It's important to know that because certain hands cannot be built if a player
    has exposed melds.  For instance, no player with chi (exposed sequentials) that
    have 1's or 9's may make a hand.  They'll just have to hope nobody makes a
    hand and they have a lot of points in the end when people tally up the tiles.
      The other thing about menzen is that you must be menzen to call a "riichi."
    If a player has a covered hand and only needs one more tile to win, in Japanese
    mahjong, they can call "riichi," which is a promise to discard any tiles but
    the one that completes that hand they have at that time.  No more fussing
    around, trying to change to a better hand.  This is actually great because if
    you can call riichi and win, you'll get more points in the end.  So, players
    must forfeit 1,000 points to call it.  If you have all but one tile, and you're
    playing a covered hand, you can call riichi by hitting the Square button and
    calling up the "action menu."  The game will ask you which tile you want to
    discard for that round and everything will go into auto-pilot from there.  In
    the upper, right-hand corner of the screen, the necessary tiles will be dis-
    played--as well as how many there are in the other players' hands or in the
    "deck."  You can use that to see which tile to discard, because some might have
    more tiles floating around out there, which would give you a better chance of
      If you're going for the completion list requirement of 50,000 points in one
    game of mahjong, you'll probably need to rely on riichi.  The requirement is for
    points *before* the bonus/penalty at the end of the game for being in 1st, 2nd,
    3rd, or 4th place.  It also doesn't take into account the points you gave away
    for riichi.  I finished with 49,500 and still completed mahjong because I had
    spent 2,000 points on riichi calls, so it calculated my winnings in the complet-
    ion list as 51,500.
      So here's how it all looks in-game.  The other dudes go.  It's your turn.
    You choose a tile and hit Circle to discard it.  When the other dudes go again,
    they sometimes will put down a tile you can use and you'll be prompted to make
    peng or chi or gang out of them.  If they put down the one that lets you make a
    hand, it'll prompt you to "ron."  If you naturally get the one that lets you
    make a hand, it'll prompt you with "tsumo."  Meanwhile, if you can call "riichi"
    on your hand, hit Square and the option will be available.  If you're in doubt,
    just hit Square because it just won't do anything if you can't call "riichi."
      Then, someone wins or you run out of tiles.  It's that simple...though it's
    also confusing until you get the hang of it.  On the Ryuu ga Gotoku 2 / Yakuza 2
    board at GameFAQs, and also at the board for Ryuu ga Gotoku Kenzan, barticle
    has a wonderful guide up for mahjong in those games.
    5f.  Underground Arena
    In case you didn't notice, there's an arena downstairs in the Sai no Kawara
    area (the place that's now the construction site for Kamuro Heights).  Talk to
    the man inside and you can enter tournaments there.  You can't equip anything
    (except the weapons they offer in the "Ronin GP"--aka "Nobushi GP") and you
    can't use items.  Other than that, it's just you versus one other guy, one-on-
    one, in 8-man, 3-round exhibitions.
      Other rules vary from tournament to tournament, but you do get money and ex-
    perience for winning, even if you've already won before.  The amount will be
    lowered if you're doing it over, though.
      You'll also get an item.  Each tournament has a few different items you can
    win as a prize, and the game will randomly dispense one of them when you win.
    Most are fairly useless, but some are pretty good such as the Dragon Fang Need-
    le.  Also, the Champion Ring is available in a couple of tournaments and it
    sells for a really great price!
      There are 51 different enemies you can face here, each entering different
    tournaments.  Once you've defeated all 51, you'll be able to get the Just Drag-
    on Tonfa item when you beat the game, of course.  What's more, if you're after
    the Amon family and the Heat Action you get for defeating Amon Joh, you'll need
    to complete the "Komaki Training" missions, which will only be completed once
    you defeat Komaki in the Arena *after* defeating everyone else.  Yes, that means
    that you'll most likely need to defeat Komaki more than once here.
      Not all tournaments are available from the get-go.  There are requirements to
    unlocking the others, but you'll also need to be at certain chapters in the
    game's story to unlock them, too.  I don't know the exact chapter requirements
    for most of them, so if you do everything it says to do, but the tournament
    doesn't show up, just come back later in the game.
      That should be alright, anyway; you probably don't want to face many of these
    enemies without a fully powered-up Kiryuu.  You especially would like to get the
    Toraotoshi reversal first.  Since this is a one-on-one fight, you'll have much
    more of a chance to use something like that without getting surrounded and both-
    ered by other foes.
      In fact, I'd really suggest using that move!  Almost all characters in the
    Arena eat the reversals like mad.  In fact, many of you may remember fighting
    Komaki in the previous game.  He was unpredictable and obnoxious, and I still
    lose to him often.
      This time?  He's easy.  He does Kiryuu's attacks now, and all you have to do
    to defeat him is to stay at a reasonable distance so he won't throw you, stay
    locked on, block his strings, and then when he pauses to throw out a heavy
    attack, reverse it with Triangle.
    Here, first of all, is a list of the tournaments:
    Maximum Grand Prix (win "Magnum," "Hyper," "Special," "Scorpion," and "Ronin"
       5 times each, Ch.15 on)
      Bloodied Sarashi, Acala Potion, Champion Ring, Komaki Family Heirloom Har-
      quebus, Named Sword Oninokiba, Dragon Fang Needle, Toughness Infinity
      Basically just a very hard set of entrants.
    Magnum Force Grand Prix (win "Hyper Grand Prix" three times, Ch.14 on)
      Tauliner Maximum, Acala Potion, Staminan Spark, Toughness Emperor, Black
      Jewel, Champion Ring
      Basically just a hard set of entrants.
    Hyper Grand Prix (win all previous tournaments once, Ch.14 on)
      Toughness Infinity, Acala Potion, Fighting Sarashi, Champion Ring,
      Tourmaline Bracelet
      Basically just a hard set of entrants.
    Special Grand Prix (win "Ronin" 3 times, Ch.13 on)
      Sarashi, Yakuza Muscle Trainer, Black Jewel, Bloodied Sarashi, BJ Charm,
      Insulation Suit
    Scorpion Grand Prix (win all earlier tournaments once each, Ch.12 on)
      Staminan Royale, Bat, BJ Charm, Lau Family Cheng Lung Dou
      Pursuits and throws are not allowed.
    Ronin Grand Prix (Japanese name:  "Nobushi GP") (win Rusty Nail, Bare Knuckles
       twice each, Ch.10 on)
      Toughness ZZ, Twin Dragon Taiko Drumsticks, Captain's Bat, Bat, Chinese
      Butcher's Knife
      You have to be armed.  First choice is a sword, then a knife (dosu), then a
      brass knuckles, and then a staff.  It's very easy with a sword and staff--
      provided you've learned the Master White Lotus staff techniques.  Just stay
      away and hit T.  With the sword, just wait to get in two S's and then pause
      and hit T to get your Heat Move in.  Majima may only first appear when you
      use the brass knuckles.
    Beast Survivor's Match (Chapter 13 on)
      Dragon Tooth Needle, Calm Glove, Red Jewel
      Just three big cats in a row.
    Rusty Nail Grand Prix (win "Burning Grand Prix" 3 times, Ch.9 on)
      Iron Breastplate, Manly Sarashi, French Muffler
      Environmental hazard--barbed wire on the walls.  Hitting an opponent into the
      wall or standing too close will cause damage and reaction.  Special Environ-
      ment Heat Action.
    Burning Grand Prix (win "Lightning Grand Prix" 3 times, Ch.8 on)
      Brass Knuckles, Hercules Gloves, Calm Glove, Yakuza Muscle Trainer
      Fire is all around the ege of the arena.  Standing in it causes the character
      damage and makes them fall, on fire.  Special Environment Heat Action.  I
      hate this one because you can't get too close to the fire, but the computer
      AI likes to roll into it over and over as they get up, so you end up just
      watching them roll around in agony a lot while they take barely any damage.
    Lightning Grand Prix (available at the start)
      Toughness Z, Fighting Sarashi, Manly Sarashi, Sarashi, Collapsible Stick,
      Player Chess Piece
      Environmental hazard--walls are electrified.  Anyone who touches them or is
      hit into them takes damage and stands, stunned, before collapsing.  Special
      Environment Heat Action.
    Bare Knuckle Grand Prix (available at the start)
      Fighting Sarashi, Toughness Z, Staminan Royale, Staminan X, Champion Ring,
      Ogre Knuckles, Black Jewel
      Only punches are allowed.  No pursuits, either.  Really boring as you can't
      even do Unbeatable Reversals--so, no Heat Moves.
    Street Fight Grand Prix (available at the start)
      Yakuza Muscle Trainer, Bat, Kanabou, Ogre Knuckles, Black Jewel
      There are stage items littering the ground.  If you hit the opponent with
      something like an Uppercut or Slam Blow near the boxes stacked in the middle,
      they'll fall about.  This one has Devil Tsuji--perhaps the hardest foe in the
    Exhibition Tournament (available at the start)
      Sarashi, Iron Breastplate, Hammer, Modified Lighter, Toughness Z, Hercules
      Glove, Gauntlet, or Banker Chess Piece
      Nothing special about this tournament.
    Here is a list of the fifty-one combatants.  Getting them to show up can be a
    pain.  Some are just rare, but others you will need to do certain things to
    get.  Note that some need to appear in a certain tournament first, though they
    can be fought in other tournaments once you've already defeated them once.
    Many of them need you to do something like defeat Majima first--and he only
    seems to appear once you've completed all missions essential to fight the hid-
    den bosses (no shogi, mahjong, or blackjack missions).
            A1  A2  A3  A4  A5  A6  A7  A8  A9
            B1  B2  B3  B4  B5  B6  B7  B8  B9
            C1  C2  C3  C4  C5  C6  C7  C8  C9
            D1  D2  D3  D4  D5  D6  D7  D8  D9
            E1  E2  E3  E4  E5  E6  E7  E8  E9
            F1  F2  F3  F4  F5  F6
        "The Emperor of Brawling"
      Appears in:  Maximum
      Obtain all Heat Actions and Disciplines except for "Extreme Extremeness" and
      "Brawling God Discipline."  Note that it means you will have to also defeat
      Komaki Soutarou.
       Fights like Kiryuu minus Heat Moves.
      To defeat him, stay a little bit away so he doesn't grab you, and let him
      go into a Rush Combo.  Guard and do a T reversal or O reversal when there is
      the slight delay for him to go into a Combo Finish.
        "Living National Treasure of Martial Arts"
      Appears in:  Maximum
      Defeat opponents 3-51.
       Fights like Kiryuu minus Heat Moves.
      To defeat him, stay a little bit away so he doesn't grab you, and let him
      go into a Rush Combo.  Guard and do a T reversal or O reversal when there is
      the slight delay for him to go into a Combo Finish.
        "Blood-Stained Beast King"
      Appears in:  Maximum, Beast
      Type:  BIG CAT
        "The Weapon Master"
      Appears in:  Ronin
      Clear the "Weapons Video Merchant" side mission first.
      - Extreme Sidestep
       Almost no cool-down or wind-up, so he can do several of them in a row.
      - Slow Triple Kali Attacks
       Very slow recovery.  Guard and punish him.
      - Kali Fury
       Long wind-up, active, and cool-down.  Invulnerable.  Knockdown.
      - Kali Combo
       Very long recovery period.  Guard and punish him.
      - Kali Uppercut, Uppercut, Kali Dance
       A long combo with a long recovery period.
      - Lunge, Twin Spinning Kicks, Kali Slash, Fiery Straight Punch
       Last attack has long cool-down and is a knockdown.  Evade the fourth attack
       to your left when facing him, if possible.  Whiff your first hit and land
       the second to stagger him and try to follow-up.
      - Back Kick
       Uses this when you're behind him.  Watch out as he sometimes cancels his
       long attack string with this if you get behind him.
      - Sweep
       Knockdown.  Unblockable (low).
      - PARRY:  Kali Fury
       Unblockable.  Long cool-down.
      Get-up preference:  Sweep
      He's like Majima + Hayashi.  You can easily guard his attacks and gain Heat,
      then hit him with a Triangle during the opening as he otherwise is apt to
      dash around like a lunatic.  Don't stay close; he'll sweep you.  Look for the
      "ding" sound before his unblockable, invulnerable parry, and just wait it
      out.  Time a hit for its very end if you wish.
        "The Crimson Killer"
      Appears in:  Beast
      Type:  BIG CAT
        "Iron Man of Reversals"
      Appears in:  Maximum, Magnum, Special
      Type:  JUJUTSU
      Bait him into getting into Reversal Stance with light attacks, then grapple
        "The Man Who Sends Demons to their Graves"
      Appears in:  Magnum
      Start "The Martial Arts Youth" mission first.
      Type:  JUJUTSU
      Bait him into getting into Reversal Stance with light attacks, then grapple
    A8.  MR. YOH
        "Fighting Action Master"
      Appears in:  Special, Scorpion
      Complete "Master White Lotus's Request 3" first.  Seems to only appear in
      Scorpion once he has been defeated in Special.
      Type:  KUNG FU
      He has two extra combos besides normal kung fu types.  I suppose he's meant
      to represent Master White Lotus, minus the energy palm?
      Once discipline unlocked, at full Heat Meter, can easy be defeated by repeat-
      ed Body Blows or just S x 3.
        "Tyrant of Kick Attacks"
      Appears in:  Maximum, Magnum, Hyper, Special, Scorpion
      Type:  TAGWEONDO
      "Special" Heavy; won't be fazed easily even at Pow.2.  His sidestep is pretty
      lame, so if you delay the Combo Finish long enough, he may do it too late or
      even try jogging instead and get hit.  Hammer Hook works very well for this.
        "The Angered Giant"
      Appears in:  Magnum, Rusty Nail
      Clear side mission "The Wrestler Drinks the World" first.
      Type:  PRO WRESTLER
      Easily falls for stagger -> hold combo trickery.  He has a huge life bar, is
      a "Special" Heavy class (meaning, even at full Heat, he won't get staggered
      by attacks too easily)--but he also guards way too much.  Use this to hit him
      with a Slam Blow or Hammer Hook to break his guard, then grab him.  Since his
      bar is so huge, I recommend using the Extreme Environment Attack on him.
        "The Pound-For-Pound of Underground Fighting"
      Appears in:  Maximum, Hyper, Bare Knuckle
      Type:  BOXER
        "The Beast Among Beasts"
      Appears in:  Street
      Rare.  Possibly appears after Majima is defeated in Arena?
      You may need to knock opponents into the stacked boxes in the Street tour-
      nament a set number of times (7-10?) before he appears.
      - Extreme Sidestep
       Almost no cool-down or wind-up, so he can do several of them in a row.
      - Tonfa Thrust
       Almost no wind-up, very little cool-down.  Collapse.
      - Side Kick
      - Tonfa Swipe, Tonfa Swipe, High Kick
       Last hit is a knockdown.
      - Jumping Kick
       Prefers this at a distance.
      - Sweep
       Knockdown.  Unblockable (low).
      Get-up preference:  Sweep
      If Kamiyama is basically Majima with kali sticks instead of a knife, this guy
      is basically Majima with a tonfa.  The trouble is, the tonfa's T attack is
      very fast and collapses.  Lacking the long combo Majima and Kamiyama have, it
      can be difficult to respond to this guy because there aren't many punishment
      opportunities as he dashes all over the place.  Your only lucky thing about
      fighting him is that the tournament he's in has stage weapons all about, so
      you can do things like wait for him to extend himself slightly and throw a
      crate and try to stun him, or use the pipe as a polearm and strike him from a
      distance.  He may be the most difficult Arena entrant if you don't know what
      you're doing.  I usually get away from him and pick up the huge piece of
      metal and use that, then the bicycle, then the pipe, using its T attack from
      a distance and closing in to use its close Heat Action to do decent damage
      while he's stunned.  Note that he will instant-break all throws--even when
      he's staggering or dizzy.
        "The Grim Reaper From Paradise"
      Appears in:  Ronin
      Rare.  Possibly only appears once Majima is defeated in the Arena?
      - Wild Halberd Swing x 3, Overhead Chop
       Super armor when in wind-up and active.  All attacks are Knockdowns.
      - Overhead Chop
       Super armor when in wind-up and active.  Slow.
      - Halberd Thrust
      PARRY:  Halberd Thrust
      Basically just Da Silva with an aesthetic change.
    B5.  GEKKOU
        "The Pure-White Devil"
      Appears in:  Beast
      Type:  BIG CAT
      Note that he is the only one besides the two in the story mode who have the
      Super Extreme Pursuit available.
        "The New Executioner"
      Appears in:  Magnum, Rusty Nail
      Type:  BRUTE
      I liked him better in the first game, when he had Nishikiyama's moves.
        "Mad Dog of the Shimano"
      Appears in:  Street, Ronin
      May need to complete all side missions except Komaki Training ones, Mahjong,
      Shogi 1&2, Amon (all 4), and Slot Machine Ace to get him to appear?
      - Extreme Sidestep
       Almost no cool-down or wind-up, so he can do several of them in a row.
      - Lunging Twin Slashes
      - Fiery Straight Punch
       Long cool-down.  Knockdown.
      - Leaping Overhead Stab
       Unblockable.  Long cool-down.  Prefered move at a distance.
      - Lunge, Twin Spinning Kicks, Slash, Fiery Straight Punch
       First and fourth attacks are unblockable.  Last has long cool-down and is a
       knockdown.  Evade the fourth attack to your left when facing him, if poss-
       ible.  Whiff your first hit and land the second to stagger him and try to
      - Back Kick
       Uses this when you're behind him.  Watch out as he sometimes cancels his
       long attack string with this if you get behind him.
      - Sweep
       Knockdown.  Unblockable (low).
      - Taunt
      Get-up preference:  Sweep
      QTE:  X, T, X, T (sweeps and slashes)
      SUPER PURSUIT:  Automatically occurs when knocked down at low health.
      You'll never be able to throw him in this game, as you can only fight him in
      the Ronin GP at the Arena (meaning, you'll always have a weapon).  However,
      since you always have a weapon, it might not be a bad idea to block as much
      as you can until your Heat Gauge charges and then just wait for a slight
      opening to hit the T and do your Extreme Weapon Attack.  Note that succeeding
      during the QTE will charge your Heat Gauge.
        "Hell's Entertainer"
      Appears in:  Street, Burning
      Win "Exhibition" 10 times.
      - Straight Kick
      - Straight, Straight, Backdash
       Wind-up of straights avoids highs, backdash is an evade.
      - Straight, Straight, High Roundhouse
       Wind-up of straights avoids highs, roundhouse is a knockdown.
      - Sweep
       Unblockable (low)
        "Okakura Tetsuyama's Final Student"
      Appears in:  Maximum, Magnum, Hyper, Scorpion
      Type:  KARATE
        "Sixth President of the Kantou Gidorah Alliance"
      Appears in:  Hyper, Special, Bare Knuckle
      Type:  THUG
      "Special" Heavy; Pow.1 or Pow.2 have no effect.  He always instantly breaks
      all throws--even when staggering or during cool-down.  Foot Grabs, too.  You
      can knock him down with a Finish Hold, but why bother?  I usually just use him
      to practice the Tiger Killer reversal.  He's basically the Arena's version of
      Kouji from the "Black Thunder" side mission.
        "Dictator of the Arena"
      Appears in:  Rusty Nail, Street, Exhibition
      Type:  BRUTE
      Finish Holds and Unbeatable Reversal do not work on him.  However, he is not a
      "Special" Heavy; if you can get to full Heat, you can repeatedly Hammer Hook
      him into oblivion because he won't have time to activate his Super Armor mode.
      Unlike other brutes, it seems like his doesn't automatically activate--others
      will just enter this mode without doing the "hulk up" thing.  Even if he does,
      just avoid and grab, and remember to land a Slam Blow as he is rising up from
      a knockdown so he'll try to guard it and get his guard broken.
        "The King of Kings"
      Appears in:  Hyper, Special
      Learn Komaki-Ryuu Toraotoshi first.
      Type:  PRO WRESTLING
        "The Avant-Garde Fighting Artist"
      Appears in:  Burning, Exhibition
      Type:  PRO WRESTLING
        "Sniper of the North"
      Appears in:  Scorpion, Bare Knuckle
      Type:  BOXER
      Easily defeated by spamming Body Blow at Pow.2.
        "The Man With Seven Fists"
      Appears in:  Magnum, Bare Knuckle
      - Uppercut, Hook
       First hit floats.
      - Hook, Hook
       Deceptively short recovery.
      - Quick Hook
       Sidestepping move.  Very fast wind-up.
      - Quick Jabs, Hook
       Very fast wind-up and recovery.
      - Power Straight
      - Taunt
      Easy to beat when you can throw him--to a point.  He responds very quickly
      to attacks with his quick hook.  His interesting, unique moveset is pretty
      cool, in my opinion.  He generally takes advantage of the fact that it is
      hard to predict when a slow move will come out--and then he uses the lack of
      cool-down window to rush into quick attacks when you try to respond.  When he
      is at low health, he will start doing his quick jabs over and over--you
      don't really have enough time to do anything between them.  Then, he'll do a
      big move--this is your chance.
      When you're at full Heat (Pow.1 or Pow.2) with the disciplines unlocked, he
      takes heavy punishment, if you can deal it.  The best strategy is to get him
      into a "stagger -> hold combo" pattern, as with many other opponents, but it's
      actually quite easy to do with him because if you get a distance away and
      whiff an S, he'll generally come rushing in and eat a T (Slam Blow).
        "The Brazilian Supernova"
      Appears in:  Ronin
      - Wild Halberd Swing x 3, Overhead Chop
       Super armor when in wind-up and active.  All attacks are Knockdowns.
      - Overhead Chop
       Super armor when in wind-up and active.  Slow.
      - Halberd Thrust
      PARRY:  Halberd Thrust
        "Watchman of Sai no Kawara"
      Appears in:  Magnum
      Type:  PRO WRESTLING (wearing big, silly, spiked gauntlet things)
        "Mister No Damage" (yeah, right)
      Appears in:  Scorpion, Exhibition
      Type:  KICKBOXER
        "Knockout Artist"
      Appears in:  Scorpion, Hyper, Lightning
      Type:  KICKBOXING
      Light enemy.  Easily defeated by Body Blow repeatedly.
        "The European Giant"
      Appears in:  Burning, Scorpion, Special
      Type:  KARATE
    D3.  DEAD BOY
        "Top Idol of the Gang World"
      Appears in:  Rusty Nail, Exhibition
      Type:  THUG
        "Chivalrous Man of Fighting"
      Appears in:  Rusty Nail, Street
      Type:  BRAWLER
        "The White-Haired Beast"
      Appears in:  Rusty Nail, Lightning
        "The Chef From Hades"
      Appears in:  Ronin
      - Knife Uppercut, Uppercut, Knife Dance
       A long combo with a long recovery period.
      - Leaping Dual Knife Cross-Chop
       Very long wind-up and recovery.
      - Leap-in Spread-Armed Knife Chop, Knife Chop, Knife Chop
       Very long wind-up and recovery.
        "The Kamuro District Wrecking Man"
      Appears in:  Exhibition, Burning
      Possibly only after Majima is defeated in Arena?  Rare.
      Type:  PRO WRESTLER
        "The Indomitable Jailbreaker"
      Appears in:  Special, Rusty Nail, Lightning
      Type:  PRO WRESTLER
      Can be defeated by repeatedly Body Blow (S x 2, T, S x 2, T....)
        "The Authority of the Fist"
      Appears in:  Hyper, Bare Knuckle
      - Two Fierce Hooks, Fierce Side Kick
       Super Armor.  Last hit is a knockdown.
      - Sidestepping Fierce Straight
       Super Armor.
      - Flaming Backhand
       Super Armor.
      - Stagger to Flaming Backhand
       Usually occurs after you land a Body Blow.  Super Armor.
      - Stagger to Flaming Uppercut
       Floats.  Usually occurs after you land Uppercut or Slam Blow.  Super Armor.
      - Fierce Side Kick
       Knockdown.  Super Armor.  Very slow wind-up, active, and recovery windows.
      Basically Gohda Ryuuji minus the healing or QTE's.
        "The Desert Wolf"
      Appears in:  Scorpion, Bare Knuckle
      - Side Kick
      - Spinning Backfist
       Knockdown.  Long active window, slow recovery
      - Right Hook, Left Hook
      Can easily be defeated with repeated Body Blows or S x 3 ad nauseum with full
      Heat after discipline unlocked.
        "Mister Incomplete Combustion"
      Appears in:  Special, Bare Knuckle
      Seems to need to be first encountered in Bare Knuckle.  Possibly only after
      Majima has been defeated?
      Type:  BOXER
        "Acrobat of the Kick World"
      Appears in:  Hyper, Scorpion, Exhibition
      Type:  KICKBOXING
      Easily defeated by spamming Body Blows.
        "The Angered Buddha Statue"
      Appears in:  Burning, Lightning
      - Straight
       Long wind-up window, super armor
      - Straight, Straight, Spin Kick
       Long wind-up window, super armor...spin kick knocks down.
      - Wild Overhead
       Slow wind-up, slow recovery
      - Wild Overhead, Roundhouse Kick, Wild Overhead
       Slow wind-up, slow recovery on all three
      - Rush-in Grapple
       Long active window, very slow recovery.
      - Spinning Backfist
       Knockdown.  Long active window, slow recovery
      - Rushing Shoulder Charge
       Very slow wind-up that tracks.
      Sidestep Preference:  Straight or Wild Overhead
        "Masked Angry Yakuza"
      Appears in:  Exhibition
      Type:  BRUTE
        "Brawling Jerk From Hong Kong"
      Appears in:  Special, Lightning, Exhibition
      Type:  KUNG FU
      Easily defeated by repeated Body Blows at Pow.2.
        "The Latest Karate Machine"
      Appears in:  Bare Knuckle, Exhibition
      Type:  KARATE
        "Bodyguard at the Speed of Sound"
      Appears in:  Bare Knuckle, Exhibition
      Type:  BOXER
        "Drill Sergeant of the Karate World"
      Appears in:  Exhibition
      Type:  KARATE
      Preferred Parry Move:  High Kick (knockdown)
        "Rowdy Boy of the Kamuro"
      Appears in:  Street, Exhibition
      Type:  THUG
        "The Man Who Hits You In Your Soul"
      Appears in:  Exhibition
      Type:  THUG
        "Mysterious Wielder of the Assassin's Fist"
      Appears in:  Rusty Nail, Exhibition
      Talk to him at the 1st floor of the Dragon Palace first.
      - White Lotus Palm
       Collapse.  Unblockable and invulnerable.  Almost no wind-up--he uses this as
       a reversal, but it can also be an attack.
      - Quick Poke
      - Double Backhands
      - Horizontal Chop
      This weird, unique guy is easily defeated with throws.
        "The Marseilles Phantom"
      Appears in:  Scorpion, Exhibition
      Type:  KUNG FU
        "The Astounding Rookie"
      Rare.  Possibly only appears once all tournaments are unlocked.
      Appears in:  Exhibition
      Type:  THUG
        "Kamuro's Triple-Crown"
      Appears in:  Ronin, Street
      (Baseball-bat wielder.  Not hard at all)
    5g.  Coin Locker Keys
    You don't get anything for getting 100% of these, but it's still worth getting
    at least most of them.  A couple of them have unique items such as the DVDs that
    increase your Heat Gauge and some of them have some of the rarer items that are
    useful in side missions and such like the Chic Metal Umbrella.
      When not in battle mode (while running around, exploring), you'll see these
    little flashes of light on the ground every now and then.  Run near them and hit
    the Circle button.  You'll also know you're near one when you see the prompt
    "Circle:  Pick ("sorou" kanji)" appear on the upper right-hand corner of your
    screen.  You can actually just run around tapping Circle, if you're near a key,
    and you'll most likely get it.  Just make sure you don't start talking to people
    you didn't want to or going in or out of doors by accident.
    1.  Inside Rokuransou.
      ITEM:  Substitution Stone
    2.  In the Dragon Palace's 3rd floor, in the east.
      ITEM:  Chic Metal Umbrella
    3.  In Komaki's Lair.
      ITEM:  Toughness Emperor
    4.  In front of the Club SEGA at Theater Square.
      ITEM:  Toughness ZZ
    5.  Near the stairs leading up to the left entrance to the Millennium Tower.
      ITEM:  Staminan XX
    6.  Inside the Third Park.
      ITEM:  Women's Underwear
    7.  In front of the bathrooms inside Mach Bowl.
      ITEM:  100-Pound Personalized Bowling Ball
    8.  On the street to the north of the little alley behind Serena where Lilith is
      ITEM:  Toughness Emperor
    9.  In Jidou Park (the park at the western end of Shichifuku).
      ITEM:  Brass Knuckles
    10.  The eastern end of Taihei street.
      ITEM:  Samurai DVD
    11.  When Marietta is fully expanded, it's in the upper-right-hand corner of the
      ITEM:  South Paw Bracelet
    12.  Inside Don Quijote.
      ITEM:  Oak Bokutou
    13.  Bought during "The Shady Video" mission.
      ITEM:  Shady Video
    14.  Obtained during the mission "Text Message Job."
      ITEM:  Green Box
    15.  In front of the Coin Lockers.
      ITEM:  Tauliner Maximum
    16.  Along the north side of the Millennium Tower, near the eastern end, near a
        red sign.
      ITEM:  Bai Ling Water
    17.  Inside Kyushu Ichibanboshi Ramen.
      ITEM:  Cheng Lung Dou
    18.  At the eastern side of the inverted "Y" area east of Nakamichi Street.
      ITEM:  Tear Gas Spray
    19.  Near the stage of the strip club, Asia, at the left side.
      ITEM:  Sakaki Bokutou
    20.  At the first floor of the Dragon palace, in the southeast.
      ITEM:  Tattered Muffler
    21.  Inside Serena.
      ITEM:  Shikokuki Bokutou
    22.  Near the entrance to the Sai no Kawara underground area in the Kamuro Hills
        construction site.
      ITEM:  Hercules Knuckles
    23.  In the alleyway just south of Bantam--the one that leads to Be My Baby.
      ITEM:  Hammer
    24.  In the 5th floor of the Dragon Palace, near a man lying down.
      ITEM:  Toughness Infinity
    25.  Inside Yoshida Batting Center.
      ITEM:  Toughness Emperor
    26.  Behind the pharmacy, in the southeast.
      ITEM:  Old Imperial Hand Grenade
    27.  Obtained by completing the mission "Meet the Master White Lotus."
      ITEM:  All About Lotus-Style Staff Techniques
    28.  In Champion District, in the northeast.
      ITEM:  Collapsible Stick
    29.  Inside the Poppo near Nakamichi Street.
      ITEM:  Rope
    30.  Inside Cafe Central.
      ITEM:  Staminan Royale
    31.  In the Dragon Palace's 2nd floor, in a room in the northwest.
      ITEM:  Captain's Bat
    32.  In the Kamuro Hills construction site, by the staircase near the entrance.
      ITEM:  Captain's Bowling Ball
    33.  At the street running off to the east from Senryou.
      ITEM:  Table Salt
    34.  Behind Serena.
      ITEM:  Player Chess Piece
    35.  Inside Alps Tea Shop.
      ITEM:  Bear Strap
    36.  Inside Club SEGA at Theater Square.
      ITEM:  Skanda Potion
    37.  In front of the Ryuujinkaikan tattoo parlour; the "L" in between Pink and
        Senryou Streets.
      ITEM:  Gauntlets
    38.  At the intersection of Senryou and Shouwa.
      ITEM:  Tumeric Tablets.
    39.  Inside Beam.
      ITEM:  Staminan Spark
    40.  Inside MEB.
      ITEM:  Collapsible Stick.
    41.  Inside Marietta in the back area, in the path between the office and the
        locker room.
      ITEM:  French Handbag
    42.  At the northern end of the north-south street east of the batting cages.
      ITEM:  Western Shield
    43.  In the 4th floor of the Dragon Palace, in the southeast.
      ITEM:  Charisma Ring
    44.  Inside Debora, near the bathrooms.
      ITEM:  Insulation Suit
    45.  In front of the taxi driver at the western end of Shichifuku Street.
      ITEM:  Pot
    46.  Inside the parking lot on Shichifuku.
      ITEM:  Ash Tray
    47.  In little "L" alley running off to the east/north of the easternmost street
        running south from Kouenmae.
      ITEM:  Hercules Knuckles
    48.  In the Chouhan Parlour
      ITEM:  Hercules Gloves
    49.  Obtained by clearing the mission "Shogi 2."
      ITEM: 1000G Gold Coin
    50.  Near a pillar in the Sai no Kawara underground pleasure quarters area.
      ITEM:  Mifune Kodachi
    1.  In front of the Coin Lockers
      ITEM:  Staminan Royale
    2.  On the ramp from Iwahashi to the Soutenbori River's southern bank.
      ITEM:  Lacquer Plate
    3.  Facing into the store from the door, it's to the left of the YF6 machines.
      ITEM:  Shikoku Tree Bokutou
    4.  In front of a telephone pole south of Iwahashi.
      ITEM:  Modified Lighter
    5.  Inside Keima (after chapter 11).
      ITEM:  Substitution Stone
    6.  Near the middle of Iwahashi.
      ITEM:  Male Musk Cologne
    7.  Near Gandhara.
      ITEM:  Attache Case
    8.  In the northern street running off to the east of the main strip in Shinsei.
      ITEM:  Ogre Knuckles
    9.  Inside Nighttime Fun Dojo.
      ITEM:  Toughness ZZ
    10.  Near the bicycle rack on Soutenbori Street north of Iwahashi.
      ITEM:  Lifestone
    11.  The eastern side of Bishamon Bridge.
      ITEM:  Plyers
    12.  At the corner near the save point in Shinsei.
      ITEM:  Tumeric Tablets
    13.  Near the counter of Riichi Heights.
      ITEM:  Toughness Z
    14.  Inside Snack Bar Aoi
      ITEM:  Steel Shinguards
    15.  On the wester part of Shoufuku, south of Riichi Heights.
      ITEM:  Broken Stungun
    16.  Inside Yotteya Horumon'yaki
      ITEM:  Fashionable Umbrella
    17.  Near the entrance to the Tsuutenkaku.
      ITEM:  Oak Bokutou
    18.  Near a signpost in the east on the north bank of the Soutenbori.
      ITEM:  Toughness Infinity
    19.  Near the little path running to the Bishamon Bridge on the southern bank
        of the Soutenbori.
      ITEM:  Miyamoto Takeshi Dosu
    20.  Inside White Snake Ramen.
      ITEM:  BJ Charm
    21.  Inside Don Quijote
      ITEM:  Skanda Potion
    22.  Near the taxi at the western end of Soutenbori Street.
      ITEM:  Legend of the First Group Head DVD (also called "Toujou True Battle
        Skills DVD")
    23.  Inside the Tsutenkaku's observation deck.
      ITEM:  Kanabou
    24.  Behind Le Marche on the southern bank of the Soutenbori River.
      ITEM:  Staminan X
    25.  On Shoufuku, west of the Nighttime Fun Dojo.
      ITEM:  Flash Bomb
    26.  In front of the Yotsuba Acupuncturist
      ITEM:  Iron Umbrella
    27.  Near Le Marche on Shoufuku.
      ITEM:  Butterfly Knife
    28.  On the northern edge of Iwahashi.
      ITEM:  Bai Ling Water
    29.  Inside Sunrise, in the very center.
      ITEM:  Skanda Potion
    30.  In the parking lot in Shinsei, near the middle of the western edge.
      ITEM:  Staminan Spark
    31.  In front of the taxi on the eastern end of Shoufuku.
      ITEM:  Insecticide
    32.  In the southwestern corner of Shoufuku.
      ITEM:  Lightning Bomb
    33.  Inside the M Store on Soutenbori.
      ITEM:  Special Forces Nightstick
    34.  Inside Stijl
      ITEM:  Bai Ling Water
    35.  North of the acupuncturist.
      ITEM:  Fighting Sarashi
    36.  Near the trash can at the eastern edge of Soutenbori.
      ITEM:  Black Jewel
    37.  ON the ramp leading down to the Soutenbori from the Iwahashi.
      ITEM:  Bai Ling Water
    38.  In front of the vending machines inside the Yokobori Driving Range.
      ITEM:  Italian Wallet
    39.  In front of the pharmacy.
      ITEM:  Staminan XX
    40.  Inside the M Store in Shinsei.
      ITEM:  South Paw Bracelet
    41.  In the little path running from the north bank of the Soutenbori to the
        Bishamon Bridge.
      ITEM:  Special Nightstick
    42.  On the southeast corner of Shoufuku.
      ITEM:  Collapsible Stick
    43.  Near the manhole near the intersection of Iwahashi and Shoufuku.
      ITEM:  Old Imperial Handgrenade
    44.  Near the save point on the south bank fo the Soutenbori.
      ITEM:  Black Belt
    45.  At the staircase leading up to the Don Quijote's rear entrance on the south
        bank of the Soutenbori.
      ITEM:  Fighting Sarashi
    46.  Near the staircase on the south bank of the Soutenbori in the east.
      ITEM:  Banker Chess Piece
    47.  Inside Ebisuya Pawn Shop.
      ITEM:  Toughness Emperor
    48.  Inside Club Sega near the bathroom.
      ITEM:  Captain's Bat
    49.  Near some binoculars at the Tsutenkaku's observation deck.
      ITEM:  Peaceful Gloves
    50.  By the benches near Club Sega.
      ITEM:  Substitution Stone
    5h.  Maps
    Note:  These maps are approximate; not to scale at all.
    C=Coin Lockers
    S=Save Point
     Hotel     |____|
     District  |    |----                    3
               |    |   2|-----------------------T  Kou'enmae Street
               |1   |    |         |       |
              4|S   |    |         |     | |
               |    |    |         |      -|
        5      |    |  6 |   7    8|9      |
    T--------------------------------------------  Shichifuku Street
       |   10  |          |    |      |
       |11 12  |          |  13|      |  --------
       |-------|          |14  |      |-|--|  |--|
       |+15++++|          |----|      | |  |--|  | Champion
       |------S|          |    |      | |  |16|17| District
       |       |          |    |20    |  --------
     18|       |       19 |    |      |    |
     --|       |          |    |      |    |21
       |     22|   C     S|23  |      |    |
     --------------------------------------------  Taihei Street
               |24   |   |||25 |     |  |
       --------|     |   | --  |     |  |
               |  26 |   |     |     |  |
        -------|  |27|28 |29   |30 31|32|
             --|  34 |   |     |35   |  |
             36|37   |--/ \----|     |  |
               |     |---------+     |  |
               |   38|39||40 41|     |  |
               |     |---------+      --+--------
               | 42  |43     44|S  45   |
             ------------------------------------  Shouwa Street
       Tenka'ichi  Nakamichi  Pink  Senryou
           Street  Street    Street  Street
    1.  Yoshida Batting Center
    2.  Dragon Palace
    3.  Kamuro Heights Site / Sai no Kawara (aka "River Styx," "Purgatory," "Limbo")
    4.  M Store
    5.  Jidou Park
    6.  MEB--Adult Entertainment Information
    7.  Jewel--Cabaret Club
    8.  Parking Lot
    9.  Kanrai Korean Restaurant (aka "Hallae" or "Han'rae")
    10.  The Amano Building
    11.  Deborah--A Club  (note:  on the wall, it says "Debola")
    12.  Club SEGA at Theater Square
    13.  Beam--A Video Shop
    14.  Bantam--A Bar
    15.  Theater Square (theaters are on the east edge; it's hard to see sometimes)
    16.  Atenshi--A Gay Bar
    17.  Shellac--A Bar
    18.  Mach Bowl
    19.  Millennium Tower
    20.  Paradise--An Erotic Entertainment Club
    21.  Komaki's Lair
    22.  Matsuya at Taihei Street West
    23.  Matsuya at Taihei Street East
    24.  Gelato Shop
    25.  Kotobuki Pharmacy
    26.  Vacant Area--find the Weapons Video Dealer here
    27.  Cafe' Central
    28.  Smile Burger
    29.  Poppo at Chuudou
    30.  Asia--A Strip Club
    31.  Kyushu Ichibanboshi Ramen
    32.  Love In Heart--A Massage Parlor
    33.  Poppo at Tenkaichi
    34.  The Third Park
    35.  Shine--A Cabaret Club
    36.  Serena Bar
    37.  Stardust--A Host Club
    38.  Alps Tea Shop
    39.  Club Sega at Chuudou
    40.  Ebisuya Pawn Shop
    41.  Rokuransou (aka "Liu Lan Zhuang" or "Luk Laan Jong")--Mahjong Parlor
    42.  Sushi Gin
    43.  Don Quijote Supermarket
    44.  Poppo at Shouwa Street
    45.  Le Marche--Accessories Store
      Bishamon                             Iwahashi
        1   2       3      4    5                S 6
    T------------------------------------------------T Soutenbori Street
        7|S 8         9            10          |   11
         |                                12   |
        C|            13                       |
       14|            13     15           16   |
    T------------------------------------------------T Shoufuku
         |   17               |      18
         |                    |
         |                  19|
       20|                    |
         |                    |
         |                  21|
         |        22          |
         |                    |
    1.  Tsuruhashi Fuugetsu--Okonomiyaki Restaurant
    2.  White Snake Ramen (aka "Shirahebi Ramen," "Hakuja Ramen," "Baak Se Ramen")
    3.  Oosumi Pharmacy
    4.  Yokobori Golf Center
    5.  Club Sega (Sammy Ebisu Plaza)
    6.  M Store
    7.  Cabaret Club Grand
    8.  Stijl--A Bar
    9.  Sunrise--A Slot House
    10.  Zuboraya--Pufferfish Restaurant
    11.  Magutako--Fried Octopus Balls Stand
    12.  Homeless Man (talk to him to summon the black-market weapons dealer, Tatsu)
    13.  Don Quijote
    14.  Building where Kojima hides out
    15.  Nighttime Fun Dojo
    16.  Le Marche--An Accessories Shop
    17.  Koumian--Kyoto-Style Restaurant
    18.  Ebisuya Pawn Shop
    19.  Snack Bar Aoi
    20.  Riichi Heights--A Mahjong Parlor
    21.  Prime--A Cabaret Club
    22.  Gandhara--A Private Video-Watching Box Rental Store
                 |  1
                 |  4
                 |    \
                 |    6|
                 |   S |7
    1.  Tsuutenkaku (Tsutenkaku)
    2.  Parking Lot
    3.  Keima--A Shogi Den
    4.  Shogi Playing Man
    5.  Yotteya Horumon'yaki
    6.  Acupuncturist
    7.  Billiken Shrine
    8.  Zuboraya--Pufferfish Restaurant
    9.  M Store
    10.  Large Billiken Statue
    5i.  Shops
    NOTE:  Restaurants and bars will be found in the "Completion Lists" section.
    POPPO at Tenkaichi Street or Nakamichi Street
    Oden Combination                                               420
    Tanuki Soba                                                    300
    Salmon Onigiri                                                 200
    Makunouchi Bentou                                              600
    Club Sandwich                                                  250
    Special Yakisoba                                               460
    Meat Bun                                                       130
    Japanese Sake                                                 1100
    Cat Food                                                       160
    Hot Iemon                                                      130
    Tennensui Southern Alps                                        140
    Natchan Orange                                                 150
    Gatorade                                                       150
    Rope                                                           300
    POPPO at Showa Street
    Oden Combination                                               420
    Salmon Onigiri                                                 200
    Makunouchi Bentou                                              600
    Club Sandwich                                                  250
    Special Yakisoba                                               460
    Meat Bun                                                       130
    Japanese Sake                                                 1100
    Tennensui Southern Alps                                        140
    Kelp Onigiri                                                   180
    Tuna Onigiri                                                   190
    Dog Food                                                       270
    Suntory Oolong Tea                                             150
    C.C. Lemon                                                     150
    Boss Sugar-Free Black                                          120
    Iemon                                                          150
    Sushi Assortment                                              3500
    M STORE in the Hotel District or in Shinsei
    Oden Combination                                               420
    Milk                                                           145
    Meat Sauce Spaghetti                                           380
    Karaage Bentou                                                 450
    Pudding                                                        140
    Kelp Onigiri                                                   180
    Tuna Onigiri                                                   190
    Frankfurter                                                    150
    Melon Pound Cake                                               120
    Pork Cutlet Sandwich                                           280
    Boss Rainbow Mountain Coffee                                   120
    Pepsi Next                                                     150
    Gatorade                                                       150
    Suntory Oolong Tea                                             150
    Natchan Orange                                                 150
    Rope                                                           300
    M STORE on Soutenbori Street
    Oden Combination                                               420
    Kelp Onigiri                                                   180
    Tuna Onigiri                                                   190
    Salmon Onigiri                                                 200
    Makunouchi Bentou                                              600
    Club Sandwich                                                  250
    Special Yakisoba                                               460
    Meat Bun                                                       130
    Japanese Sake                                                 1100
    Dog Food                                                       270
    Suntory Oolong Tea                                             150
    C.C. Lemon                                                     150
    Boss Sugar-Free Black Coffee                                   120
    Iemon                                                          150
    Tennensui Southern Alps                                        140
    Sushi Assortment                                              3500
    8-Piece Fried Octopus Balls                                    320
    12-Piece Fried Octopus Balls                                   450
    20-Piece Fried Octopus Balls                                   700
    KOTOBUKI PHARMACY on Taihei in Kamuro
    Toughness Z                                                    750
    Toughness ZZ                                                  2500
    Toughness Emperor                                             7300
    Staminan X                                                    1000
    Staminan XX                                                   3000
    Staminan Royale                                              10000
    Tauliner                                                       500
    Tauliner+                                                     2000
    Tauliner++                                                    5000
    OOSUMI PHARMACY on Soutenbori Street
    Toughness Z                                                    750
    Toughness ZZ                                                  2500
    Toughness Emperor                                             7300
    Staminan X                                                    1000
    Staminan XX                                                   3000
    Staminan Royale                                              10000
    Tauliner                                                       500
    Tauliner+                                                     2000
    Tauliner++                                                    5000
    Bandages                                                       580
    DON QUIJOTE (both locations)
    Women's Underwear                                             7800
    Staminan X                                                     980
    Staminan XX                                                   2880
    Staminan Royale                                               9780
    Tauliner                                                       480
    Tauliner+                                                     1940
    Tauliner++                                                    4880
    Dog Food                                                       260
    Cat Food                                                       150
    Caviar-Skin Bag                                             150000
    Monogram Bag                                                120000
    Fine Italian Necklace                                        70000
    Italian Woman's Watch                                       119000
    French Muffler                                               13800
    Boss Sugar-Free Black Coffee                                   100
    Boss Rainbow Mountain Coffee                                   100
    Iemon                                                          130
    Hot Iemon                                                      110
    Tennensui Alps                                                 120
    Natchan Orange                                                 130
    Pepsi Next                                                     130
    Suntory Oolong Tea                                             130
    C.C. Lemon                                                     130
    Dakara                                                         130
    Gatorade                                                       130
    Tennensui Fresh Beer Malts                                     260
    Chuuhai 196 Degrees C (Lemon)                                  130
    EBISUYA PAWNSHOP (both locations)
    Male Musk Cologne                                            29800
    Crimson Rose Bouquet                                         12000
    Pink Lily Bouquet                                             9500
    Cookie Assortment                                             4500
    Caviar-Skin Bag                                             148800
    Monogram Bag                                                119200
    Fine Italian Necklace                                        69000
    Italian Woman's Watch                                       120000
    French Muffler                                               15000
    Lucky Bracelet                                               22000
    Sexy-Man Bracelet                                            29800
    Hariti Amulet                                                54000
    Long Dosu                                                    40000
    Lau Family Cheng Lung Dou                                   180000
    Miyamoto Musashi Dosu                                        68000
    Mifune Nodachi                                               65000
    Nameless Sword                                               63000
    Western Shield                                               25000
    Chain Mail Shirt                                             55000
    Sakaki Breastplate Replica                                  800000
    Iai Sword                                                    98000
    LE MARCHE (both locations)
    Monogram Bag                                                120000
    French Men's Cologne                                          5800
    french Women's Perfume                                        6500
    Italian Men's Cologne                                         5800
    Italian Women's Perfume                                       6500
    French Muffler                                               15000
    French Wallet                                                23800
    Italian Muffler                                              28500
    Italian Wallet                                               22800
    French Handbag                                               98000
    Italian Shoulderbag                                          87000
    Swiss Watch                                                 285000
    French Haute Couture                                       2500000
    French Prete-A-Porter                                       800000
    Italian Woman's Suit                                        350000
    Italian Women's Watch                                       120000
    Fine Italian Necklace                                        70000
    Caviar-Skin Bag                                             150000
    Italian Ring                                                250000
    Italian Men's Necklace                                      450000
    English Woman's Coat                                        800000
    Space Ninjaman 3:  Galaxy Castle                              3800
    Combat Legend Takeshi                                         4800
    The Military Master                                           4800
    BEAM (Hidden store; see "The Mystery of Beam" side mission)
    Antique Automatic Handgun                                   200000
    9mm Automatic                                               320000
    Special Nightstick                                            6000
    Survival Knife                                               23000
    Long Dosu                                                    40000
    Collapsible Stick                                            50000
    Oak Bokutou                                                   4500
    Shikoku Tree Bokutou                                          7500
    Blackjack                                                     4000
    Stun Gun                                                     17000
    Brass Knuckles                                                7500
    Tear Gas Spray                                                1980
    Cheng Lung Dou                                               19800
    Lightning Bomb                                              12000
    Gloved Automatic Handgun                                     40000
    Shotgun                                                     280000
    Bulletproof Vest                                            125000
    Steel Shinguards                                             24000
    Sarashi                                                        850
    Manly Sarashi                                                15000
    Fighting Sarashi                                              5800
    BLACK MARKET (weapons dealer at the Dragon Palace's 5th floor)
    Tauliner                                                       500
    Tauliner+                                                     2000
    Toughness Z                                                    750
    Toughness ZZ                                                  2500
    Toughness Infinity                                            9800
    Hammer                                                        3400
    Fashionable Umbrella                                          2500
    Beer Bottle                                                     20
    Kettle                                                         980
    Lamp                                                          3500
    Official Ball                                                 1500
    Wrecking Hammer                                               1400
    Modified Lighter                                              3500
    Modified Iron                                                 1800
    Modified Portable Stove                                       3600
    Iron Pipe                                                      100
    Bat with Nails                                               50000
    Fighting Sarashi                                              5800
    Hercules Gloves                                               8600
    Old Imperial Hand Grenade                                    25000
    Flash Bomb                                                   38000
    Tear Gas Grenade                                             12800
    Smoke Grenade                                                25000
    Old Cheng Lung Dou                                            2500
    Shikoku Tree Bokutou                                          7500
    Magic Sword Myougetsu                                       108000
    Magic Sword Muramasa                                       9800000
    Charisma Photo                                                 980
    Ash Tray                                                       420
    WEAPONS AND VIDEO MERCHANT (complete "Weapons Video Merchant" side mission)
    Tauliner                                                       500
    Metal Umbrella                                               50000
    Chic Metal Umbrella                                          42000
    White Tonfa                                                   3500 *
    Blue Tonfa                                                    5000 *
    Black Tonfa                                                  10000 *
    Red Tonfa                                                    30000 *
    Skull Tonfa                                                 500000 #
    Ghost Tonfa                                                 200000 #
    Double 2x4                                                    1200 **
    Double Stick                                                  5300 **
    Double Shaft                                                  8200 **
    Taiko Drumstick with Nails                                   10000 **
    Double Stun                                                  16500 **
    Double Fire                                                  28000 **
    Oni Taiko Drumstick                                          40000 ##
    Double Spiker                                               120000 ##
    * - Item is available only after tonfa skills are acquired.
    # - Item is available only after tonfa skills are acquired and after defeating
     either Devil Tsuji or Kamiyama Renji in the Underground Arena.
    ** - Item is available only after kali stick skills are acquired.
    ## - Item is available only after kali stick skills are acquired and after
     defeating Kamiyama Renji in the Underground Arena.
    The True Record:  The Yakuza Heir                            10000
    Knife Magician                                               10000
    The Chop Master                                              10000
    The Karate Master                                            10000
    Super Kung Fu Man                                            10000
    (end of page one; choose 'see more videos' for page two)
    Explode!  Oni God Fist!                                      10000
    Sure Kill!  Thumb Wrestling!                                 10000
    Analysis:  Brainbuster                                       10000
    Ascend to Heaven:  India's Secret Technique                  10000
    Shocking!  The Secret Technique from the Philippines!        10000
    TATSU (after clearing side mission "Tatsu")
    Gloved Handgun                                               40000
    Shotgun                                                     280000
    Stun Gun                                                     17000
    Special Forces Nightstick                                    24500
    Special Nightstick                                            6000
    Survival Knife                                               23000
    Tear Gas Spray                                                1980
    Flash Bomb                                                   38000
    Tear Gas Grenade                                             12800
    Smoke Grenade                                                25000
    Blackjack                                                     4000
    Brass Knuckles                                                7500
    Miyamoto Musashi Dosu                                        68000
    Cheng Lung Dou                                               19800
    Sarashi                                                        850
    Fighting Sarashi                                              5800
    Chain Mail Shirt                                             55000
    Dragon Iron Knuckles                                         70000
    Blade-Resistant Defense Shirt                                78000
    Bulletproof Vest                                            125000
    WAT Armor                                                   570000
    Bulletproof Protector                                       350000
    Bulletproof Chestplate                                      230000
    VOLCANO or SUNRISE slot houses
    Staminan X                                                      50 medals
    Tauliner                                                        25
    Caviar-Skin Bag                                               7500
    Italian Women's Watch                                         6000
    Lacquer Plate                                                   50
    Silver Plate                                                   500
    Gold Plate                                                    5000
    ROKURENSOU or RIICHI HEIGHTS mahjong parlours
    Cookie Assortment                                             2250 points
    French Muffler                                                7500
    Fine Italian Necklace                                        35000
    Lacquer Plate                                                 1000
    Silver Plate                                                 10000
    Gold Plate                                                  100000
    CHOUHAN PARLOUR in the Dragon Palace, 2nd floor
    Crowbar                                                         18 points
    Stun Gun                                                       170
    Dragn Plate                                                     30
    Marble Plate                                                    50
    Tortoise-Shell Plate                                           500
    Gold Plate                                                    1000
    Miyamoto Musashi Dosu                                          680
    Mifune Kodachi                                                 650
    Mail-Order Magic Sword                                         880
    Shikoku Tree Bokutou                                            75
    Magic Sword Mugetsu                                            980
    Sakaki Bokutou                                                3800
    Manly Sarashi                                                  150
    Oni Sarashi                                                    380
    Sakaki Breastplate                                          150000
    FUKKANTEI (casino in Sai no Kawara)
    Darts                                                           58 chips
    Western Shield                                                 250
    Magic Sword Muramasa                                         98000
    Lacquer Plate                                                   10
    Silver Plate                                                   100
    Gold Plate                                                    1000
    CASINO at the 1st floor of the Dragon Palace
    Cookie Assortment                                               45 chips
    French Mufler                                                  150
    Fine Italian Necklace                                          700
    Lacquer Plate                                                   10
    Silver Plate                                                   100
    Gold Plate                                                    1000
    Lucky beads                                                   4200
    5j.  Items
    These lists are still incomplete and don't describe the effects of items such as
    gifts to the cabaret girls and such very well.  The lists are also most likely
    fairly inaccurate.
    5j-I.  Weapons
    There are two kinds of weapons, and I will make a distinction by separating them
    into two lists.  First are "retainable weapons."  These are the ones you can get
    at almost any time in the game from shops or enemies or lockers, and you can
    hang onto them.  If you can choose to unequip the weapon in the items menu, it's
    a retainable weapon.
    Other weapons, which have unknown damages and cannot be sold (hence they have no
    value) will be listed afterwaards as "stage weapons."  I call them that because
    you will only find them lying around a battle stage, and once the battle is
    over, even if you still have the item in your hands, you can't keep it.  If you
    go to the items menu with a weapon in your hands and it shows a strange symbol
    that's supposed to mean you can't move it to your items list, you have a stage
    NOTE!!:  Weapons that exhaust ammo, such as guns, ONLY HAVE MELEE DAMAGE DIS-
    PLAYED.  The game doesn't say what the damage is for their bullets or sprays, so
    that damage is unknown.
      Damage: 5  Endurance: (infinite)  Ammo: ?  Type: Gun
      Beam: 200000
      Damage: 70  Endurance: 1  Type: Light
      Black Market: 420
      Damage: 30  Endurance: 5  Type: Light
      Damage: 20  Endurance: 9  Type: Light
      Damage: 45  Endurance: 7  Type: Bat
      Damage: 40  Endurance: 6  Type: Bat
      Black Market: 50000
      Damage: 10  Endurance: 5*  Type: Light (1st hit only)
      Black Market: 20
      Damage: 30  Endurance: 12  Type: Light
      Beam, Tatsu: 4000
      Damage: 35  Endurance: 25  Type: Tonfa
      Weapons and Video Merchant: 15000
      Damage: 30  Endurance: 20  Type: Tonfa
      Weapons and Video Merchant: 5000
      Damage: 10  Endurance: 5 (special attack only)  Type: Knuckles
      Beam, Tatsu: 7500
      Damage: 10  Endurance: 2  Type: Knife
      Damage: 42  Endurance: 12  Type: Katana
      Damage: 10  Endurance: 24  Type: Medium
      Beam: 38000
      Damage: 15  Endurance: 8  Type: Knife
      Damage: 80  Endurance: 12  Type: Bat
      Damage: 50  Endurance: 12  Type: Light
    CEDAR 2x4
      Damage: 50  Endurance: 1  Type: Light
      Damage: 35  Endurance: 8  Type: Sword
      Beam, Tatsu: 19800
      Damage: 2  Endurance: 20  Type: Pipe
      Weapons and Video Merchant: 42000
      Damage: 30  Endurance: 10  Type: Pipe
      Beam: 50000
      Damage: 30  Endurance: 12  Type: Light
      Chouhan Parlour: 18 points
      Damage: 10  Endurance: 6  Type: Light
      Fukkantei: 58 chips
      Damage: 25  Endurance: 15  Type: Kali Sticks
      Weapons and Video Merchant: 28000
      Damage: 25  Endurance: 50  Type: Kali Sticks
      Weapons and Video Merchant: 8200
      Damage: 35  Endurance: 36  Type: Kali Sticks
      Weapons and Video Merchant: 123000
      Damage: 25  Endurance: 20  Type: Kali Sticks
      Weapons and Video Merchant: 5300
      Damage: 25  Endurance: 15  Type: Kali Sticks
      Weapons and Video Merchant: 16500
    DOUBLE 2x4
      Damage: 20  Endurance: 14  Type: Kali Sticks
      Weapons and Video Merchant: 1200
      Damage: 60  Endurance: 20 (special attack only)  Type: Brass Knuckles
      Tatsu: 200000
      Damage: 5  Endurance: (infinite)  Ammo: (infinite)  Type: Gun
      Finish Story Mode on EX Hard Difficulty
      Damage: 20  Endurance: 12  Type: Pipe
      Black Market: 2500
      Damage: 3  Endurance: (infinite)  Type: Light (throw for special attack)
      STUNS (special attack only)
      Black Market, Tatsu: 38000
      Damage: 35  Endurance: 30  Type: Tonfa
      Weapons and Video Merchant: 200000
      Damage: 1  Endurance: (infinite)  Ammo: 1  Type: Gun
      Beam, Tatsu: 40000  Also in many battles.
      Damage: 50  Endurance: 4  Type: Golf Club
      Find in battles in front of the Ebisuya on Shoufuku
      Damage: 30  Endurance: 12  Type: Light
      Black Market: 3400
      Damage: 10  Endurance: 15 (special attack only)  Type: Knuckles
      Damage: 35  Endurance: 10  Type: Sword
      Ebisuya:  98000
      Damage: 10  Endurance: 8  Ammo: 150  Type: Spray
      STUNS (briefly)
      Damage: 45  Endurance: 10  Type: Pipe
      Black Market: 100
      Damage: 30  Endurance: (infinite)  Type: Tonfa
      Finish Story Mode, having defeated all 51 opponents in the Underground Arena
      Damage: 40  Endurance: 12  Type: Large?
      Damage: 30  Endurance: 2  Type: Light
      Black Market: 980
      Damage: 20  Endurance: 1  Type: Light
      Black Market: 3500
      Damage: 35  Endurance: 20  Type: Sword
      Ebisuya: 180000
      Damage: 3  Endurance: (infinite)  Type: Light (throw for special attack)
      SHOCKS (special attack only)
      Beam: 12000
      Damage: 27  Endurance: 10  Type: Knife
      Beam: 40000
      Damage: 45  Endurance: 20  Type: Sword
      Damage: 30  Endurance: 200  Type: Sword
      Black Market: 9800000, Fukkantei: 98000 chips
      Damage: 45  Endurance: 20  Type: Sword
      Chouhan Parlour: 980 points
      Damage: 45  Endurance: 20  Type: Sword
      Black Market: 108000
      Damage: 45  Endurance: 20  Type: Sword
      Damage: 30  Endurance: 5  Type: Sword
      Chouhan Parlour: 880 points
      Damage: 40  Endurance: 12  Type: Knife
      Chouhan Parlour:  650 points
      Damage: 25  Endurance: 25  Type: Knife
      Tatsu: 68000, Chouhan: 680 points
      Damage: 20  Endurance: 3  Type: Knife
      Damage: 10  Endurance: 10  Type: Light
      Black Market: 1800
      Damage: 10  Endurance: 8  Ammo: 100  Type: Spray
      Black Market: 3500
      Damage: 10  Endurance: 6  Type: Light
      Black Market: 3600
      Damage: 38  Endurance: 15  Type: Sword
      Ebisuya: 63000
      Damage: 3  Endurance: (infinite)  Ammo: ?  Type: Gun
      Beam: 320000
      Damage: 10  Endurance: 10  Type: Knife
      Damage: 15  Endurance: 10  Type: Sword
      Beam: 4500
      Damage: 10  Endurance: (infinite)  Type: Light
      Black Market: 1500
      Damage: 40  Endurance: 10 (special attack only)  Type: Knuckles
      Damage: 25  Endurance: 5  Type: Sword
      Black Market: 2500
      Damage: 15  Endurance: (infinite)  Type: Light (throw for special attack)
      Black Market: 25000
      Damage: 30  Endurance: 3  Type: Light
      Damage: 25  Endurance: 12  Type: Kali Sticks
      Weapons and Video Merchant: 45000
      Damage: 50  Endurance: (infinite)  Type: Sword
      Finish Story Mode with all Missions "Complete"
      Damage: 10  Endurance: 9  Type: Light
      Damage: 30  Endurance: 3  Type: Light
      Damage: 40  Endurance: 45  Type: Tonfa
      Weapons and Video Merchant: 30000
      Damage: 10  Endurance: (infinite)  Type: Rope
      Poppo, M Store: 300
      Damage: 35  Endurance: 80  Type: Sword
      Chouhan Parlour: 3800
      Damage: 20  Endurance: 15  Type: Sword
      Black Market, Beam: 7500
      Damage: 3  Endurance: (infinite)  Ammo: 15  Type: Gun
      Beam, Tatsu: 280000
      Damage: 10  Endurance: (infinite)  Type: Light (throw for special attack)
      STUNS (briefly; special attack only)
      Black Market, Tatsu: 25000
      Damage: 30  Endurance: 25  Type: Tonfa
      Weapons and Video Merchant: 500000
      Damage: 30  Endurance: 12  Type: Light
      Tatsu: 24500
      Damage: 28  Endurance: 12  Type: Light
      Beam, Tatsu: 6000
      Damage: 15  Endurance: 10  Type: Knife
      Beam, Tatsu: 17000
      Damage: 25  Endurance: 8  Type: Knife
      Beam, Tatsu: 23000
      Damage: 10  Endurance: 1  Type: Light
      Found at fights in the Champion District
      Damage: 28  Endurance: 30  Type:  Kali Sticks
      Weapons and Video Merchant: 10000
      Damage: 3  Endurance: (infinite)  Type: Light (throw for special attack)
      DOWNS (special attack only)
      Black Market, Tatsu: 12800
      Damage: 10  Endurance: 8  Ammo: 150  Type: Spray
      DOWNS (spray attack only)
      Beam, Tatsu: 1980
      Damage: 40  Endurance: 18  Type: Medium
      Fukkantei: 250 chips
      Damage: 25  Endurance: 15  Type: Tonfa
      Weapons and Video Merchant: 3500
      Damage: 32  Endurance: 12  Type: Pipe?
      Black Market: 1400
    Name:                     Type:                   Endurance:
    BEER CASE                 Medium                      4
    BOULDER FRAGMENT          Heavy                       6
    BOWLING BALL              Light                       4
    BROKEN BEER BOTTLE        Knife                       4
    BROOM                     Pipe                    (infinite)
    CART                      Heavy                       2
    CHAIR                     Medium                      5
    CHEF KEN ISSAI'S WOK      Medium                      1
    COUNTER CHAIR             Heavy                       2
    DHARMA STATUE             Medium                      5
    DRUM CAN*                 Light                       4
    FREE-STANDING SIGN        Sign                        4
    GIANT PYLON               Heavy                       3
    IRON PIPE                 Pipe                       10
    LAUNDRY BSKET             Medium                      6
    LONG IRON PIPE            Long Staff                  9
    METAL SHEET               Medium                     18
    MYSTERIOUS SYRINGE        Light (unique Heat Action)  1
    NEON SIGN                 Sign                        3
    OFFICE CHAIR              Medium                      4
    OLD CHEZ LOUNGE           Heavy                       3
    ORNAMENTAL SPEAR          Spear                       6
    OTTOMAN                   Medium                      9
    PLUMBING PIPE             Pipe                        6
    POTTED PLANT              Light                       2
    PUMACE LANTERN            Heavy                   (infinite)
    PYLON                     Light                       3
    RUBBLE                    Medium                      3
    SCAFFOLDING FRAME         Heavy                       3
    SIDE TABLE                Heavy                       5
    SIGN                      Sign                       10
    STEEL TRASH CAN           Medium                      5
    STEPLADDER                Sign                        5
    STOOL                     Medium                      3
    TABLE                     Heavy                       4
    UMBRELLA STAND            Medium                      4
    VIDEO RENTAL SIGN         Sign                        4
    WALL LAMP                 Light                       4
    WOK                       Medium                      1
    WOODEN FREIGHT BOX        Medium                      2
    *--the actual name is "Drum Cushion," but I have no idea why as it's not a
    5j-II.  Armors
    Armors marked "Bullet Defense" can protect against bullets completely.  Those
    marked "Bullet Damage Reduction" reduce the damage of bullets.  Those marked
    "Heavy" are too heavy and Kiryuu will not be able to run wearing them.
      2 Defense.  Bladed Weapon Damage Reduction.
      Tatsu:  78000
      -20 Defense.  Attack Power Increase.
      4 Defense.  Bullet Damage reduction.
      Tatsu:  230000
      6 Defense.  Bullet Damage Reduction.
      Tatsu:  350000
      8 Defense.  Slight Bullet Damage Reduction.
      Beam, Tatsu:  125000
      4 Defense.  Bladed Weapon Damage Reduction.
      Ebisuya Pawn Shop, Beam:  55000
      30 Defense.
      Beat the game with Meals and Alcoholic Drinks 100% complete.
      5 Defense.
      Beam, Black Market:  5800
      6 Defense.  Bullet Damage Reduction.
      Clear the mission "Managing Cabaret Club 'Marietta'"
      1 Defense.
      Clear the "Support Sunflower" missions.
      No known effects.
      Get by having a "complete" save from the first game.
      No known effects.
      Get by having a "complete" save from the first game.
      2 Defense.  Shock Defense.
      2 Defense.
      Find in the secret room in the Toujou Association's Base in Chapter 5.
      8 Defense.
      Beam:  15000, Chouhan Parlour:  150 points
      15 Defense.
      Chouhan Parlour:  380 points
      0 Defense.  Bullet Defense.
      Chouhan:  150000 points
      0 Defense.  Bullet Defense.  Heavy.
      Ebisuya Pawn Shop:  8000000
      3 Defense.
      Tatsu, Beam:  850
      8 Defense.  Blade Weapon Damage Reduction.
      Defeat Encounter Boss Mafia Itabashi.
    WAT ARMOR    (maybe WAT is supposed to be SWAT?)
      10 Defense.  High Bullet Damage Reduction.
      Tatsu:  570000
      You reportedly gain more experience, but you cannot run.
    5j-III.  Accessories
    You only have two accessory slots.  You must equip them, obviously, for them to
    have their effects.
      You can throw even large enemies without rapid tapping of Circle.
      When health is low, Heat Gauge increases.
      Throw damage increased.
      Soutenbori Coin Locker #44
      Prevents Heat Meter rising.
      Aids greatly in impressing girls.
      Enemies attack more.
      Forces random encounters, unless they've stopped appearing that chapter.
      Supposedly helps win ladies over.
      Helps guard against weapons?
      Kamuro Coin Locker #37
      Protects you from being surrounded.
      The time you can hold enemies when you grapple them is increased.
      Sweeps no longer knock Kiryuu down.
      Makes random encounters cease.
      Reportedly helps in playing chouhan and slots.
      Helps with wooing cabaret club girls
      Ebisuya:  39800
      When you're low on health, your attack damage increases.
      Makes left punches do more damage.  I only count three such punches.
      Kamuro Coin Locker #11
      Sweeps no longer knock Kiryuu down.  Kiryuu cannot run while wearing these.
      Brings you back when you are killed (one time only).
      Soutenbori Coin Locker #50
      Lowers the chance of random encounters appearing.
      Kamuro Coin Locker #20
      Gradually regenerates health when not in combat and when game time is running
      (not when paused or when Kiryuu is idle)
    5j-IV.  Healing Items
    Note that not all of these heal; some of them just have certain effects.  Once
    these items are used, they vanish away.  Also, I won't bother listing them all
    here again, but all of the food items in stores give some health back, and all
    of the alcoholic items add to Kiryuu's drunkenness some.
      Raises experience by 1000 points.
      Makes the "Banker" win (usually) at the next hand of Baccarat.
      Helps you win at Blackjack the next hand.  Thinking of something else?
      Makes the next spin of the roulette wheel land on a black number.
      Very low health replenishment.  Sobers Kiryuu up about 1/10th of the way.
      Very low health replenishment.  Sobers Kiryuu up about 1/10th of the way.
      Prevents Heat Gauge from depleting for a short while.
      Low Health replenishment.
      Get by having a "complete" save from the first game.
      Medium Health replenishment.
      Get by having a "complete" save from the first game.
      Excellent Health replenishment.
      Get by having a "complete" save from the first game.
      Excellent Health and Heat replenishment.
      Find on battle stages.
      Medium Health replenishment.
      Find on battle stages.
      Low Health replenishment.
      Makes the "Player" win (usually) at the next hand of Baccarat.
      Makes the next spin of the roulette wheel land on a red number.
      Reportedly slows down enemies near Kiryuu.
      Excellent Heat replenishment.
      Find on battle stages.
      Low Health and Heat replenishment.
      Medium Health and Heat replenishment.
      Excellent Health and Heat replenishment.
      Full Health and Heat replenishment.
      Low Heat replenishment.
      Low Heat replenishment (more than regular Tauliner)
      Medium Heat replenishment.
      Full Heat replenishment.
      Low Health replenishment.
      Medium Health replenishment.
      Good Health replenishment.
      Excellent Health replenishment.
      Sobers Kiryuu up some.
    5j-V.  Miscellanies
    Some of these items can be given as gifts to cabaret club girls, but most of
    them won't really have any effects on them (it should be kinda obvious which
    ones will impress them).  I seriously don't advocate giving gifts to those girls
    as you can just answer questions, order fruit, and wear the Sexy-Man Bracelet to
    win them over, and that's a lot cheaper.
    So, unless you want to have one of everything, you can and should be aware that
    you can just sell these items and make money.
    5k.  Main Characters List
    I'll list the character by their family name, when appropriate.  If characters
    have a strange nickname, I'll list it under that--for instance, "Mammoth" Tatsu
    will be listed under "M," not "T."  I'll also write their family name in all
    AMON Joh
    Role:  Enemy (boss)
    Appears in:  Chapter 16 (mission:  Amon)
    Description:  This is the hidden boss--the "Ultima Weapon" of this game, if you
     will.  Like the Amon brothers, he's a big guy, dressed in black, with sun-
     glasses.  Unlike the Amon brothers, he's amazingly powerful and cheap.
      His goal appears to be to become the best.  In the first game, he showed up to
     test Kiryuu's mettle (by throwing a lot of grenades all over the place).  This
     time isn't *too* different.
      First, he hires the Amon brothers (I'm assuming "Amon" is a fake name) to kill
     Kiryuu.  While Kiryuu's off defeating them, Joh attacks and defeats Komaki,
     stealing the final "secret technique" scroll in his library.
      Kiryuu finds Komaki lying in his area, beaten badly, and gets information that
     Joh will meet him that night at the docks for their final duel.  Of course, if
     Kiryuu should win the duel, he'll get the scroll back (and read it to learn the
     "Extreme Extremeness" technique).
      Joh has four different attack forms, including one with a plasma sword, but
     the deadliest of them may be the form he starts off in: the grenade-handling
     form.  He'll switch attacks either by time elapsed or just by random choice; it
     doesn't depend on his health meter this time.
      Also, I should point out that Heat Actions and weapons do very little damage
     this time, so you can't just rely on a weapon that shocks him over and over!
      So, what do you do?  Well, just like the brothers, equip the Hercules Glove
     and Black Belt accessories (and a nice armor!).  Try to get to him as quickly
     as possible as he'll be throwing grenades all over the place, and then grapple
      Do the headbutt, knee, lariat combo.  That will knock him down near you and
     deliver a pretty decent chunk of damage.  If you're in Heat Mode, walk up,
     grab his foot, and throw him.  Not only will that keep you in Heat Mode by ad-
     ding to your gauge, it'll also force him to get up without that signature
     Rising Kick attack.  Then?  As he's standing, grapple, and repeat!
      If you don't have Heat, or if he gets away, you've got to grab him as fast as
     possible.  The best way to do this while he's getting up (say if you miss the
     Foot Grab or just don't have Heat), stand near him with R1 held down, and wait
     until you see him start to move.  Sway towards him and you'll avoid his rising
     sweep attack.  Then?  Grab, hit, foot grab, throw, grab, hit foot grab, throw,
     etc, etc.
      He has the maximum amount of health an enemy can have and you don't do very
     much damage to him, but if you follow that pattern, you should (usually) fair
    AMON Kazuya
    Role:  Enemy (boss)
    Appears in:  Chapter 16 (mission: Amon Kazuya)
    Description:  All the Amon characters are big in this game.  In the previous
     game, Amon Joh was about Kiryuu's size.  In this game, they're all really big--
     I don't mean bulging with muscles; I mean, like, as if they took Joh's charac-
     ter model from the first game and increased its size.
      They all wear black, and they all wear sunglasses.
      Kazuya (not the same Chinese characters as the guy from Tekken, but not too
     far off) is the first brother you'll encounter.  He is a hired assassin who
     takes great pride in his work, as do the rest of the "Amon" characters.
      Hired by Amon Joh, he waits for Kiryuu in the Champion District and fights him
     with two, huge axes similar to the one Robeson Caetano da Silva carries.  He
     attacks with similar patterns to "Kali Stick" enemies such as Hiroshi Hayashi
     and Kamiyama Renji and a few moves from Majima Gorou's repertoire.  He also has
     that Rising Sweep all the Amon characters seem to love so much.
      You're in cramped quarters when you fight him, but equip the Hercules Glove
     and Blackbelt accessories and try to grab him as much as possible.  Don't for-
     get your healing items and you should be fine.
    AMON Sango
    Role:  Enemy (boss)
    Appears in:  Chapter 16 (mission: Amon Sango)
    Description:  Similar to Amon Kazuya in story and appearance, this guy's got
     himself a bazooka.  To be honest, I don't know what happens when he fires the
     thing; I just rush in and keep the pressure on him and he rarely attacks.
      This is the final Amon "brother."  You fight him in Theater Square.  He stands
     a little bit closer to the bowling alley, in the center of the square.  You
     have a lot of room with this guy, so you don't have to feel claustrophobic.
     Get in close and throw him a lot.  He's the only one who won't try to sweep you
     as he gets up from a knockdown.
      Again, repeated throwing with the Hercules Glove and Blackbelt accessories
     equipped is advised.
    AMON Jirou
    Role:  Enemy (boss)
    Appears in:  Chapter 16 (mission: Amon Jirou)
    Description:  Similar to Amon Kazuya in story and appearance, this guy carries
     handguns to fight Kiryuu and uses techniques similar to those Ji Yeongmin uses,
     plus the get-up sweep.
      You fight him in the alley behind Serena, so there's more room than when you
     had to fight Kazuya.  His attacks are also a little easier to avoid than
     Kazuya's.  Again, grappling with the Hercules Glove and Blackbelt accessories
     equipped is advsed.
    BAK Hwejong
    Other names:  Murai (Japanese name), Paku Hejon (Japanese pronounciation of his
     Korean name), Park Hwejong ("normal" Westernization of the name "Bak")
    Role:  Story figure
    Appears in:  Chapter 11
    Description:  This chinless wonder with a big mole on his face and a really
     pitiful, lugubrious air about him may seem the embodiment of wimpiness, but he
     has actually been through a lot.
      He's one of the five survivors of the massacre of a vengeful and powerful
     crime syndicate, the Jin'gweon Force.  He crawled over to his boss, who lay
     dying, and was spared by Kazama Shintarou, but shot by Shimano Futoshi.
      Tough break, but he survived.  Now, he's just been waiting for the time when
     they would come back and kill him, because he was seen as a traitor.  As a
     Jin'gweon Force member, one is supposed to spend all their time and effort
     focused on exacting revenge for the massacre plot in 1980, apparently.  Since
     he chose to live, they see that as disobeying their "iron-clad law."
      Before he passed out, he overheard his boss asking Kawara to rescue his child.
     Apparently, some Jin'gweon were sent from the homeland to get him at some
     point, and he gave this information to them to extend his life.
      Once Sayama and Kiryuu hear his story, Jin'gweon members come around and kill
     Hwejong by throwing a knife in his gut.  Obsessed with the final play of a
     famous shogi match in which it looked like the guy accidentally played the
     wrong tile in a massive blunder and lost, he makes the same play on the same
     set-up as he dies.  He believed the man just thought he didn't have what it
     took to be a pro, so he threw the match and slinked off to drink himself to
     death.  So, he pretty much does the same thing, saying he should have died in
     the massacre plot.
    BESSHO Tsutomu
    Role:  Story figure
    Appears in:  Various cut scenes
    Description:  This guy is Sayama's boss at the fourth chapter (the organized
     crimes division) of the Osaka Prefectural Police for the Soutenbori area.
     He is respected by Sayama for most of the game because he seems to take a
     strong stance against any cooperation between the police and yakuza, as Sayama
     is hard-lined against them (hence the nickname, "Yakuza-Hunting Woman."  This
     is mostly just her perception; he seems loath to send her out on her yakuza-
     hunting missions, actually.
      She loses this respect for him as certain things come to light.  In actuality,
     Bessho did sanction the massacre plot perpetrated by the Doujima Group of the
     (then smaller, apparently) Toujou Association which targeted a foreign syndi-
     cate known as the Jin'gweon Force.  The Jin'gweon were supposedly a threat
     which was unanswerable by conventional police or crime syndicate methods, so
     Bessho believed there was no alternative but to allow their eradication.
      After the incident, Bessho and his detective Kawara transferred to the Kansai
     region.  Bessho knew that there were survivors of the attack, and did what he
     could to protect them against the retaliation of the Jin'gweon back in Korea,
     whose strict rules demanded that they either seek retaliation or die.  He
     helped one survivor, Bak Hwejong, by giving him the new identity "Murai" and
     leading him to Shinsei in Osaka, where he spent most of his time playing shogi.
      Bessho also knows the true identity of at least two other survivors of the
     attack:  Ji Yeongmin, who is installed in the Tokyo Metropolitan Police after
     becoming a naturalized citizen and adopting the name "Kurahashi," and Jeong
     Suyeon, the wife of the executed crime boss U Yeongmin.  Suyeon was rescued by
     Kawara, who eventually married her.  The two then had a child, Kaoru, but after
     Suyeon's death at the hands of the Jin'gweon, Kaoru was taken in by Sayama
     Tamiyo and given her last name.  Therefore, his top detective is, indeed, the
     very same Sayama Kaoru--hence his insistance that she drop the case when the
     Jin'gweon becomes involved.
    "Cyclops" OOBA
    Role:  Sidestory character, enemy, Arena entrant
    Appears in:  Chapter 5 on
    Description:  This big wrestler hangs out in the Dragon Palace's 5th floor in
     his own little room, until you've done his side missions.  After that, he
     enters the tournaments at the Arena.
      He knows Kiryuu as the champion of the Arena from the last game, so he asks to
     spar.  You will need to remove all equipment first.
      He has a really long life bar, but it's fairly simple to beat him if you use
     the "slam blow -> hold combo" over and over.  It just takes a long time.
      You can fight him three times.  Each time, your reward is some memorabilia
     from his favorite wrestler, Goriki (I translate this as "hercules" a lot) Tera-
     Terayama, from which Kiryuu learns a Heat Move.
    DOUJIMA Daigo
    Role:  Story figure, boss, ally
    Appears in:  Much of the game
    Description:  This guy may wear a stupid-looking puffy white jacket, but what
     he lacks in fashion sense he makes up for in moxy.
      He is the son of Doujima Souhei, the former head of the Doujima Group and
     second Chairman of the Toujou Association, and Yayoi, who, with Terada/Gim
     Daejin's apparent death, becomes acting chairman.  Souhei was killed in the
     story of the first game, and Kiryuu took the blame--though it was really his
     "younger brother" in the yakuza world, Nishikiyama Akira.
      When Souhei died, Doujima became a bit reckless, because he trusted Kiryuu
     above all others.  When the Oumi Alliance syndicate starts showing up, looking
     for a fight, he decides to go to Osaka and challenge the leader of the group
     responsible to a one-on-one fight.  That man is Gohda Ryuuji.
      It turned out to be a trap.  When Daigo arrived at Osaka, he was greeted by
     the police and arrested for carrying weapons.  He received a 5-year sentence
     for his crime.
      Thus, he bears a grudge against Gohda Ryuuji.  Now that the syndicate has no
     leader, with Terada/Gim Daejin's apparent death, Kiryuu asks him to step up
     and rally the forces against the coming gang war with the Oumi Alliance.  Daigo
     refuses, but says he'll go with Kiryuu to Osaka.  Kiryuu was called there to
     meet with Gohda Jin, the chairman of the syndicate, and ask for a 50-50
     alliance pact.  Daigo, on the other hand, goes simply so he can find and beat
     Gohda Ryuuji.
      Ryuuji does show up to the meeting, but throws a coup d'etat and kidnaps his
     own father.  Daigo tries to stand in his way, sending Kiryuu after Chairman
     Gohda, but eventually fails.  Kiryuu then has to defeat Ryuuji himself.
      After that incident, Daigo tries to drive with Gohda Jin up to Tokyo to meet
     with his mother and finalize the deal.  However, men with machine guns show up
     and kidnap the two of them.
      Ryuuji is eventually rescued by Kiryuu in the Tougenkyou, a ruined, old broth-
     el in Kamuro.
      After that, when the Gohryuu Association Gohda Ryuuji heads comes to invade
     the district and destroy the Toujou Association, Daigo suddenly steps up and
     rallies the 300 troops.  A proud Yayoi, the acting lieutenant Kashiwagi, and
     Kiryuu all agree that Daigo will almost definitely get the title of 6th-gener-
     ation chairman of the Toujou Association with that.
      At the same time that they prepare for battle, a plot from their other major
     enemy, the Jin'gweon Force, is revealed.  There are bombs set up all over
     Kamuro.  However, the police don't believe the reports, so Daigo ends up
     using his troops to scour the district and dismantle the bombs, leaving Kiryuu
     to defeat the Gohryuu Association single-handedly.
    DOUJIMA Yayoi
    Role:  Story character
    Appears in:  Much of the game
    Description:  This is the widow of Doujima Souhei, the second-generation chair-
     man of the Toujou Association and head of the Doujima Group.  Kiryuu took the
     blame for Souhei's death in order to protect his "younger brother" in the
     yakuza world, Nishikiyama Akira--but that was all cleared up after the events
     of the last game.
      Kiryuu was named 4th-generation chairman by Souhei's successor, Sera, but he
     immediately gave the title to Terada Yukio, a man he believed was taking care
     of his father figure, Kazama Shintarou.  Terada apparently dies in the begin-
     ning of this game, and so the organization is left without a head.  During the
     interum period, Yayoi becomes the acting chairman.
      She is fierce, wise, and powerful.  She uses her ability to rally the organ-
     ization during this critical period.
      Kiryuu informs her of the former chairman's wishes to strike up an alliance
     deal with the Oumi Alliance in Osaka--the very people apparently responsible
     for his assassination.  Supposedly, he was asking this to avoid a lengthy and
     costly gang war between the two cities.  Yayoi is opposed, but she knows she
     can't change Kiryuu's mind, and allows it.
      Kiryuu then asks her to allow him to meet her son, Daigo.  She tells him that
     Daigo has become a drunk who is not willing to help the organization, but
     Kiryuu sees him anyway and, throughout the course of the game, seems to inspire
     him to step up and become the next chairman.
      During a relatively bizarre incident, Shindou Kouji, one of the group heads of
     the Toujou Association that commands about a half of their forces, kidnaps
     Yayoi and Daigo.  At first, it seems that he is just acting out of retaliation
     towards Kiryuu for his role in the death of Shindou's group's former head, but
     actually, it's revealed that Shindou also has fallen in love with Yayoi and
     intends to make her his bride.
      The feeling's not mutual.  Although Shindou believes he can bring her more
     happiness than her philandering, late husband, Souhei, Yayoi actually still
     loves only Souhei.
      After a lengthy battle, Shindou is defeated and Yayoi is rescued by Kiryuu.
    Role:  Story figure
    Appears in:  His clinic for a few scenes
    Description:  This guy runs a clinic in Kamuro near the Matsuya restaurant at
     Tenkaichi's northern end.  In a side mission in the first game, it's revealed
     that Kazama Shintarou used to fund his clinic.  In other words, he operates
     a bit outside the law, not reporting things like gunshot wounds.
      That works out fine for Kiryuu and the gang in this title, as Kawara Jirou,
     a detective on the case, and Kazuki, owner of the host club Stardust, get shot
     on a rooftop.  Correctly assuming the incident is somehow tied to people pul-
     ling the strings inside the police, Kazuki and Kawara are brought to Emoto's
     clinic and treated without the police's involvement.
    Role:  Enemy (boss-like)
    Appears in:  Chapters 4 and 12
    Description:  Maybe this guy shoulda eaten some spinach.  Pasty, bald, small,
     with a scrunched-up face....  This isn't exactly the prettiest person in the
     game.  He sells information and plays mahjong....  And, he also at least knows
     a lot of the yakuza dealings in town, if he's not actually employed by Sengoku
    Fake KIRYUU
    Role:  Substory character, enemy
    Appears in:  "The Fake Kiryuu"
    Description:  This guy looks like a kinda chubby-faced Kiryuu.  He and another
     man scheme to extort money from low-level yakuza and street punks by masquer-
     ading as Kiryuu, who has become legendary thanks to the events of the first
      He grows tired of getting small amounts of money by going after the small fry
     and convinces his cohort to go to Jewel, a local cabaret club, and hit them up
     instead.  Kiryuu confronts him there and acts like he believes he really is
     Kiryuu, but refuses to pay any compensation when he asks him to pay for his
     bill at Jewel.  The fake Kiryuu punches the real one, but the punch has absol-
     utely no effect.  Kiryuu then subdues him and forces him and his cohort to
     apologize and pay.
    Fake Shinji
    Role:  Substory character, enemy
    Appears in:  "The Fake Kiryuu"
    Description:  This little guy tries to masquerade as Shinji, Kiryuu's close
     friend and "younger brother" in the yakuza world from the first game.  He acts
     with a big guy who dresses up like Kiryuu, and the two set about extorting
     money from lower-level yakuza and such, using Kiryuu's cache to threaten them.
      His appearance is a little odd, considering the real Shinji died in the
     events of the first game.  It seems like his scheme would have that flaw; if
     people knew about Kiryuu and Shinji, wouldn't they be a bit confused if the
     man telling them to pay up was supposedly a dead guy?
      Anyway, when he and the fake Kiryuu skip out on their bill at the cabaret
     club, Jewel, Kiryuu confronts them and beats them down, getting them to apolo-
     gize and pay.
    Fake Kazuki --> GANG Jin'u
    GANG Jin'u
    Other names:  Kazuki
    Role:  Story character
    Appears in:  Chapter 6
    Description:  This guy is an imposter who poses as Kazuki, the owner of the
     host club Stardust.  He is, in actuality, a member of the Jin'gweon Force,
     which plots revenge for most of the game against the Toujou Association for a
     massacre plot in 1980.
      He kidnaps Kazuki 6 months before the events of the game and takes his place
     in order to bait detective Kawara into pursuing him to the rooftop of the
     Amano building, where he intends to kill him.  He also calls Kiryuu and tells
     him to come to the rooftop at the same time, so he can kill them and make it
     look like they killed each other.  Since the information fed to Kawara is that
     the real Kazuki is actually a Jin'gweon member in disguise, he also brings the
     real Kazuki to the rooftop, intending to kill him there, too.
      Kawara wants to kill Jin'u on sight, knowing he's a member of the Jin'gweon.
     Unbeknownst to Date and the crew, he has been going around, wiping out factions
     of the Jin'gweon who made their way to Japan in order to protect Sayama from
     finding out her past.  Sayama's mother is Jeong Suyeon, a survivor of the
     Jin'gweon massacre.
      Anyway, Date has already witnessed Kawara gun down Jin'gweon members before,
     not knowing why.  So, he tries to stop Kawara, who ends up shot by Gang as a
     result.  He fires his gun at Gang, but does not kill him--rather, he just
     grazes his forehead.  When Gang goes to kill Date as a result, Sayama shows up
     and kills him.
      I'm assuming he had plastic surgery done and spent a long time copying
     Kazuki's manneurisms and dress and such, but it's still a ridiculous stretch
     that he was able to fool everyone for so long--particularly Yuuya, who works
     closely with Kazuki managing the club.
    GIM Daejin
    Other names:  Terada Yukio, Kim Daejin (it's not really a hard "k"), Kimu Dejin
     (Japanese pronounciation of his Korean name)
    Role:  Story figure, boss
    Appears in:  Chapters 1 & 16
    Description:  This big guy looks like he could be a sumo rikishi.  Instead,
     he's just a big-time criminal.
      At one time a prominent figure in the Oumi Alliance (in fact, I think he was
     their leader at one time, but I'm not 100% sure) under the assumed name Terada
     Yukio, Kim was, in actuality, one of the survivors of the Toujou Association's
     slaughter of the Jin'gweon Force, a powerful, zealous crime syndicate from
      In the events a year ago (during the last game), he tried to hide and protect
     Kazama Shintarou, Kiryuu's mentor of sorts, when there were many groups after
     him because of his involvement in stealing and laundering 10 billion yen of
     the Toujou Association's money.  He was doing this to repay the favor; Kazama
     himself actually spared Kim during the elimination raid on the Jin'gweon
     Force's hideout.
      However, being a member of the Jin'gweon Force means you have to obey their
     "iron-clad law," and as Kim points out, even if they asked him to kill his own
     mother, he would have to do it.  So, he has betrayed the Toujou Association he
     was appointed head of by Kiryuu to reap vengeance for the slaughter so many
     years ago.
      He may have stayed loyal to Kazama in the end, however.  He may have betray-
     ed his own organisation's plans by holding a crucial fuse on the huge bomb set
     to destroy Kamuro, so that the bomb wouldn't work.  It's unclear whether he did
     that because of distrust of his mole working for him in the Oumi Group, Taka-
     shima Ryou, or because he still felt a debt to Kazama.  In his dying moments,
     he tells Kiryuu "Trust me...."
    GODAWARA Susumu
    Role:  Side story character, enemy
    Appears in:  "Be My Baby"
    Description:  This big, burly boss of a yakuza group sees Kiryuu best his under-
     lings and invites him to take part in his favorite...diversion.
      When Kiryuu follows him to the Be My Baby club, he is met with a curious
     cabaret club girl who talks baby talk to him.  Kiryuu is a bit creeped out and
     moves away from the girl, knocking a false wall down.  Inside is a nursery,
     where Godawara and his men wear diapers and act out infantilist fantasy.  He
     takes it as an extreme insult when Kiryuu passes on the "play," and fights him.
      After he's defeated, Kiryuu tells him not to force his likes upon others.  As
     he leaves, Kiryuu meets up with members of his group, who confess they were
     forced into it by Godawara and thank Kiryuu for talking sense into him (with
     his fists).
    GOHDA Jin
    Role:  Story character
    Appears in:  Chapters 3 & 16
    Description:  Frail, old--maybe even decrepit, this man with wildly long, white
     hair and beard, sitting in a wheelchair, is the current head of the Oumi Group,
     the yakuza organisation in the Kansai area.
      His organisation has started to crumble somewhat.  In fact, his adopted son,
     Gohda Ryuuji, has overthrown him and is trying to start his own syndicate, the
     Gohryuu Association.
      Unbeknownst to Ryuuji until pretty much the end of the game, Jin took care of
     him knowing that his real father was the head of the Jin'gweon Force, a ruth-
     less Korean crime syndicate who was all but eradicated on Christmas Eve years
     earlier by the Toujou Association.  What's more, Ryuuji's mother escaped the
     slaughter of her husband's group with Kawara Jirou and ended up later marry-
     ing him and having a daughter with him.  That daughter would be Sayama Kaoru,
     Ryuuji's only known living blood relative.
      In the end, however, Jin is gunned down by one of the other survivors of that
     incident, Kim Daejin (Gim Daejin), who had up to this point been living under
     the assumed identity Terada Yukio.  Terada had staged his own death near the
     beginning of the game and orchestrated everything--sort of.
      The four major figures of the Oumi are often called "The Four Heavenly Kings
     of the Oumi," a reference to four Buddhist deities who protect the dharma.
     Jin is likely supposed to represent Dhrtaraashtra, known as "Jikoku" in Japan,
     who upholds the state.
    GOHDA Ryuuji
    Role:  Major story character, boss
    Appears in:  Much of the game
    Description:  This is Kiryuu's rival this time--the "Kansai Dragon."  Kiryuu is
     known as the "Dragon of the Doujima," so the two seem almost destined to meet
     head to head.  "One dragon should be enough," says Ryuuji.
      Powerful, influential, arrogant, and hot-tempered, Ryuuji is a "go-getter" who
     tries to make his own path in life and doesn't seem to care about anyone or
     anything else too much.  He even betrays his foster father, saying that it
     doesn't matter because he's not even his real father, anyway.
      He knows that he is the son of the head of the Jin'gweon Force, but he doesn't
     care about their "iron-clad law" or anything like that.  He works with them,
     knowing it will force Kiryuu out and he can find out who is the strongest after
     all.  He also knows it will make his group, the Gohryuu Association, the most
     powerful in Japan.
      The only time he seems to take pause in his plans to realise his ambitions is
     when he finds out he actually does have a living relative--his half-sister,
     Sayama Kaoru.
      Ryuuji is one of the "Four Heavenly Kings of the Oumi," a reference to four
     Buddhist deities who protect the dharma.  He's probably supposed to represent
     Viruudhaka, or Zoujou, as he's known in Japan, the "patron of growth," as he
     means to expand the Oumi and take over all yakuza groups in Japan.
    Other names:  Sai no Hanaya, Kage (North American release)
    Role:  Story character
    Appears in:  Chapter 8 on
    Description:  This middle-aged, mustachioed ex-cop seems to spend most of his
     time smoking cigars, hanging around in either a captian's outfit of a smoking
     jacket, and watching the lives of most of the people in Kamuro through a ser-
     ies of tiny cameras hidden all over town.
      Known as the "legendary informant," he sells the information he gathers--and
     it seems he makes a great deal of money.  He has offices in the Millennium Tow-
     er--and secretly, at that, I might add.
      He also has a son he didn't raise.  It's unclear why he left his family, or
     even if they left him or someone died, but he doesn't seem too interested in
     making amends.
    I Ryujeon
    Other names:  Yi Ryujeon, I Ryuujon, Lee Ryujeon, Yi Yujeon, I Yujeon
    Role:  Story Character
    Appears in:  "I Ryujeon" side missions
    Description:  This is a famous pop singer from Korea.  He comes to visit Kamuro
     and asks Kiryuu to show him around town, but to please keep those annoying
     Japanese fans away from him.
      It's kinda strange, but his name is supposed to make you think "Illusion."  I
     don't know why that would be funny, but, it's a joke they made, anyway.  "Ryu-
     jeon" wouldn't be a normal Korean name.  Almost all words that used to start
     with either "ri" or "ry" have had the "r" dropped in modern Korean (at least,
     the language spoken in South Korea, but I doubt there would be a popular North
     Korean pop singer roaming around Japan).  His name would probably be "I Yu-
     Jeon," if anything, but even that wouldn't be too common. "Yeongjeon?"  I don't
     think there are to many with that name, either.
    JEONG Suyeon
    Other names:  Kawara Shouko
    Appears in:  Various cinemas
    Description:  This is the wife of U Yeongmin, boss of the Jin'gweon stationed
     in Kamuro in 1980.  She and her child were present during the massacre, and
     her husband was killed.  She attempts to throw herself out the window with her
     child in her arms, but is talked out of it by Kawara Jirou, a detective in
     charge of investigating the incident.
      After she flees to Osaka, she meets Gohda Jin, a member of the Oumi Alliance
     syndicate, and is sheltered by him for a period of time.  Presumably, this was
     before Kawara could complete the transfer--or at least, before she married him.
      Kawara asks her to sever ties with Gohda and takes her in as his wife, so she
     does--and, at Jin's request, she leaves her child with him.  This is explained
     by the fact that the Jin'gweon was still after her, and she feared for her
     child's safety--and also because Jin wanted to have a son.  That son is then
     raised as Gohda Ryuuji.
      She changes her name to Kawara Shouko when she marries Jirou, and the two have
     a daughter they name "Kaoru."  However, when Kawara is sent away for a year to
     Hong Kong on business, she is hunted down and killed by the Jin'gweon.  Her
     dying wishes are that Kawara protect his daughter from her horrible past, so
     he leaves her with Sayama Tamiyo, who raises her as her own daughter.
      We only ever hear the name "Kawara Shouko" once in the game.  In fact, on
     Sayama's personal history sheet, her mother is listed as "Jeong Suyeon."  They
     never overtly state that Kawara Jirou married her, but her name change does
     imply it.  Whether or not she was married to the Jin'gweon boss is unknown,
     but likely.  For anyone who might think the different family names would point
     to her not having married U Yeongmin, Koreans generally do not follow the
     convention of the woman adopting her husband's family name.
    JI Yeongmin
    Other names:  Kurahashi Wataru
    Role:  Story figure, boss
    Appears in:  Numerous chapters, boss of chapter 13
    Description:  This huge detective with a deep voice is, in actuality, one of the
     survivors of the execution of a Korean crime syndicate, the Jin'gweon Force.
     During the executions, he was spared by the Toujou Association's Kazama Shin-
     tarou along with Gim Daejin, who later became known as Terada Yukio.
      Bound by the group's "iron-clad law," he helps orchestrate a plan to reap
     vengeance upon the Toujou Association responsible for the killings and upon the
     entire city of Kamuro, who turned a blind eye.
      Acting with a mole inside Hanaya's network of spies, he obtains a video that
     frames his fellow cop, Date Makoto, to remove his investigative power from the
     table.  Then, he smashes up Hanaya's operation and ends up fighting Kiryuu and
     the rest of the crew, killing Kawara Jirou, a detective who was present at the
     executions of the Jin'gweon Force and father of Sayama Kaoru.
    Other names:  Jin'gweon pa (full Korean name), Jingwonha (Japanese pronounciat-
    Role:  Enemy group
    Appears in:  Pretty much entire game
    Description:  These guys are sorta the ones pulling the strings.
      This is a very secret, criminal syndicate from Korea.  Apparently, their
     methods are vicious and their loyalty is absolute.
      Twenty years ago, on Christmas Eve, Doujima Souhei, the leader of the Toujou
     Association, ordered their destruction.  Kazama Shintarou was against the
     slaughter, but Shimano Futoshi pressed for it.  Ever since that attack, they've
     plotted their revenge--not only on the Toujou Association, but, because the
     police intentionally turned a blind eye to erase such a dangerous force, also
     upon the entire Kamuro District.
      There were five survivors of that incident and two witnesses.  Ji Yeongmin and
     Gim Daejin are the most notable survivors, two younger members who were spared
     by Kazama Shintarou.  Ji would become Kurahashi Wataru and enter the police
     force, while Kim would become Terada Yukio and join with the Kansai-based Oumi
     Group of yakuza.  Over the years, these two have simply bided their time and
     planned their vengeful scheme.
      Bak Hwejong also survived the attack.  He was shot by Shimano Futoshi after
     Kazama Shintarou ignored him.  While he cowered during the attacks, his group
     knew of his survival and considered him a traitor.  He took on the name "Murai"
     and waited in Shinsei for the group to find him and eliminate him.
      The other two survivors were the wife of the leader and her son.  They were
     rescued by one of the witnesses of the attack, detective Kawara Jirou.  He
     would eventually marry the woman and the two would have a daughter named
     Kaoru, but their happiness wouldn't last and at the mother's dying request,
     Kawara would hide her son and daughter and try to protect them from the Jin-
     gweon Force.  The son was adopted by Oumi Alliance leader Gohda Jin and named
     Ryuuji, while the daughter would be raised by Sayama Tamiyo, who ran the small,
     snack bar named "Aoi."
      The other "innocent" witness of the attack was Kiryuu Kazuma, the hero of our
     tale.  A teenager at that time, he followed Kazama Shintarou there because he
     was concerned, unknowingly forcing him to shoot the Jin'gweon Force's boss to
     protect him.
      For their revenge, the group forced a war between the Kansai and Kantou yaku-
     za as a distraction.  Then, they placed bombs all bout the Kamuro area.  The
     largest bombs were placed at the 50th floor of the Millennium Tower and at the
     top of the Kamuro Heights Building, which was still under construction.
    KAWARA Jirou
    Role:  Story figure
    Appears in:  Chapters 1-13
    Description:  This sour-looking old curmudgeon is a detective for the Kamuro
     police agency.  He's also Sayama Kaoru's father.
      Twenty years ago, he was there at the extermination of the Jin'gweon Force by
     the Toujou Association.  The Jin'gweon were a crime syndicate from Korea whose
     tactics were absolute and fearful, and the Toujou Association, the incorporated
     yakuza of the area, weren't going to let them be on their turf, so the police
     turned a blind eye and the members were gunned down by Kazama Shintarou and
     Shimano Futoshi.
      Kawara lurked behind a pillar and saw the boss of the Jin'gweon Force get shot
     by Kazama Shintarou.  After Kazama left the man, Kawara went to check on his
     condition.  The man asked him to save his child, who was upstairs with his
      Kawara saved them, alright.  He fled with the wife and married her.  I'm not
     100% sure that's what the boss had in mind, but, well, it's not like he was
     around to object anymore.
      When the boss's wife was later killed for her involvement with the Jin'gweon
     Force, Kawara changed.  He handed her first child over to a mob boss, Gohda
     Jin, and gave him the new name Gohda Ryuuji.
      Kawara and the woman also had a child, who would come to be known as Sayama
     Kaoru.  As her mother died, she begged Kawara to spare Kaoru the hardships of a
     life with Jin'gweon blood and to erase her past.  So, he left her with the
     mistress of a small bar, Aoi ("Snack Aoi"), and returned to the police force.
      There, he hunted down members of the new Jin'gweon Force and shot them because
     he knew about their "iron-clad law."  Date Makoto, Kiryuu's friend, saw this
     happen in front of his very eyes at a time when he was Kawara's student and
      In the end, Kawara joined back up with Date and the Kamuro police force so he
     could try and protect Sawara from the events coming to a head relating with the
     Jin'gweon Force and so that he could try and prevent them from exacting their
     revenge on Kamuro and the Toujou Association.  He ended up keeping her secrets
     until she finds out herself as he is gunned down in the Millennium Tower in a
     fight with the surviving Jin'gweon Force's member, Ji Yeongmin, who masqueraded
     as a policeman under the name Kurahashi Wataru.
    KAZAMA Shintarou
    Other names:  Fuma Shintaro (American release)
    Role:  Story figure
    Appears in:  Flashbacks to the past
    Description:  Killed in the last game, Kazama found Kiryuu a place in his
     organisation and acted as a second father to him after his true parents' deaths
     when he was still very young.  Those were deaths for which Kazama himself was
      Although he follows the orders and will of his organisation, the Toujou Assoc-
     iation, Kazama is a righteous man who tries to fight for what's good and just.
     When Doujima Souhei orders the execution of the Jin'gweon Force, a Korean crime
     syndicate that was in Kamuro at the time, Kazama objects, but goes anyway.
      Actually, he originally went there to warn them and to tell them to leave
     Kamuro.  While negotiations with the Jin'gweon Force's boss were under way,
     Kiryuu, then a young man, showed up because he thought his mentor may be in
     trouble.  Unfortunately, there was a bit of a struggle because of the boy, and
     Kazama had no choice but to shoot the Korean man.
      That sparked the extermination; there was no turning back at that point.
      Kazama did not carry through the orders to kill every member, however.  He
     spared two young officers, Gim Daejin and Ji Yeongmin.  Kim would take on the
     name "Terada Yukio" and join the yakuza, Ji would take on the name "Kurahashi
     Wataru" and join the police.
      Kazama also gave back to the community, as trite as that sounds.  He sponsored
     a small clinic in Kamuro for people who were unable to pay run by a Dr. Emoto.
      He has saved Kiryuu's life on many occasions, and even lost the use of his
     leg saving him from the clutches of the sinister Lau Ga Lung, a member of the
     Chinese crime syndicate called "Se Waa" with a penchant for torturing his vic-
     tims to death.
      In fact, Kazama actually ended up giving his life to save someone--Sawamura
     Haruka.  Shimano Futoshi, a powerful group head in the Toujou Association and
     hard-headed rival of Kazama's, threw a grenade at her in his dying moments, and
     Kazama covered her with his own body.
    Role:  Story character
    Appears in:  Much of the game
    Description:  This white-suit-sporting pretty-boy is the owner of Stardust, a
     host club in Kamuro on Tenkaichi Street.  He and his club's manager, top-ranked
     host Yuuya, helped Kiryuu out in the first game.
      Date is summoned to a room with very limited access in the police station,
     and meets with Kawara and Kurahashi (really Ji Yeongmin) to discuss the poss-
     ibility of a mysterious foreign syndicate's involvement when there is an
     explosion at the Millennium Tower.  There, he is told the shocking news that
     Kazuki is really a Korean named "Gang Jin'u."  He lays a trap for Kazuki,
     telling him that the cops are trolling the area, looking for anyone in the
     country illegally.  He figures that if he really is this "Gang Jin'u" guy, and
     is really tied to a foreign syndicate, he'll have to go warn his cohorts.
      This causes "Kazuki" to flee, and so Date follows him and meets him on the
     rooftop of the Amano Building.
      In actuality, Kazuki is there--but so is the guy from the club; someone who
     looks exactly like Kazuki.
      It turns out that Kazuki was imprisoned for the first part of the game--and
     for the past 6 months or so.  The Jin'gweon Force was holding him somewhere
     so that they could orchestrate the murders of Kiryuu and Kawara.  During the
     struggle on the rooftop, Kazuki is shot, so...for most of the game, he ends up
     lying in a hospital bed at Dr. Emoto's clinic.
      When he comes to, he tells the gang that he overheard his captors talking
     about a bomb plot.  Apparently a long time in the making, the Jin'gweon plant-
     ed bombs about town.  He tells them the number of bombs is the same as the
     number of people killed in the massacre.  The first bomb went off in the
     Millennium Tower early on in the game, and the second was found in Hanaya's
     office as Kurahashi/Ji Yeongmin tried to gather everyone and kill them.  Since
     there were 33 Jin'gweon members killed in the massacre, they therefore deduce
     that there were 31 bombs left.  This is erroneous, since Ji Yeongmin gets
     killed in the confrontation at Hanaya's, though, and there is one final bomb
     revealed at the end of the game for his retribution.
    KIRYUU Kazuma
    Role:  Main character
    Appears in:  Entire game
    Description:  Nice greyish-blue '70s leisure suit!  This guy's still a cross be-
     tween John Travolta and Mishima Kazuya of Tekken.
      Seriously, he's obviously designed to evoke images of Suzuki Seijun movies and
     the like.  "Kiri" means a tree trunk; his last name is supposed to evoke the
     image of a big, sturdy, reliable person.  "Kazuma" means something like "a
     horse that runs swiftly and directly to its goals."
      As the main character, Kiryuu has been through a lot.  He was raised primarily
     by Kazama Shintarou, though he was left at the care of the Sunflower orphanage
     after his parents died.  Later, he would find out that Kazama, himself, killed
     them while fulfilling his oaths to the yakuza organization he belonged to, the
     Toujou Association.
      By the time Kiryuu found out why he was an orphan, he had already been ousted
     from the Toujou Association.  His dearest friend, Nishikiyama Akira, whom he
     thought of as a younger brother, had to gun down their boss, Doujima Souhei,
     because he was trying to force a woman he loved, Yumi, sleep with him.
      Yumi was actually both loved by Nishikiyama and Kiryuu.  She was the third
     member of their childhood love triangle.
      Kiryuu knew that Nishikiyama was just making his debut in the yakuza world and
     that his ailing sister needed him to be near her, so he took the blame for the
     shooting.  Nishikiyama, on the other hand, always blamed Kiryuu for the life he
     had to endure afterwards, saying that he forced him into that fate.
      After all was said and done, both Yumi and Nishikiyama were dead, but Kiryuu
     was left in charge of Haruka, daughter of his beloved Sawamura Yumi.  In her
     he found the muse to stand up and fight for good; someone to protect and some-
     one to live for.
      Now, things are different.  The organisation that wanted him dead, the Toujou,
     need his help.  The man he appointed, Terada Yukio, was gunned down in broad
     daylight visiting a cemetary by his former organization, the Oumi Alliance.
      There are, of course, other, darker forces at work here, pulling the strings.
     Kiryuu and his new companion, Sayama Kaoru, have to look into things that in-
     volve her mysterious past to find the truth.
      Tall, brawny, tough, and of course, righteous, this is your quintessential
     detective fiction hero mixed with your quintessential action movie hero.
     There's always something sinister at hand just below the surface of the world
     he lives in, and he always finds a way to bring it justice--usually with his
    Role:  Enemy (boss-like)
    Appears in:  Chapter 12
    Description:  This is the guy who holds a gumbai (fan-like implement used to
     command troops) to summon samurai and ninja to attack you at Sengoku's palace.
     He can also get hit with a machine gun a whole mess of times and just looks
     annoyed, like you were just shooting water at him or something.
    KURAHASHI Wataru --> see "Ji Yeongmin"
    MAJIMA Gorou
    Role:  Story figure, boss, Underground Arena fighter
    Appears in:  Various chapters, boss of Chapter 5
    Description:  Wearing snakeskin pants, an eye patch, a construction helmet, and
     brandishing a knife in an extremely flashy manner, this is one very unique
      In the previous game, Majima harrassed Kiryuu to no end, but showed a special
     affection towards him as a brother or an admirer.  He also fancied himself
     Kiryuu's true rival, always saying that he wanted to fight him.
      Although he is often vicious and over-the-top, he still randomly shows a sense
     of honor and kindness.  Kiryuu often calls him the "man he can't read."
      He also calls him "big brother Majima" ("Majima no Niisan").  In return,
     Majima calls him "Kiryuu-chan."  "Chan" is a diminuitive title, derived from
     the well-known "san," and is usd only for someone really close to you gener-
      After the events of the last game, Majima has left the Toujou Association.  He
     now has taken over the area Hanaya used to manage, the "Sai no Kawara," also
     known as "the River Styx" or "Limbo" or "Purgatory."  This used to be a park
     where homeless people could hide away from the law and street punks and yakuza,
     but has now become a construction site for Millennium Heights, a new skyscraper
     that will be the biggest in Japan.
      Of course, that's Majima's doing.
      He also fights in the Underground Arena there, which is where he challenges
     Kiryuu when he comes to try and convince him to return to the Toujou.  Both
     Kiryuu and Majima seem to agree that he has no place there anymore, but Kiryuu
     tells Majima that they need his help now that their head has been assassinated.
      Majima gives that help, too.  At one point, he fights off the entire invading
     Gohryuu Association's force while they distracted Kiryuu and the rest of the
     Toujou Association, fighting single-handedly against them.  He also helps in
     diffusing the bombs strewn about town by the Jin'gweon Force.
      Once you have completed all missions possible to get the hidden bosses except
     the "Komaki Training" ones, Majima will again start appear in the Ronin Grand
     Prix and the Street Fight Grand Prix tournaments in the Arena.  You have to
     encounter him first in the Ronin Grand Prix for him to appear in the other.
      He's a very annoying opponent, too.  He races around Kiryuu, darting here and
     there like a fly, and uses many powerful moves, not the least of which is a
     sweep that cannot be blocked and knocks Kiryuu off his feet.  The most annoying
     thing about fighting someone like Majima is, of course, that since they dart
     all over the place and sidestep like mad, it's very hard to land a heavy attack
     on them.
    MURAI --> see "Bak Hwejong"
    OKANO Ako
    Role:  Story character, shop owner
    Appears in:  Atenshi
    Description:  This is the mistress/bartender of the transvestite snack bar in
      Kamuro, Atenshi.  The "A" is probably from her chosen female name, "Ako," and
      "tenshi" means "angel."  She profusely hits on Kiryuu when you order drinks.
       After the first time she flirts with you, if you leave and come back, she'll
      be harassed by a yakuza.  Beat him, and she'll be your ally, throwing you a
      sign used to call people into the club for a special Heat Action.
       Okano is also one of the founders of the motorcycle gang Yuuya created, the
      Black Thunder.  Yuuya named Okano his successor when he left the gang, but
      Okano apparently left without explanation.  The penalty for skipping out on
      the gang was apparently set at a ridiculous 5 million yen by Yuuya, so Kouji,
      the new leader, brings his gang around to get either Okano or the 5 million.
       Kiryuu steps in and helps Yuuya defeat Black Thunder, and when Kouji's
      health reaches 50%, Ako shows up with the ceremonial garb Yuuya wore during
      the passing-of-the-torch ceremony.  This supposedly helps rally Yuuya.
       After the fight, Ako asks Yuuya to set Kiryuu up with her for a date....
    SAWAMURA Haruka
    Role:  Major story character
    Appears in:  Many chapters
    Description:  This is the girl Kazuma saved in the first game.  The daughter of
     Sawamura Yumi, she was wanted by many criminals and government agencies alike
     because she held 10 billion yen of the organisation's money--money that Haru-
     ka's father, Jingu, had been laundering.
      Caught in a really convoluted plot, the poor little 9-year-old seemed to be
     the target of everyone, from yakuza to triad member to police and the secret
     government agency, MIA, but she was only looking for her mother.
      It's slightly ironic that Kiryuu was unknowingly leading around the daughter
     of the woman he loved, perhaps.  I'm not sure that you could 100% say it was
     irony, but I'm sure he had wanted to have a life with her, and probably would
     have liked to have had a child with her.  Still, through all of it, Kiryuu
     sacrifices his body and spirit fighting for the youngster.
      So, Haruka's a pretty important part of Kiryuu's life.  I suppose she is like
     his daughter.
      She grew up in the Sunflower orphanage--the same orphanage Kiryuu and Nishiki-
     yama were raised in.  For much of the game, she returns to that orphanage's
     care while Kiryuu tends to dangerous business.
      Even still, she is kidnapped by the Sengoku Group of the Gohryuu Association.
     Kiryuu wonders if he has to leave to bring her a happy life, since she's al-
     ways going through hardships because of him.  He meets up with the head of a
     talent agency known for creating pop idols and almost gives Haruka over to them
     so she can be free from the dirty underworld he keeps dragging her down into,
     but Haruka objects, begging him not to discard her.
      So, it seems like these two have many adventures left.  Oh, to those of you
     who played the first game, don't worry--you don't have to lead her around too
     much, you don't have to try and build her trust, and you only have to rescue
     her once.
    Role:  Story character
    Appears in:  A few flashback cinemas
    Description:  This is Haruka's mother, and perhaps the love of Kiryuu's life.
     She grew up with him together with Nishikiyama Akira, but died in the end of
     the last game after living a sad life of betrayal and nervous breakdowns and
     amnesia and the like.
      Apparently, Kiryuu got over her, though!  I guess that's what happens when
     you're some guy who'll go out and pay girls to talk to you and try and romance
     them into having meaningless sex with you while you're looking for said "love
     of your life."  What a guy!
    SAYAMA Kaoru
    Role:  Major story figure, ally
    Appears in:  Pretty much from Chapter 3 on
    Description:  This nice-looking gal is Kiryuu's love interest this time.
      A cop for the Osakan police department, Sayama apparently is a genius at both
     fighting crime and technology.  Although she did very well in school and gain-
     ed quite a name for hacking and programming, she decided to become a detective
     to look into her past.
      All her life, people around her seem to have held answers to who she was and
     what happened to her parents, but the only clues she seemed able to collect
     pointed to some connection with the Toujou Association.  Since she knows that
     they were somehow responsible for her parents' deaths, she has devoted her life
     to investigating the yakuza--and gained the title "The Yakuza-Hunting Female
      Kiryuu knows the pain of finding out such secrets and tells her that sometimes
     there are things you don't want to know.  She points out that that's something
     someone who already knows those things would say.  Since she's still searching
     for the truth, she can't see it that way.
      During the investigation this time, it will be revealed that Kawara is really
     her father, but he kept that a secret to try and erase her horrible past be-
     cause of a promise he made her mother.
      Her mother was the wife of the boss of a Korean crime syndicate known as the
     "Jin'gweon Force."  Kawara was present when the man was gunned down by Kazama
     Shintarou, and that's why eveyrone seems to know that the Toujou Association
     had something to do with Sayama's family.  Kawara saved the woman and her son,
     who is a red herring of sorts for a while, but turns out to be Gohda Ryuuji.
      Sayama loses Kawara, who is shot to death, and learns about her half-brother
     through secret police files held by one of the survivors of the extermination
     of the Jin'gweon Force.  Learning that she only has one member of her natural
     family left, she has to confront him to stop him from entering the duel to the
     death with Kiryuu as tensions escalate.
    SAYAMA Tamiyo
    Role:  Major story figure
    Description:  This is the owner of "Snack" Aoi.  She's also the adoptive mother
     of Sayama Kaoru (hence the same last name).  She knows what has happened in
     Kaoru's past, but won't tell her because of a promise she made to Kawara Ji-
     rou (Kaoru's father).  Does she love Kawara?  It seems so....
    SENGOKU Toranosuke
    Role:  Story figure
    Appears in:  Certain chapters, most prominently in Chapter 13
    Description:  This guy's a real rat.  He's also involved in one of the most ri-
     diculous action scenes in this game.
      Sengoku's a head of his own group of yakuza, belonging originally to the Oumi
     Group, but then going over to Gohda Ryuuji's Gohryuu Association when he pulls
     his coup d'etat.
      He kidnaps Haruka and uses all sorts of ridiculous samurai cliches such as
     using a folding fan and sending a message to Kiryuu by having a man stab him in
     the stomach and such.  He also apparently has a golden replica of the Osaka
     Castle as his base, that's bilt underneath the real thing and can be raised and
     lowered.  The real castle, of course, just splits in half and opens out to
     allow the golden one to come up.  He also owns tigers and apparently commands a
     bunch of ninja and samurai.
      His family name's characters mean "a thousand stones," but it's a very obvious
     pun with the word "Sengoku" that described the "Warring States" era in Japanese
     history.  That's the era Oda Nobunaga and the like fought it up in; the era of
     samurai battles and the like.  His first name means "tiger-like son," or some-
     thing like that, and the tigers you fight are an obvious reference to that.
      This is really a ridiculous part of the game!!
      The four major heads of the Oumi Alliance are often referred to as the "Four
     Heavenly Kings of the Oumi."  These are four Buddhist deities who protect the
     dharma.  Probably, Sengoku is supposed to represent Vaisravana or Bishamon,
     because Bishamon is often considered a "wealth god," and Sengoku is obviously
     quite wealthy.
    SHINDOU Kouji
    Role:  Boss
    Appears in:  Chapter 9
    Description:  This sword-wielding guy heads the Nishikiyama Group of the Toujou
     Association as its second head.
      In the first game, he fights Kiryuu at the alley behind Serena after Nishiki-
     yama meets Kiryuu there and fails to get him to ally with him.  Nishikiyama
     later dies at the game's end, and Shindou either blames Kiryuu himself or simp-
     ly recognizes the fact that his underlings will not listen to orders to protect
     Kiryuu based on the fact that they generally blame him for their founder's
      Shimano Futoshi, head of the Shimano Group, also dies in the events of the
     first game.  When Majima bows out of the Toujou Association because he does not
     approve of the direction they are headed under their new chairman's leadership,
     since he was Shimano's second-in-command, the group dissolves.  The members of
     the hugely powerful Shimano Group mostly were absorbed by Shindou's Nishikiyama
     Group, making it the largest in the Toujou Association.
      Because he commands a group with half the soldiers for the syndicate, Yayoi is
     powerless when Shindou refuses to watch over Kiryuu as he is summoned to the
     rooftop of the Amano Building, which is in Shindou's turf.
      Later, at the funeral for the fifth chairman, the Gohryuu Association comes to
     taunt the Toujou.  They leave, but Gohda Ryuuji, their boss, warns Kiryuu that
     one of his rivals for succession in the Oumi Alliance of the Osaka syndicates,
     Sengoku Toranosuke, has sent his goons to Kamuro to attack.
      Kiryuu leaves to fend off the invaders, but once he is gone, Shindou seizes
     the opportunity and throws a coup d'etat.  Kiryuu returns to confront him, but
     finds that Shindou's true motives are not simply to take over the syndicate,
     but to also force Doujima Yayoi, the acting chairman and widow of the second
     chairman, Doujima Souhei, to marry him.  He holds Yayoi's son, Daigo, captive
     and confesses his intentions in front of Kiryuu, kissing Yayoi on the mouth--
     though she does not reciprocate.
      This leads to a battle between Shindou and Kiryuu.  As a boss, Shindou has a
     few "forms," and you end up fighting him in some 4 stages.  The final part of
     the fight takes place back upstairs in the room Shindou is holding Daigo.  His
     goons are defeated by Kiryuu, and their guns sent scattered across the ground.
     The defeated Shindou furtively gets to a gun as Daigo and the others are un-
     tied, but he is spotted by Daigo.  As Shindou tries to shoot Kiryuu, Daigo
     shoots him to death.
    SUDOU Jun'ichi
    Role:  Story character
    Appears in:  Various cinemas
    Description:  This glasses-wearing guy seems like a desk cop...and, well, he
     is, apparently.
      In the first game, he is an ally of Date Makoto's.  Date believes there are
     inconsistencies in the accounts of the murder of then-chairman of the Toujou
     Association, Doujima Souhei, for which Kiryuu takes the blame.  He is correct;
     it was actually Kiryuu's "younger brother" in yakuza terms, Nishikiyama Akira,
     who killed Doujima when he forced himself on a woman both Kiryuu and Nishiki-
     yama loved, Sawamura Yumi.  Kiryuu took the blame hoping to help Nishikiyama's
     career in the organization, as Nishikiyama cared way more about that sort of
     thing than Kiryuu.
      Date therefore must go rogue in order to pursue the matter after Kiryuu is
     released from prison, and Sudou ends up helping him out.  He and Date come in
     a helicopter to confront Jin'guu Kyouhei, the man behind the scenes of the
     goings-on in the first game.
      In this game, Sudou is asked to go after Kazuki, owner of the host club
     "Stardust" in Kamuro, because it is believed he may be connected to the myster-
     ious, foreign syndicate called "the Jin'gweon Force" that is believed to be
     behind the bombing of the Kazama Group headquarters in the Millennium Tower.
     Although Date is now a civilian, Sudou believes he should call him in for this
     task as Date gained Kazuki's trust through the events of the first game.
      Date, Kawara, and Kiryuu are baited to meet Kazuki on the rooftop of the
     Amano Building in Kamuro, where it is revealed the "Kazuki" they've been mon-
     itoring for the past six months is actually an impostor named Gang Jin'u.  The
     impostor shoots Kazuki and Kawara, and Date fires a warning shot at him that
     grazes his forehead.  Sayama eventually shows up and kills Jin'u, but the
     footage sent to the police by Hanaya's surveillance unit shows only a small
     fraction of the incident and it looks like Date shot him.  Since the warning
     shot's bullet is found on the scene, the Police Chief feels they have no choice
     and orders Sudou to arrest Date at once.
      Sudou objects, but eventually accepts the order.  However, he does not arrest
     Date.  In the end, he uses a police helicopter--just like near the end of the
     first game--to bring Date to the scene of the big showdown.
    Role:  Story figure
    Appears in:  Various cinemas
    Description:  This glasses-wearing guy who looks like he should be an office
     worker is one of the "Four Heavenly Kings" of the Oumi Alliance.  He is the
     chief administrator of the Oumi and head of the Takashima Group.
      He secretly knows everything that Terada/Gim Daejin has been scheming in order
     to get revenge upon the Toujou Association for the attempted massacre of the
     Jin'gweon Force, a Korean syndicate, back in 1980.  He therefore supposedly
     helps him, to that end.
      When we first see Takashima, he appears as a loyal second-in-command to Gohda
     Jin, chairman of the Oumi.  He next appears to order a hitman to fire a sniper
     rifle at Kiryuu and Sayama--but not to kill them.  Rather, he uses a low-
     calibur bullet that can easily be traced to him, just to shake Kiryuu's confi-
      In the end, Takashima shows up on the rooftop of the under-construction Kamuro
     Hills skyscraper, after Kiryuu has defeated Gohda Ryuuji and Gim Daejin's
     Jin'gweon Force.  He shoots Daejin and chairman Gohda Jin, revealing that he
     simply shared a similar goal as the Jin'gweon--destruction of the Toujou.
      He feels that, with Kiryuu, Ryuuji, and Jin out of the way, he can then take
     charge of the Oumi Alliance and put the Toujou under their umbrella.  He also
     figures he can get the Jin'gweon in their home country under his control and
     extend his powers over Korea and all of Japan.
      What he doesn't figure is that Gohda Ryuuji is not someone to be messed with.
     Takashima holds Sayama at gunpoint so that Kiryuu will not interfere, then
     shoots Kiryuu and goes to execute Sayama.  Ryuuji gets up and charges him,
     and the two exchange gunfire.  Naturally, Ryuuji is much more bull-headed and
     tenacious than Takashima, and--even though it means he ends up mortally wound-
     ed--Ryuuji prevails and kills Takashima.
      The four major Oumi Alliance heads in the game are often referred to as the
     "Four Heavenly Kings of the Oumi."  This is a reference to four deities in
     Buddhism which guard the dharma.  He's probably supposed to be like Viruupaak-
     sha, or Koumoku, "he who sees all," as he seems to know exactly what's going
     on and appraises peoples' characters correctly.  Before him, this was probably
     his predecessor and "older brother" in the syndicate, Terada Yukio / Gim Dae-
     jin, who leaves his seat to become the fifth chairman of the Toujou.
    Role:  Story figure
    Appears in:  Chapters 7? and 14?
    Description:  This guy comes and talks to you twice near the West Park, the
     entrance to the Kamuro Heights construction site and Sai no Kawara.  He may not
     seem too interesting this time around, but he played a bigger role in the first
     game as an informant.  This time, it almost seems like he was an afterthought.
    TERADA Yukio --> see "Kim Taejin"
    U Yeongmin
    Role:  Story figure
    Appears in:  Various cinemas
    Description:  This is the boss of the Jin'gweon Force in Kamuro in 1980.  He
     only has a few lines, but you'll hear one of them over and over.
      When Kazama and Shimano are ordered by Doujima Souhei to exterminate the
     Jin'gweon, Kazama approaches him and asks him to gather everyone up and leave
     town before Shimano kills them all.  He believes Kazama is tricking him, but
     eventually agrees--until a young Kiryuu, who thought maybe Kazama was in
     trouble, comes to attack him with a pipe.  When he turns his gun on Kiryuu,
     Kazama has no choice but to shoot him.
      As he staggers down the hallway, shot by Kazama, he vows that the Jin'gweon
     will not be destroyed.  After Kazama leaves, Kawara Jirou, a detective in
     charge of the investigation, comes to him.  He asks Kawara to save his child,
     who is upstairs.  That child later turns out to be Gohda Ryuuji.
      We only ever hear his name once--and it's only in Korean dialogue that is not
     even transliterated in the subtitles.  Maybe they didn't want us confusing him
     with Ji Yeongmin, who survived the attack...?
    Role:  Dispenser of unlockable items
    Appears in:  Just about every chapter--only on "Premium New Games"
    Description:  Wow....
     At the southern end of Tenkaichi Street and near the eastern end of Souten-
     borin Street, if you pay attention, you might notice a man in a white leisure
     suit with a clown head.
      Now, I remember trying to create a decent-looking character in the Tony Hawk
     games and it seemed like all you ever unlocked were clown parts.  I hated them
     so much.
      But somehow, in this game...it really works.  Um, kinda.  Really?  Hm.  See
     for yourself.
      Anyway, this bizarre individual's sole purpose is to stand around and give you
     the ridiculously powerful items you unlock by finishing the game while com-
     pleting the "Competion Lists."
    Master WHITE LOTUS
    Other names:  Old Lady White, Shiro-chan, Shiro-bachan, Master Bai Ling
    Role:  Side story figure, ally
    Description:  This old lady is secretly the instructor for the Se Waa, a
     Chinese mafia organization, and master of the lotus style.
      In the first game, Kiryuu defeats her number-one pupil, Lau Ga Lung, when he
     kidnaps Haruka because of the 10 billion yen her mother was laundering.
     According to members of the organization who hunt Kiryuu down later in that
     game, Lau was killed in the fight--but oddly, not to spoil anything, he returns
     in Ryuuga Gotoku 3.
      In order to get revenge, Master White Lotus meets up with Kiryuu near Serena.
     Her students show up to help, but she ends up fighting them alongside Kiryuu,
     saying they were just people who are after her for whatever reason.
      She poses as someone visiting the Kamuro District for the first time from
     Osaka and gets Kiryuu's contact information so she can call him if there are
     any further incidents.
      There are, of course.  Now that she has been seen fighting members of her own
     organization, her other pupils think she has betrayed them, and so they hunt
     her down in a parking lot to defeat her.  Kiryuu is summoned and defeats them,
     and she plays dumb when questioned about it.
      In the third meeting, she calls Kiryuu to the Kamuro Theaters area, where she
     is confronted by her student, Yen Lung, who reveals that he is there not only
     to defeat Kiryuu and avenge Lau Ga Lung, but also that he feels they no longer
     need Master White Lotus.  He means to kill her and take over as head of the
     lotus style.
      After they are defeated and everything is settled, she reveals that she did
     want to avenge her student, but that also he was a bit of a scoundrel and she
     likes Kiryuu.  She then goes to Osaka's Shinsei area and stands around in a
     parking lot, sending requests to Kiryuu by text for three side missions.  The
     rewards for her side missions are techniques and status upgrades.
    Role:  Story character, ally
    Appears in:  Much of the game
    Description:  Sporting purple clothes and long hair, this guy is the number-one
     host at the club "Stardust" in Kamuro--and the club's manager.
      In the first game, he and Kazuki become close to Kiryuu and Date Makoto, and
     offer a lot of support.  They are, naturally, also helped out a lot by Kiryuu.
      In this game, Date is asked to confront Kazuki and trick him into revealing
     whether or not he is, in fact, part of a Korean crime syndicate.  Yuuya and
     Date are shocked when Date warns Kazuki that there is a dragnet rounding up
     all foreigners in the country illegally and Kazuki flees to warn his comrades.
      It turns out that the real Kazuki had been held captive by the foreign syn-
     dicate for some six months while the fake Kazuki, Gang Jin'u, ran the club.
     During the reveal of his plot, Gang is killed--but not before he shoots the
     real Kazuki, who falls unconscious for much of the game, leaving Yuuya to take
     care of things himself.
      In the end, the Gohryuu Association and their boss, Gohda Ryuuji, come to
     Stardust and Yuuya has to fight them.  He is defeated, but Kiryuu saves the
     day and praises his efforts in the aftermath.
      Yuuya also was once the head and founder of a motorcycle gang known as Black
     Thunder.  The man he nominated to succeed him when he stepped down and left
     that life behind him, known as Okano, skipped out on the gang, apparently with-
     out explanation.  Yuuya knows it's because he became a transvestite and now
     goes by the name "Ako," running the snack bar "Atenshi," but he refuses to tell
     the gang when they come looking for information.  The gang's new leader, Kouji,
     decides that Yuuya can either produce Okano or pay the ridiculous fee of 5
     million yen--a fee that Yuuya himself set up for people who betrayed the gang.
      In the end, Kiryuu shows up and helps Yuuya defeat Kouji.  During the fight,
     Okano / Ako shows up and gives Yuuya a ceremonial garment he wore for his
     "stepping down" rite, which supposedly rallies Yuuya to victory.
    5l.  Completion Lists
    You may have noticed that in order to unlock items, you need to get 100% of
    certain objectives such as ordering food or drink, fighting everyone in the
    Arena, etc.  You can check most of your completion status from the "Hint
    Rooms" by choosing the bottom selection ("Results").
      There are five different lists you should check.  From the Main Menu (the
    start button menu), under the "Complete" selection, the top two, "Food" and
    "Drinks" will show you what you still need to order to get the Dragon Sarashi.
    While the "Food" one breaks it down into restaurants, the "Drinks" one does not
    show you what bars you will need to go to to get the drinks.  So, I'll first
    explain that list, then I'll list the different bar menus.
      Besides those two lists, you should really concern yourself with the missions,
    which have their own option in the menu, the Heat Actions, which appear on the
    Complete menu two choices below the Food and Drink options, and the list of
    enemies in the Arena.  Unfortunately, you will actually have to go to the Arena
    and talk to the man there to check the list of combatants you've defeated.
      The other options such as coin locker keys and cabaret club girls don't ef-
    fect too much, really; you don't get a reward for the coin locker keys and the
    cabaret girls are considered missions themselves and appear in the missions
    list already.
      Here's what you get for completing them, and then completing the game (go to
    the southwestern part of the map in Kamuro and talk to Bob Utsunomiya, the guy
    in yakuza-esque garb but with clown makeup to receive them):
        FOOD and ALCOHOL:  Dragon Sarashi
        HEAT ACTIONS:  Brawling God Discipline
        CABARET CLUB GIRLS:  Nothing, but you need to do them for missions
        MISSIONS (substories):  Photon Blade RG
        COIN LOCKERS:  Nothing
        MINI-GAMES:  1000G Coin x 9
        (ARENA OPPONENTS-not listed in the Completion Lists):  Just Dragon Tonfa
    First, I'll list the food, in order given in the "Complete" section, from left
    to right:
    Beef Rice Bowl (Medium)                            350
    Beef Rice Bowl (Large)                             480
    Pork Rice Bowl (Medium)                            290
    Pork Rice Bowl (Large)                             390
    Healthy Chicken Curry (Medium)                     290
    Healthy Chicken Curry (Large)                      390
    Beef Curry                                         500
    Grilled Beef Meal                                  630
    Grilled Kalbi Meal                                 680
    Half Hamburger Meal                                580
    Nattou Meal                                        350 *
    Sausage & Egg Meal                                 390 *
    Salt-Fried Salmon Japanese-Style Meal              490 *
    *--only appears in early morning such as when returning from the Toujou base in
      Chapter 5 or after the fight in the Millennium Tower's basement in Chapter 8!
    Vanilla Single Scoop                               280
    Strawberry Single Scoop                            280
    Chocolate Single Scoop                             280
    Triple                                             430
    Smile Cheeseburger Set                             500
    Teriyaki Smileburger Set                           540
    King Smileburger Set                               590
    Tuna Burger Set                                    540
    Kakuni Burger Set                                  570
    Special Burger                                     390
    Smile Shake                                        200
    Smile Fries                                        230
    Ramen (Medium)                                     650
    Ramen (Large)                                      800
    Nori Ramen                                         750
    Chaa Siu Ramen                                     950
    Onion Ramen                                        850
    Black Sesame Ramen                                 850
    House Blend Coffee                                 500
    Earl Grey Tea                                      400
    Milk Tea                                           500
    Tomato Juice                                       400
    Lemon Tea                                          500
    Toast Set                                          400
    Sandwich                                           500
    Pasta Set                                          700
    Original Beef Curry                                800
    Central Blend (Short)                              300
    Central Blend (Tall)                               350
    Espresso                                           350
    Central Latte                                      350
    Central Mocha                                      380
    Cappuccino                                         450
    Soy Latte                                          450
    White Snake Ramen (Medium)                         600
    White Snake Ramen (Large)                          700
    Kimchi Ramen                                       750
    Chaa Siu Min                                       900
    Onion Ramen                                        800
    Egg Ramen                                          850
    Boiled Pufferfish                                 2650
    Fine Boiled Pufferfish                            4900
    Pufferfish Sashimi                                1300
    Pufferfish Milt                                   1200
    Tempura Pufferfish                                 900
    Karaage Pufferfish                                 980
    Pufferfish Meal                                   1700
    Pufferfish Platter                                2300
    Pufferfish Shoukadou                              3000
    Pufferfish Shabu-Shabu Platter                    3000
    Boiled Pufferfish Platter                         3500
    Katsu Pufferfish Benten Course                    5250
    Katsu Pufferfish Daikoku Course                   7350
    Tenzen Pufferfish Hotei Course                   10500
    Pork Balls                                         580
    Squid Balls                                        600
    Beef Balls                                         650
    Shrimp Balls                                       720
    Oyster Balls                                       860
    Beef and Pork Balls                                830
    Beef and Shrimp Balls                              840
    Beef and Pork Balls Modern                        1040
    Beef and Shrimp Balls Modern                      1050
    Fuugetsu Yaki                                      980
    Fuugetsu Yaki Modern                              1190
    Yakisoba                                           620
    Spicy Soba                                         830
    Champonsoba                                        980
    Rib                                                180
    Liver                                              180
    Diaphragm                                          180
    Stomach                                            180
    Fourth Stomach                                     180
    Trachea                                            180
    Tendons                                            130
    Lung                                               130
    Large Intestines                                   180
    Jerky                                              400
    Kimchi                                             500
    Namul                                              500
    Stone-Grilled Bibimbap                            1200
    Gukbap                                            1000
    Kimchijjigae                                      2500
    Bossam                                            2300
    Bulgogi                                           2800
    Jijimi                                             800
    Ddeokboggi                                         900
    Samgyeopsal                                       2300
    Ddeok Kalbi                                       2200
    Japchae                                           1100
    Egg                                                200
    Kappa Roll                                         200
    Tuna                                               300
    Sweet Shrimp                                       300
    Hailbut Cheek                                      300
    Spiral-Shelled Sea Snail                           300
    Live Octopus                                       300
    Amberjack                                          500
    Chilled Yellowtail                                 500
    Halibut                                            500
    Striped Jack                                       500
    Red Snapper                                        500
    Roe                                               1000
    Ark Shell                                         2000
    Fatty Tuna                                        2500
    Abalone                                           3000
    Sea Urchin                                        3000
    Spiny Lobster Miso Soup                           2500
    Catch of the Day                                  1800
    Conger Eel Set                                    2800
    Yuba Sashimi                                      1500
    Sashimi Set                                       2400
    Spiny Lobster                                     9000
    Pot-Boiled Sea Snail                              1500
    Raw Oysters                                       2500
    Kaiseki - Hokkori                                15000
    Kaiseki - Hannari                                30000
    Tempura Winter Kyoto Vegetables                   3000
    Abalone Odoriyaki                                 5800
    Spider Crab Full-Course Meal                     25000
    That shouldn't really be too big a problem, except for Matsuya offering a
    special menu only in the mornings.
    Next here's the alcoholic drinks as they appear on the completion menu:
    50-Year-Old Yamazaki
    25-Year-Old Yamazaki
    12-Year-Old Yamazaki
    18-Year-Old Hakushuu
    10-Year-Old Hakushuu
    25-Year-Old The Macallan
    12-Year-Old The Macallan
    30-Year-Old Laphroaig
    10-Year-Old Laphroaig
    12-Year-Old Bowmore
    30-Year-Old Glenfiddich
    12-Year-Old Glenfiddich
    30-Year-Old Hibiki
    12-Year-Old Hokuto
    30-Year-Old Valentine
    17-Year-Old Valentine
    Valentine Finest
    Jack Daniel's
    Early Times
    X.O. Deluxe
    Courvoisier X.O.
    The Premium Malts
    Fresh Malts
    Kyougetsu Green
    Lemon Hart Demerara
    Herradura Silver
    Skyy Vodka
    Stolichnaya Vodka
    The Suntory Old
    Notice how many of them are from Suntory.
    You should cross-reference that list with these lists of the various bars'
    12-Year-Old Yamazaki                               950
    10-Year-Old Hakushuu                               850
    Hibiki                                             950
    Kakubin                                            500
    The Suntory Old                                    500
    Kyougetsu Green                                    450
    Early Times                                        550
    X.O. Deluxe                                        900
    V.S.O.P.                                           600
    V.O.                                               450
    Fresh Malts Beer                                   500
    12-Year-Old Bowmore                                600
    12-Year-Old Yamazaki                               950
    10-Year-Old Hakushuu                               800
    25-Year-Old The Macallan                          4000
    12-Year-Old The Macallan                           900
    12-Year-Old Glenfiddich                            700
    Hibiki                                             900
    12-Year-Old Hokuto                                 650
    Kakubin                                            500
    The Suntory Old                                    500
    17-Year-Old Valentine                              950
    Valentine Finest                                   600
    Jack Daniel's                                      550
    Early Times                                        500
    X.O. Deluxe                                        800
    Courvoisier X.O.                                  1300
    Carlsberg                                          600
    Lemon Hart Demerara                                700
    Herradura Silver                                   650
    50-Year-Old Yamazaki                             50000
    25-Year-Old Yamazaki                              5500
    12-Year-Old Yamazaki                              1000
    12-Year-Old The Macallan                           900
    10-Year-Old Laphroaig                              800
    30-Year-Old Glenfiddich                           2500
    12-Year-Old Glenfiddich                            800
    30-Year-Old Hibiki                                5500
    Hibiki                                            1000
    30-Year-Old Valentine                             3500
    17-Year-Old Valentine                             1000
    Valentine Finest                                   700
    Jack Daniel's                                      600
    Early Times                                        600
    The Premium Malts                                  550
    Carlsberg                                          600
    Beefeater                                          700
    Skyy Vodka                                         700
    12-Year-Old Bowmore                                700
    18-Year-Old Hakushuu                              1500
    10-Year-Old Hakushuu                               900
    25-Year-Old The Macallan                          4500
    12-Year-Old The Macallan                          1000
    30-Year-Old Laphroaig                             3000
    10-Year-Old Laphroaig                              800
    30-Year-Old Glenfiddich                           2500
    Kakubin                                            500
    The Suntory Old                                    500
    Kyougetsu Green                                    500
    Jack Daniel's                                      600
    Early Times                                        600
    X.O. Deluxe                                       1000
    V.S.O.P.                                           700
    V.O.                                               500
    The Premium Malts                                  550
    Fresh Malts                                        500
    Stolichnaya Vodka                                  500
    You should be able to use those lists to get the Dragon Sarashi.  The missions
    will be a little more challenging.  ....  OK, they'll be a *lot* more chal-
    lenging.  To be honest, this is the hardest thing to get 100% "complete" in the
    entire game.  Not only do you have to complete all the missions to get the Amon
    bosses to show up, you gotta defeat them *and* be good at mahjong and shogi.
    You'll also need to be lucky with slots.  Good luck!
      I'll list the missions as they appear on the menu, but the problem here is
    simply that if you can't read Japanese and are playing an import game, you most
    likely won't be able to tell from this list what missions you're missing.  There
    are no "???"'s where a mission should appear on the list; the missions are sim-
    ply added as you complete them.  In other words, you won't even get the missions
    listed until you start them, so you might not be able to figure out which ones
    are actually on your list or not.
    Here's the list of missions (translated by me, so their names are a little
    weird--sorry!).  This list is both available at the menu under "Missions" and in
    its own section in the "Complete" menu.  I've listed them in the order the game
    lists them from the pause menu in hopes that you can see which one you are
    missing.  The game lists them in a peculiar order; not in the order in which
    they are available (nor in "alphabetical" order).  So, if you missed one, it can
    sometimes be annoying trying to figure out which one is missing as they do not
    put a space for it with ???'s or anything.
      Of course, if you're playing the Japanese version and can't read Japanese, you
    will probably scratch your head over which ones you have and don't have.  So, I
    decided to list them and then to list what it kinda looks like in Japanese in
    brackets, using *'s for kanji and -'s for kana.  If you can't tell the differ-
    ence between the two, you can still count the number of characters and get an
    idea of what's missing (I hope!)
      Bear in mind that you do not have to complete the 4 missions, Kantou missions
    "Slot Machine Ace," "Shogi 2," "Mahjong," and Kansai mission "Shogi 1" in order
    to fight the hidden boss and get the most powerful move in the game (which you
    also need to complete the Heat Actions list).  You can also fail missions and
    still get these things, but to actually "complete" this list and get the Photon
    Blade RG, you will need to successfully pass all missions (with the "complete"
    mark)--including the 4 gambling mini-games missions mentioned above.
    Missions List
    1.  Black Thunder
    2.  Be My Baby
      [Be My Baby]
    3.  The Man Who Just Wouldn't Learn (Korinai Otoko)
    4.  The Fake Kiryuu (Nise Kiryuu)
    5.  The Spirit Medium (Reibaishi)
    6.  The Man Who Attacks Kiryuu Because He Was Threatened and, Thus, Has No
         Choice (Odokasare Shikatanaku Kiryuu wo Osou Otoko)
    7.  Fine Automobile (Koukyuusha)
    8.  The Man Who Lost His Memory (Kiokuwo Ushinatta Otoko)
    9.  Try and Hit Me! (Naguttemiroya)
    10. Pickpocket Band 1 (Suridan sono 1)
    11. Pickpocket Band 2 (Suridan sono 2)
    12. The Elusive Figure (Maboroshi no Figyua)
    13. The Price of a Tooth (Ha no Nedan)
    14. Befriend the Owner of Kyushu Ichibanboshi (Kyuushuu Ichibanboshi no Tenchou
         to Kaonajimi)
    15. The Kamuro Slasher (Kamurochou no Kirisakima)
    16. Text Message Job (Me-ru de Oshigoto)
    17. I Ryu-Jeon 1 (I Ryuujon 1)
    18. I Ryu-Jeon 2 (I Ryuujon 2)
    19. I Ryu-Jeon 3 (I Ryuujon 3)
    20. I Ryu-Jeon 4 (I Ryuujon 4)
    21. Befriend the Worker at the Ebisuya in Kamuro (Ebisuya Kamurochou no Ten'in
         to Kaonajimi)
    22. My Boss, The Gambler (Gyanburu to Shachou)
    23. The Mystery of Beam (Bi-mu no Nazo)
    24. Taxi Driver
    25. American Baseball (Amerikan Yakyuu)
    26. Dragon Palace (Ryuuguujou)
    27. Hiro-Yan (Hiroyan)
    28. The Shady Video (Ayashii Bideo)
    29. The Ex-Boyfriend (Motokare)
    30. Enka Alley (Enka Yokochou)
    31. The Straw Legend 1 (Michael) (Warashibe Densetsu 1 [Maikeru])
      [----**1 (----)]
    32. The Straw Legend 2 (Warashibe Densetsu 2)
    33. The Straw Legend 3 (Warashibe Densetsu 3)
    34. The Straw Legend 4 (Warashibe Densetsu 4)
    35. The Arsonist (Houkama)
    36. The Secret Party (Himitsu no Pa-ti-)
    37. Devil Woman (Masei no Onna)
    38. The Manga Author (Mangaka)
    39. Personal Data (Kojinjouhou)
    40. Hanaya
    41. You've Got Something, I've Got Something 1 (Kimini Aru Mono Bokuni Aru
         Mono 1)
    42. You've Got Something, I've Got Something 2 (Kimini Aru Mono Bokuni Aru
         Mono 2)
    43. Yuuya's Help (Yuuya no Kyoryoku)
    44. Battle Stage (Taisendai)
    45. Befriend the Mistress fo Atenshi (Atenshi no Mama to Kaonajimi)
    46. Befriend the Catch at Senryou (Senryoudoori no Kyatchi to Kaonajimi)
    47. Kanematsu Shigeru - Reuinion in Kamuro (Kanematsu Shigeru Kamurochou
      [** * ******]
    48. Amon Kazuya
      [** **]
    49. Amon Jirou
      [** **]
    50. Amon Sango
      [** **]
    51. Amon
    52. Support Sunflower 1 (Himawari Enjo 1)
    53. Befriend the Kamuro Hills Construction Worker (Kamurochou Hiruzu no
         Roudousha to Kaonajimi)
    54. Support Sunflower 2 (Himawari Enjo 2)
    55. Support Sunflower 3 (Himawari Enjo 3)
    56. Support Sunflower 4 (Himawari Enjo 4)
    57. Bowling
    58. Slot Machine Ace (Pachisuro E-su)
    59. Shogi 2
      [** 2]
    60. Mahjong (Ma-jan)
    61. Befriend the Youth at Theater Square (Gekijoumae no Wakamono to Kaonajimi)
    62. Befriend the Drunk in Jidou Park (Jidou Kouen no Yopparai to Kaonajimi)
    63. Yuma at Jewel (JEWEL no Yuma)
    64. Natsuki at Jewel (JEWEL no Natsuki)
    65. Anna at Jewel (JEWEL no Anna)
    66. Karen at Shine (SHINE no Karen)
    67. Kaede at Shine (SHINE no Kaede)
    68. Maiko at Shine (SHINE no Maiko)
    69. Managing Carabet Club "Marietta" (Kyabakura "Marietta" Keiei)
      [-----"-----"**] (Japanese "'s are different and look kinda like brackets)
    70. Komaki Training: Fighting A Great Number (Komaki no Shuugyou ~Fukusuujin
      [**-** ~****-**~]
    71. Komaki Training: The Secret Heat Method (Komaki no Shuugyou ~Hi-to no
      [**-** ~----***~]
    72. Komaki Training: Fighting Against Handguns (Komaki no Shuugyou ~Taikenjuu
      [**-** ~***---*~]
    73. Komaki Training: Sparring With the Three Great Techniques (Komaki no
         Shuugyou ~Sandaiougi Kumitehen~)
      [**-** ~*****-**~]
    74. Meet the Master White Lotus (Hakurenshi to no Deai)
    75. The Weapons Video Merchant (Buki Bideo Shounin)
    76. The Wrestler Takes Time Off (Resura- Kyuugyouchuu)
    77. The Wrestler Eats the World (Resura- Sekaiwo Taberu)
    78. The Wrestler Drinks the World (Resura- Sekaiwo Nomu)
    79. Host Club "Adam"
      [------"---"] (Japanese "'s are different and look kinda like brackets)
    1.  The Tsuutenkaku's Mr. Billiken (Tsuutenkaku no Birikensan)
    2.  The Watch Salesman (Tokeiuri)
    3.  The Pregnant Woman (Ninpu)
    4.  Dine 'N' Dash (Kuinige)
    5.  Worries of a New Comedy Team (Shinjin Geininkonbi no Nayami)
    6.  How to Never Lose at Gambling (Gyanburu ni Makenai Houhou)
    7.  Tragedy Befalls the Old Lady (Obachan no Higeki)
    8.  A Present for My Girlfriend 1 (Kanojo e no Purezento 1)
    9.  A Present for My Girlfriend 2 (Kanojo e no Purezento 2)
    10. A Present for My Girlfriend 3 (Kanojo e no Purezento 3)
    11. A Present for My Girlfriend - Epilogue (Kanojo e no Purezento Sono Ato)
      [**------- --*]
    12. Mr. Saeki - The Meeting (Saekisensei Deaihen)
      [**** **-*]
    13. Mr. Saeki - The Impression (Saekisensei Kanmeihen)
      [**** ***]
    14. Mr. Saeki - The Fight With Yoshida (Saekisensei Yoshida Funtouhen)
      [**** *****]
    15. Tatsu
    16. Albatross Akagi's Club (Arubatorosu Akagi no Kurabu)
    17. Go Get Me Some Sake! (Sake Kattekoi)
    18. Yukiko's Favorite (Yukiko no Konomi)
    19. Nosebleed (Hanaji)
    20. Hawk the Modifier 1 (Kaikou no Taka 1)
    21. Hawk the Modifier 2 (Kaikou no Taka 2)
    22. Hawk the Modifier 3 (Kaikou no Taka 3)
    23. Vengeance Proxy 1 (Urami Daikou 1)
    24. Vengeance Proxy 2 (Urami Daikou 2)
    25. Vengeance Proxy 3 (Urami Daikou 3)
    26. Vengeance Proxy 4 (Urami Daikou 4)
    27. Kanematsu Shigeru - The Meeting (Kanematsu Shigeru Deaihen)
      [** * **-*]
    28. Kanematsu Shigeru - The Gamer (Kanematsu Shigeru Ge-ma-hen)
      [** * ----*]
    39. Kanematsu Shigeru - Collections (Kanematsu Shigeru Toritatehen)
      [** * *-*-*]
    30. Shougi 1 (Shougi 1)
      [** 1]
    31. Befriend the Worker at Magutako (Magutako no Ten'in to Kaonajimi)
    32. Befriend the Catch at Soutenbori (Soutenbori no Yobikomi to Kaonajimi)
    33. Befriend the Guitarist at Soutenbori (Soutenbori no Gitarisuto to Kaonajimi)
    34. Jun at Prime (PRIME no Jun)
    35. Madoka at Prime (PRIME no Madoka)
    36. Aya at Prime (PRIME no Aya)
    37. The Legendary Cabaret Club Girl, Nana (Densetsu no Kyabajou Nana)
    38. Master White Lotus's Request 1 (Hakurenshi no Onegai 1)
    39. Master White Lotus's Request 2 (Hakurenshi no Onegai 2)
    40. Master White Lotus's Request 3 (Hakurenshi no Onegai 3)
    41. Kobujutsu Shounen
    Here is the list of Heat Actions.  This may be the most useful of the lists I'll
    provide you with here as the one in the "Complete" section doesn't show how to
    get each different action to occur.
      QUICK TIP:  Many of these will need you to get behind an enemy.  You can side-
    step (sway) around their attack, or you can stun them with a move such as the
    Body Blow (Square, Square, Triangle) and then walk around them.
    Front Crush
      Holding an enemy by the front, use Environment Heat Action near a wall.
    Wall Crush
      Holding an enemy by the front, use Environment Heat Action near a vending
    Back Crush
      Holding an enemy by the back, use Environment Heat Action near a wall.
    Electric Wall Crush
      Holding an enemy near the wall in the Lightning Grand Prix tournament, use
      the Environment Heat Action.
    Extreme Rusty Nail Wall
      Holding an enemy near the wall in the Rusty Nail Grand Prix tournament, use
      the Environment Heat Action.
    Head Crush:  Front
      Near various low walls such as the Magutako stand on Soutenbori, hold an enemy
      by the front and use the Environment Heat Action.
    Head Crush:  Back
      Near various low walls such as the magutako stand on Soutenbori, hold an enemy
      by the back and use the Environment Heat Action.
    Drum & Fire
      Near a burning trash can such as the one in the Third Park, hold an enemy and
      use the Environment Heat Action.
    Extreme Tailbone-Smashing
      Near the edge of the benches on Soutenbori, hold an enemy and use the Environ-
      ment Heat Action.
    Extreme Pole
      Near a telephone pole, hold an enemy and use the Environment Heat Action.
      Hold an enemy by the front alongside one of the benches at Soutenbori and use
      the Environment Heat Action.
    Extreme Tossing
      Near a second-story balcony, either at Cabaret Grand or one of the fights at
      Stardust, hold an enemy and use the Environment Heat Action.
    Extreme Freezing-Cold, Icy Water
      Near the edge of the Soutenbori River along one of its banks, hold an enemy
      and use the Environment Heat Action.
    Falling Gracefully into the Blue Skies
      On Iwahashi's edge, near the Soutenbori, hold an enemy and use the Environment
      Heat Action.  "Souten" means "Blue Skies."
    Extreme Throwing Out of the Building
      On the second and third floors of the Amano building, near the window, hold an
      enemy and use the Environment Heat Action.
    Extreme Chandelier
      On the second floor of the Oumi Group's base, in front of the chandelier, hit
      Circle, then follow the tapping prompts (square, x, square).
    Extreme Glass Display Case
      Near a restaurant's display such as the one at the fights south of the coin
      lockers in Osaka, hold an enemy and use the Environment Heat Action.
    Extreme Stairs
      Near the stairs in the Amano building, Cabaret Grand, or Oumi Group's base,
      hold an enemy and use the Environment Heat Action.
    Extreme Tsukiotoshi
      Near the holes in the floor on the various floors of the Tougenkyou, hold an
      enemy and use the Environment Heat Action.  "Tsukiotoshi" means "thrust and
      drop."  It's a common sumo winning move, but here, it's used quite literally.
    Extreme Fire on the Face
      Hold an enemy near the wall in the Burning Grand Prix tournament and use the
      Environment Heat Action.
    Extreme Twin Kicks
      In the narrow spaces in the Oumi Alliance's base's corridors, in between the
      darker, pillar-like parts of the walls, hold an enemy and use the Environment
      Heat Action.
    Extreme Rope
      Use the Rope's Heat Action (you'll need to get behind the enemy).
    Extreme Headlock
      Use a Light-type weapon's Heat Action.
    Extreme Brass Knuckles Headlock
      Use a Knuckles-type weapon's Heat Action.
    Extreme Umbrella
      Use a "Fine Umbrella"'s Heat Action.  Metal and Fashionable Umbrellas don't
      have this, because they don't have hooks on their ends.
    Extreme Dosu
      Use a Knife-type weapon's Heat Action.
    Extreme Stungun
      Use a Stungun's or a Broken Stun Gun's Heat Action.
    Extreme Strangling With a Stick
      Use a Pipe-type weapon's Heat Action.
    Extreme Bat
      Once unlocked, use any baseball bat's Heat Action.
    Extreme Lotus-Style Staff Technique
      After unlocking Extreme Lotus-Style Staff Technique, use a Long Staff-type
      weapon's Heat Action.
    Extreme True Komaki-Style Sword-Wielding Technique
      Use a katana's Heat Action.
    Extreme Polearm
      Use a Long Staff-type weapon's Heat Action.  If you've unlocked Extreme Lotus-
      Style Staff Technique, you'll have to be locked-on and standing away from an
    Extreme Komaki-Style Sword-Wielding Technique
      Use any bokutou's Heat Action.
    Extreme Komaki-Style Sword-Wielding Technique:  Cheng Lung
      Use any Cheng Lung Dou's Heat Action.
    Extreme Tonfa
      Use a Tonfa-type weapon's Heat Action.
    Extreme Kali
      Use a Kali-Stick-type weapon's Heat Action.
    Extreme Bowling
      Once technique is unlocked, use any bowling ball's Heat Action.  Note that
      this does not cost any endurance from the weapon.
    Extreme Heavy Attack
      Use a Heavy-type weapon's Heat Action.
    Extreme Covering and Pummeling
      Use a Medium-type weapon's Heat Action.
    Extreme Sign
      Use a Sign-type weapon's Heat Action.
    Extreme Pliers:  Back
      Use the Pliers' Heat Action.
    Extreme Pliers:  Front
      Use the Pliers' Heat Action as a reversal; when an enemy's attack is coming
      towards Kiryuu.
    Extreme Iron
      Use the Modified Iron's Heat Action.
    Extreme Golf
      Once unlocked, use a Golf Club's Heat Action.  Note that this does not cost
      any endurance from the weapon.
    Extreme Portable Stove
      Use a Modified Portable Stove's Heat Action.
    Extreme Salt
      Use the Table Salt's Heat Action.  Find the Table Salt in battles at the
      Champion District.
    Extreme Acupuncture
      Use the Mysterious Syringe's Heat Action.  Find the Mysterious Syringe in
      battles at the parking lot on Shichifuku.
    Extreme Weapon Stomp
      Use the Extreme Pursuit while armed with all weapons but Heavy or Sign-type.
    Extreme Compacting
      Use the Extreme Pursuit while armed with a Sign-type weapon.
    Extreme Weapon Pursuit
      Use the Extreme Pursuit while armed with a Heavy-type weapon.
    Extreme Pursuit:  Front
      Use the Extreme Pursuit near a face-up opponent.
    Extreme Pursuit:  Back
      Use the Extreme Pursuit near a face-down opponent.
    Extreme Capturing
      Once skill is unlocked, use Extreme Capturing.  This is the "Mounted Punches"
      technique; when health is low, use the Extreme Pursuit on a fallen foe.
    Extreme Violent Pursuit
      Do enough damage quickly enough to Gohda Ryuuji in Chapter 3.  When he's
      knocked down, move close, and if prompted, use Special Heat Action.
    Extreme Locked Pursuit
      Do enough damage quickly enough to Gohda Ryuuji in Chapter 16 when he has the
      sword equipped.  When he crouches, dizzy, use the Special Heat Action.
    Extreme Repeated Beating Pursuit
      Do enough damage quickly enough to the unarmed form of Hayashi Hiroshi.  When
      he crouches, dizzy, use the Special Heat Action.
    Extreme Double Attack Pursuit
      In one of the two fights where you fight two, boss-like Jin'gweon Force mem-
      bers (in the fight in Emoto's clinic or the fight in Chapter 16 before enter-
      ing the construction site), damage one of them quickly enough until they
      crouch, dizzy, and do the Special Heat Action.
    Extreme True Toraotoshi
      When fighting the two tigers at the end of Chapter 12 or Gekkou in the Beast
      tournament in the Arena, do about half of their total damage and then,
      when they crouch, dizzy, use the Special Heat Action.
    Extreme Swordsman Smashing
      When fighting Shindou Kouji near the koi pond, do enough damage to him quickly
      enough so he crouches, dizzy, and use the Special Heat Action.
    Extreme Super Pursuit
      When fighting Doujima Daigo, Majima Gorou, Ji Yeongmin, or Kim Taejin, do
      enough damage to them quickly enough to get them to crouch, dizzy, and then
      use the Special Heat Action.
    Extreme Extremeness
      Once unlocked, make a foe Stunned by either throwing a chair at them or hit-
      ting them with the Komaki-Style Floating Catch (reversal with Circle), then
      use the Heat Action.
    Komaki-Style Unbeatable Reversal:  Smashing the Genbu
      Use the Komaki-Style Unbeatable Reversal against a foe attacking Kiryuu from
      the front.
    Komaki-Style Unbeatable Reversal:  Dropping the Suzaku
      Use the Komaki-Style Unbeatable Reversal against a foe attacking Kiryuu from
      the back.
    Komaki-Style Unbeatable Reversal:  Reversing the Seiryuu
      Use the Komaki-Style Unbeatable Reversal against a foe attacking Kiryuu from
      the right.
    Komaki-Style Unbeatable Reversal:  Crushing the Byakko
      Use the Komaki-Style Unbeatable Reversal against a foe attacking Kiryuu from
      the left.
    Komaki-Style Harquebus Muffler:  Destroying the Short Firearm
      Use the Komaki-Style Harquebus Muffler on a handgun-brandishing foe.  Also
      works on Kim Taejin, who has a mini-sub-machine gun.
    Komaki-Style Harquebus Muffler:  Sending the Long Firearm Flying
      Use the Komaki-Style Harquebus Muffler on a shotgun-brandishing foe.
    Extreme Swing
      Foot Grab a fallen enemy.  While standing away from walls or other environ-
      mental hazards, use the Extreme Superhuman Strength.
    Cyclops Roll
      Foot Grab a fallen enemy and use the Extreme Superhuman Strength near a rail-
      ing or other medium-height wall.
    Devil Swing
      Foot Grab a fallen enemy and use the Extreme Superhuman Strength near a wall.
    Heaven Swing
      Foot Grab a fallen enemy and use the Extreme Superhuman Strength near a pole.
    Extreme Car Smashing
      Foot Grab a fallen enemy and use the Extreme Superhuman Strength alongside a
      car.  Doesn't work on delivery trucks or "background" cars such as the ones
      in the fight before fighting Gohda Ryuuji in Chapter 3.
    Extreme Bar Counter
      Foot Grab a fallen enemy and use the Extreme Superhuman Strength in one of the
      two fights that take place in Bantam, near the bar.  This only works once per
      fight; after that, the Cyclops Roll will come out.
    Flattening Throw:  Front
      Grab a foe by the front and move near a fallen foe, then use the Flattening
    Flattening Throw:  Back
      Grab a foe by the back and move near a fallen foe, then use the Flattening
    Double Crush
      With full health, grab a foe from behind, move near another foe, and use the
      Extreme Herculean Strength.
    Extreme Crush:  Front
      With full health, grab a foe from the front and use the Extreme Herculean
    Extreme Crush:  Back
      With full health, grab a foe from behind and use the Herculean Strength Mas-
    Grappled Kick
      Stand near Sayama while she's grappling a foe and use the Team-Up Attack.  You
      may need to be at either the front or the back; I'm not 100% sure what causes
      the difference between the two attacks.
    Twin Kicks
      Stand near Sayama while she's grappling a foe and use the Team-Up Attack.  You
      may need to be at either the front or the back; I'm not 100% sure what causes
      the difference between the two attacks.
    Combination Grappled Flying Knee
      Stand near Daigo, Date, or Yuuya while they grapple a foe and use the Team-Up
    Extreme Gold (-Plated) Necklace
      After clearing side mission "Befriend the Catch on Senryou Street,"
      get in a fight near him and hit Triangle when prompted.
    Extreme Iron Placard
      After clearing side mission "Befriend the Mistress of Atenshi,"
      get in a fight in the southwest corner of the Champion District and hit the
      Triangle button when prompted.
    Extreme Fetching the Riserva
      After clearing side mission "Yuuya's Help," fight in front of Stardust and hit
      the Triangle button when prompted.
    Extreme Elongatable Cane
      After clearing side mission "Befriend the Drunk at Jidou Park," get
      in a fight at the western end of Shichifuku and hit the Triangle button when
    Extreme Menacing Nightstick
      After clearing side mission "Befriend the Youth at Theater Square," get in a
      fight near the eastern edge of Theater Square and hit the Triangle button when
    Extreme Decorative Jitte
      After clearing side mission "Albatross Akagi's Club," get in a fight near the
      Ebisuya Pawn Shop on Shoufuku and hit Triangle when prompted.
    Extreme Straight-Man
      After clearing side mission "Befriend the Catch at Soutenbori," get
      in a fight near him and hit the Triangle button when prompted.  In traditional
      comic fashion, a straight-man ("tsukkomi") would usually hit the funny man
      ("boke") with a fan or some other such thing.
    Extreme Stinking from Being Held In Storage for 100 Years
      After clearing side mission "Befriend the Manager of the Kamuro Ebi-
      suya," get in a fight near the Ebisuya in Kamuro and hit the Triangle button
      when prompted.
    Extreme Stinking Worse than the Pain of from Your Fists
      After clearin side mission "Befriend the Kamuro Hills Construction
      Worker," get in a fight near the eastern end of Kouenmae and hit the Triangle
      button when prompted.
    Extreme Guitar of One's Soul
      After clearing side mission "Befriend the Guitarist of Soutenbori,"
      get in a fight near him and hit the Triangle button when prompted.
    Extreme Noodles
      After clearing side mission "Befriend the Manager of Kyuushuu Ichi-
      bansei," get in a fight in front of Kyushu Ichibanboshi Ramen and hit the
      Triangle button when prompted.
    Extreme Super-Spicy Ice Cream
      After clearing the side mission "The Price of a Tooth," get in a fight in
      front of the Gelato Shop and hit the Triangle button when prompted.
    Extreme Giant, Live Octopus
      After clearing the side mission "Befriend the Worker at Magutako,"
      get in a fight ain front of his stand and hit the Triangle button when prompt-
    Extreme Red Dragon
      After clearing side mission "The Shady Video," get in a fight in front of
      Tea Shop Alps and hit the Triangle button when prompted.
    Extreme Tai Chi Knitting Needle
      After clearing side mission "Master White Lotus's Request 3," get in a
      fight in the Shinsei parking lot and hit the Triangle Button when prompted.
    You may miss your opportunity on a few of them and need to replay the game to
    get the bonus discipline.  The most unique are the ones that occur when fighting
    certain bosses.  But, if you pay attention to what's going on and do just about
    all the side missions, you should be able to complete this list.  It's worth it
    to see some of the Heat Actions--actually, they're probably the best thing in
    the game.
    Lastly, here is a list of the requirements to finish the "Mini-Games" Complet-
    ion List.  This is the hardest and most time-consuming thing to do in the game,
    and it only nets you 9 1,000G Coins (not really that big of a deal considering
    how much you will probably have to spend to complete this thing).
      (Get 20 homeruns in each course)
      Beginner    Medium   Advanced
      Pro         Majors
      (Get 1,000 points in each course)
      Beginner    Medium   Advanced
      3-Frames: get 90  10-Frames: get 300
      Reach 1-kyuu level
      Get 10,000 in total winnings
      Get 50,000 in winnings in one game
      Get 100 dolls
      Practice    Tournament  (clear them both)
      Get 1,000,000 chips in total winnings
      Get 200,000 in total winnings
    6.  EXTRAS
    6a.  Hidden Skills & Power-Ups
    I listed these earlier on in the FAQ, but just to have them handy for anyone
    looking, I'll list them again in the appendices for your convenience.
    Lotus-Style Flashing Energy Palm ("Renge Senkishou")
      Clear the side mission "Master White Lotus's Request 1" ("Hakurenshi no
      Onegai 1").
      Charging the Triangle button for longer than the time required to set up the
      Charge Kick technique causes Kiruu to rear back and release a punch (maybe it
      was supposed to be a palm, but the graphics couldn't make him relax his
      fist?) that goes through enemy's defenses.
    Komaki-Style Tiger Killer ("Komakiryuu Toraotoshi")
      Undertake the "Adventure Course" at the acupuncturist in Shinsei with Skill
      at level 9 or 10, after performing the special Heat Action against a tiger
      in Chapter 12.
      When "locked on" (while holding down R1), pressing Triangle as an opponent's
      attack is coming towards Kiryuu will result in a quick, fierce, straight
      stomach punch.  This works on most melee and weapon attacks, but Kiryuu must
      be facing th opponent.
    Lotus-Style Polearm-Weilding Technique ("Renge Souboujutsu")
      Clear the side mission "Meeting the Master White Lotus" ("Hakurenshi to no
      An improved attack string for polearm weapons.
    Bat Swing
      Hit ten or more home runs at the Batting Center in Kamuro's Hotel District.
      An improved attack string for bat weapons.
    Golf Swing
      Get 500 or more at any course in the driving range on Soutembori.
      An improved attack string for golf clubs.
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Super Kung Fu Man" video.
      An improved attack string for tonfa.
    Kali Sticks
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Shocking!  The Secret Technique from the
      Philippines!" video ("Kyougaku!  Firipin no Hihou").
      An improved attack string for kali sticks.
    Lotus-Style Hard Body Technique ("Renge Koutaijutsu")
      Clear the side mission "Master White Lotus's Request 2" ("Hakurenshi no
      Onegai 2").  You need Mind to be at level 10.
      When in Heat Mode, Kiryuu cannot be stunned.  You can still be shocked or
      burned.  It's weird; you'll still see stars flashing around Kiryuu's eyes,
      but he can move around like normal.
    Brawling God's Discipline ("Kenkashin no Kokoroe")
      Complete the game having performed all 96 Heat Actions.
      Kiryuu can perform Heat Actions whether he's in Heat Mode or not.  The "Foot
      Grab" and "Finish Hold" techniques are still unavailbe when not in Heat Mode,
      as are status effects that require Heat Mode.
      In other words, without being in Heat Mode, you'll still die if you get hit,
      even though you have the "Spirit and Status of the Blue Dragon" ("Seiryuu no
      Ki'i") discipline.
      On top of that, if you are in Heat Mode and use a Heat Action, Kiryuu will
      still use Heat Energy.
      Still, it makes Kiryuu very, very powerful.
    Kawachi-Style Escaping Throw ("Kawachiryuu Tokinage")
      Complete the side mission "The Young Martial Artist" ("Kobujutsu Shounen").
      When grappled and prompted to repeatedly tap X, you can repeatedly tap circle
      instead to make Kiryuu reverse the grapple and throw the opponent.
    Komaki-Style Flowing Catch ("Komakiryuu Ukenageshi")
      After defeating Komaki in the Underground Arena, undertake the Adventure
      Course at the acupuncturist in Shinsei.
      While "locked-on" to an enemy (holding R1), pressing circle as the enemy's
      attack is coming towards Kiryuu will make him step to the side and perform a
      grappling knee to the stomach a' la Muay Thai.
    Extreme Golf ("Gorufu no Kiwami")
      Clear the side mission "Albatross Akagi"
      A new Heat Action is available for golf clubs.
    Extreme Bat ("Batto no Kiwami")
      Clear the side mission "American Baseball"
      A new Heat Action is available for bats.
    Extreme Bowling ("Bouru no Kiwami")
      Clear the side mission "Bowling"
      A new Heat Action is available for bowling balls.
    Extreme Tonfa ("Tonfa- no Kiwami")
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Super Kung Fu Man" video.
      A new Heat Action is available for tonfa.
    Extreme Kali ("KALI no Kiwami")
      After clearing the side mission "The Weapons Video Merchant" ("Buki Bideo
      Shounin"), buy and watch the "Shocking!  The Secret Technique from the
      Philippines!" video ("Kyougaku!  Firipin no Hihou").
      A new Heat Action is available for kali sticks.
    Extreme Lotus-Style Staff Technique ("Renge Boujutsu no Kiwami")
      Clear the side mission "Meeting the Lotus Master."
      A new Heat Action is available for polearms.
    Extreme Flattening Throw ("Nagetsubushi no Kiwami")
      Complete the side mission "The Wrestler Takes Time Off" (Resura-
      When near an enemy lying on the ground, when in Heat Mode and grappling
      another opponent, Kiryuu can throw the held opponent onto the lying one when
      the "Goku" kanji flashes by hitting Triangle.
    Extreme Superhuman Strength ("Kairiki no Kiwami")
      Complete the side mission "The Wrestler Eats the World" (Resura- Sekai wo
      Taberu").  You'll need your Mind at level 5.
      When holding a fallen enemy by the foot, hitting Triangle will initiate one
      of six special Heat Action throws (usually giant-swing-like).
    Extreme Herculean Strength ("Gouriki no Kiwami")
      Complete the side mission "The Wrestler Drinks the World" (Resura- Sekai wo
      Nomu").  You'll need your Body at level 8.
      When Kiryuu's health is full, grappling an opponent will allow him to execute
      a powerful Heat Action technique while in Heat Mode.  This attack drains a
      lot of Heat energy.
    Komaki-Style Unbeatable Reversal ("Komakiryuu Mutegaeshi")
      Train with Komaki in the Champion District of Kamuro.
      While not "locked on" (not holding down R1) and in Heat Mode, hitting Triangle
      as the "Goku" kanji flashes when an enemy attack is coming towards Kiryuu will
      initiate a reversal.  This can be done against an attack from any direction.
      It doesn't work against missile weapons (obviously).
    Komaki-Style Harquebus Muffler ("Komakiryuu Hinawafuuji")
      Train with Komaki in the Champion District of Kamuro.
      When Kiryuu is near an opponent brandishing a firearm (even shotguns), hitting
      Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a
      Heat Action against that enemy.
    Extreme Extremeness ("Kyuukyoku no Kiwami")
      Defeat the hidden boss Amon Joe.
      When an opponent is standing dazed (either from a weapon such as a bottle, a
      cedar block, etc., or from the Komaki-Style Flowing Catch technique), pressing
      Triangle when the "Goku" kanji flashes (in Heat Mode, of course) will cause a
      Heat Action against that enemy.
      It's simply a right hook that makes the enemy bounce and tumble away.
    Cancel Sway
      Watch the video "Space Ninjaman 3" (sold at Beam for 3980 yen).  You'll need
      Body at level 5.
      Kiryuu can cancel any of his unarmed, light attacks into a Sway.  This will
      use Heat energy, but you don't need to be in Heat Mode to perform the action.
    Komaki-Style Cat Flip ("Komakiryuu Nekozori")
      After noticing a cat behind the pharmacy in Kamuro, undertake the Adventure
      Course at the acupuncturist in Shinsei.
      While flying through the air from being knocked down, pressing X will cause
      Kiryuu to land on his feet.
    Komaki-Style Parrying Reversal ("Komakiryuu Hikikaeshi")
      After clearing the side mission "Try and Hit Me!" ("Naguttemiroya") and
      bringing Skill to level 8, undertake the Adventure Course at the
      acupuncturist in Shinsei.
      While "locked on" (holding R1), hitting L1 right as an enemy's attack is
      coming towards Kiryuu will cause him to parry that attack, stopping attack
      strings and knocking enemies down.
    Lotus-Style Diamond Wall ("Renge Kongouheki")
      Complete the side mission "Master White Lotus's Request 3" ("Hakurenge no
      Onegai 3").  You'll need Body at level 10.
      Kiryuu's guard is increased as you hold down the L1 button, making it so that
      he can block even bladed weapons.
    There are two kinds of attacks you can perform using allies in this game.  One
    is to hit the Triangle button while in Heat Mode near an ally on the battle
    screen (Date, Daigo, or Sayama) who is holding an enemy and the "Goku" kanji
    flashes.  The other one involves making friends about town by completing certain
    side missions.   I'll explain more in the "Completion Lists" section, but it's
    always the same thing for each of the ones where an ally about town helps you
    out:  when you fight near them, they toss you an item at the beginning of the
    match and you can hit "circle" to catch it and beat the snot out of one foe.
    This requires no Heat energy.
    Lastly, you can build up your Heat Gauge now.  You may have seen pictures of a
    gauge where there are a bunch of extra little slots on the right-hand side,
    whereas in the first game, there was only one little extra area for Heat Mode.
      When these extra areas have Heat in them, you will be in Heat Mode.  Some
    Heat Actions take very little Heat, and some a lot.  If you build this up,
    you can obviously be in Heat Mode more easily.  If you fill the meter comp-
    letely, you can usually do Heat Actions without worrying about needing to
    build it up again afterwards so much, since you'll alread still be in Heat
      I'd recommend doing this as soon as the two different areas become available!
      Here are the four things you'll need to do:
    --Watch the video "Legend of the First Group Head" ("Shoudai Kumichou
      Densetsu"), found in Soutenbori Coin Locker #22.  The key is near the taxi
      on the western edge of Soutenbori (the northernmost street).
    --Watch the video "Samurai," found in Kamuro Coin Locker #10.  The key is at
      the eastern edge of Taihei.
    --Beat the Tournament Mode in YF6.
    --Complete the Special Course (bottom choice) in the Love In Heart massage
      parlour in Kamuro.
    6b.  Hidden Shops
    There are three or four hidden shops in the game, depending on how you look at
    it.  Most are in Kantou, but there is one in the Kansai.
      In Kamuro, the video shop, Beam, has a back room where weapons are bought and
    sold.  In the first game, you bought the password from a man on the street, but
    it's a little more complicated this time.  You can get in by clearing the mis-
    sion "The Mystery of Beam" in Chapter 7.  Go meet Morita, the informant who
    hangs out at Theater Square near Club SEGA, and ask him about Beam.  He'll
    tell you someone who has information hangs out at the strip club, Asia.  Go
    there, talk to the guy in the front row on the left (facing the stage), and
    buy the information from him.  He'll tell you part of the password, but leave
    out the special code, "1989," hinting that it's the year the Berlin Wall came
      Also in Kamuro, there's a strange, fat guy hanging out in that weird little
    area across the street from the Third Park.  If you talk to him, he'll just
    say "I'm not selling anything!" until Chapter 10.  This weird guy is Kamiyama
    Renji, a weapons specialist, and also the guy who's shown Majima some of his
    techniques.  You can buy videos (two of which--the last and first ones, I
    think?--actually teach you moves) and weapons from him you can't get from any-
    one else.
      There's a third secret shop area in Kamuro--the Dragon Palace.  You can pass
    the mission with the same name in Chapter 5 to get there.  It's not very well-
    hidden, so I don't know if you could even really consider it such a secret.
    There, you'll find a bunch of gambling places from the first game (as well as
    a shogi room), the black market guy from the first game, and a big wrestler
    named Cyclops Ooba who teaches you some moves.
      There's also an arms dealer in the Soutenbori area in Osaka.  In Chapter 10,
    find the punk on the southern side of the river, down below Iwabashi (the bridge
    on the eastern side), who approaches you and asks you about Tatsu.  Tatsu is a
    nickname (or a code name) for a foreign-looking man who sells arms out of his
    boat along the Soutenbori River.  Talk to Kurogawa, your informant on Iwahashi's
    southern edge, and he'll tell you to meet a man in the White Snake Ramen Shop.
    Go and do so, beat the guy up to prove yourself, and he'll tell you how to see
    Tatsu.  Go to Iwahashi, go down to the river on the north side, and talk to the
    bum who's lying around to bring the boat over.
    6c.  Secret Bosses
    There are two types of secret bosses in the game:  Encounter Bosses and the
    Amon family.
    Encounter Bosses (known in Japan as "Encount Bosses") appear on the main maps
    for the three town areas (Kamuro, Soutenbori, and Shinsei).  Their appearances
    are triggered by your completing a certain number of random fights in the area.
    Unique, boss-like characters, they usually have pretty good items to give you
    and put up a reasonably hard fight.
      The annoying thing about these guys is that I can't seem to find a way to
    force them to appear, so I'm not 100% clear on the conditions.  There are a few
    conditions I'm fairly sure of, however.  First, you can't have anyone follow-
    ing you around--no Haruka, no Date, no Sayama, and no Daigo.  Secondly, they
    seem to only appear at "normal" times--times when it's not raining and you're
    not necessarily supposed to be running to the next story moment.  Probably,
    it's best to find them at the beginnings of chapters.
      I also believe that they'll only appear once you've reached certain chapters.
    In other words, some of the later ones on the list will show up in later chap-
    ters, so if they aren't there, just move on with your life and come back
      Each area definitely has its own fight counter, so even if you got in a bunch
    of scrapes in one place and fought all the Encounter Bosses there,  you'll
    still have to fight a lot in the other areas to get their bosses.  By "area,"
    I should clarify, I mean the three main towns--Kamuro, Soutenbori, and Shinsei.
    It seems like story battles and Underground Arena battles do count.
      It is possible to fight a whole lot, then just go and encounter these guys
    one after another, with no fights in between.  In other words, say one of the
    guys needed you to be at 45 fights and the next was at 60.  Well, if you fought
    60 times, you could fight the first guy, then just go to the area the next guy
    should be at, and he should be there--unless the story's got you bogged down.
      It's confusing, I know, and it'll probably take you a long time to get them
    all.  It took me a long time.  To make matters worse, I hear reports of people
    getting them in differing orders.  The final ones are always the same, tho'.
      The only really good thing about this?  Well, they're entirely optional.
    Pretty much all you are getting out of defeating them is the items or money
    they give--and you can strut around like some big boss man and grunt like Tim
    the Toolman, or whatever.  If you were in Ryuuga gotoku Reality, maybe you
    could drop that you'd beaten them all to pick up women, but in reality this
    strategy is ill-advised.
      Here's a list of Encounter Bosses:
    Dynamite Mizunoe:  He appears at Kouenmae near the West park.
      You get a 100-pound Bowling Ball for beating him.
    Golden Kita:  A big man wearing gold-colored clothes, he appears in the eastern
      edge of the Champion District.
      You get the Acala Belt for beating him.
    Sky Gojima:  He wears a blue jersey and prowls the area in front of the Tou-
      genkyou (eastern end of Taihei).
      You get 100,000 yen for beating him.
    Murasame Kouji:  He stands a little to the north of Beam.
      You get the Magic Sword Sengetsu for defeating him.
    Maishima Wataru:  He appears near the Poppo Mart near Nakamichi.
      You get 300,000 yen for beating him.
    Rockabilly Sawada:  This guy really does look ... rockabilly.  He appears in the
      alley running north from Theater Square on the east side (near the old Doujima
      You get some Ogre Knuckles for beating him.
    Mysterious Assassin:  He's at the southern end of Pink Street.
      You get High-Tech Leggings for beating him.
    Jumbo Dai-chan:  He's in the eastmost alley that runs south from Kouenmae (where
      you fought the "Strong-Armed Man" in the first game).
      You get a Sakaki Bokutou for beating him.
    "God" Ezawa:  Dressed in white, you'll see him near the intersection of Taihei
      and Tenkaichi streets.
      You get Lucky Beads for beating him.
    Gamorrah Itakura:  I don't know why it's not "Gomorrah," but, whatever.  Maybe
      they meant something else.  He's at the north end of Iwahashi (the eastern
      You get 50,000 yen for beating him.
    Bloody Seyama:  You'll find him near the southern edge of Iwahashi.
      You get a Skanda Potion for beating him.
    Agawa Kousaku:  He's standing in front of the "Nighttime Fun Dojo."
      You get 150,000 yen for beating him.
    Miyoshi of Bishamon Bridge:  He's on Bishamon Bridge (the western bridge).
      You get 300,000 yen for beating him.
    Mysterious Assassin:  There's a woman in the southwestern corner in the Shoufuku
      area.  Talk to her, and she'll point this guy (and his cohorts) out.
      You get a Southpaw Bracelet for beating him.
    Riders Oozawa:  He's at the northern bank of the Soutenbori River.
      You get the Magic Sword Asura for beating him.
    Yun with the Muscles of Ksitigarbha:  He's at the western end of Soutenbori.
      You get Dragon Knuckles for beating him.
    Mafia Itabashi:  He appears in the big, central road.
      You get the Sengoku-Era Chain Mail for beating him.
    I'm not entirely sure of the etymology of the name "Amon," but I think it's
    maybe got to do with them considering themselves a breed apart, or something?
    "Amon" means "subphylum," in biology jargon...maybe, they're supposed to be,
    like, "I'm a new species of human, muah ha ha!"  Or, it could be that the "A"
    is for "Asia."  The Amon Brothers boast that they are the top assassins in all
    of Asia.
      These guys are apparently out to test the guy they hear so much about.  In
    the first game, Joh considered himself some kind of fighting artist; some kind
    of master of assassinry or something.  I guess it's still the same.
      You get to them by completing the side missions.  In fact, you need to do all
    of them but the (very few) optional ones for shogi, mahjong, slots, and black-
      That's only five missions you don't need to do, folks, out of 116 (120 if you
    count the actual "Amon" missions).
      For more information, check the missions part of this guide.  I've included
    all four Amon missions at Chapter 16 of Kantou.
      If you beat Amon Joh, you'll get the most powerful attack in the game, but it
    can only be used while enemies are stunned.  Don't forget, though, that you
    can't get the Brawling God Discipline without that attack (because you have to
    perform all the various Heat Actions).  Getting that discipline will make the
    harder modes much easier.
    6d.  Unlockables
    For beating the game on any difficulty, you unlock the ability to play through
    again with all of your records, items, and skills.  This is the "Premium New
    Game" option.  You also unlock the ability to watch the movies from the game
    ("Scenario Review") and the ability to wander around in a world where you can
    re-play all the side missions, there's no main story, and Haruka can be led
    around at your whim called "Adventure Review."  There's no end to that mode;
    you can just play it to test completion.  When selecting "Premium New Game,"
    note that Haruka's outfit changes (wow).
      When you beat the game on Normal, you unlock "Hard" difficulty for New Game
    and Premium New game.  If you didn't die, you'll get a 3 million yen bonus
    (note that getting defeated at the Underground Arena or getting caught while
    running around with wounded people don't count as deaths).  If you did die,
    you'll get a 1 million yen bonus.
      Beating the game on Hard unlocks "EX Hard."  It also gives you the same
    bonuses you'd get on Normal.
      When you beat the game on EX Hard, you get the same bonuses as when you beat
    it on Normal, plus you'll also get the Dragon SP gun that Kiryuu used in one
    of the first game's Battle Missions.  This gun has unlimited ammo.
      Other than that, there are special rewards for completing the different
    things listed in the "Complete" list in the pause menu.  If you complete all of
    the missions (with "Complete," not with "Finished" written after them--you have
    to complete them successfully), you'll get the Photon RG, which is a light-
    sabre-like sword that never breaks.  If you complete the game with 100% of the
    opponents on the underground colisseum and all the Encounter Bosses defeated,
    you'll get the "Just Dragon Tonfa" ("Ouryuu no Tonfa-"), another weapon with
    unlimited use.  For buying all the food at the restaurants and ordering all the
    booze from the bars, you get the Dragon Sarashi, the most powerful armor (tho'
    it doesn't reduce the damage of bullets like the expensive bulletproof gear).
    Should you complete all of the Heat Actions on the Complete List, you'll get
    the "Brawling God Discipline," which makes Kiryuu able to perform Heat Actions,
    regardless of being in Heat Mode or not.  You get nothing at all for the Coin
    Lockers (besides the items in them, of course), and you get a paltry 9 1000G
    Gold Coins (worth 4,500,000 yen--but by then, who cares?) for clearing the
    ridiculous requirements of the Mini-Games list.
      The best one of those is obviously the Brawling God Discipline, but that one
    requires you to do quite a lot, since some of the Heat Actions can only be
    obtained from defeating very powerful enemies or accomplishing very difficult
    tasks in side games.
      Let me list those again just so you don't have to swim through text:
    Dragon SP                    Beat the game on EX Hard
    Photon Blade RG              Complete Missions (the right way) and complete the
                                 story mode.  This includes the 4 optional missions
                                 for shogi, mahjong, and slots.
    Just Dragon Tonfa            Defeat all 51 opponents in the Underground Arena
                                 and complete the story mode
    Dragon Sarashi               Order all the various items offered in the
                                 various restaurants and drink all the various
                                 drinks from the various bars and beat story mode
    Brawling God Discipline      Perform all 96 Heat Actions and beat story mode
    9 x 1000G Gold Coin          Fulfill all requirements for all Mini-Games and
                                 beat the story mode
    3 million yen                Beat the game on Normal, Hard, or EX-Hard without
                                 dying (you can't continue on EX-Hard so it's rather
    1 million yen                Beat the game on Normal or Hard.  Also given if
                                 you beat the game on Easy without dying.
    Premium New Game             Beat the game.
    Adventure Review             Beat the game.
    Scenario Review              Beat the game.
    Haruka Costume Change        Start a new game with the Premium New Game option.
      Once you unlock the special items, you'll need to talk to Bob Utsunomiya to
    get them.  Who's that, you ask?  Well...he's a...clown-yakuza-...guy.  There's
    just no good way to put that.  At the "entrance" to Soutenbori and Kamuro (in
    other words, at the southernmost point of Tenkaichi street and the eastern
    part of Soutenbori street), you might notice a guy in a white leisure suit
    (similar to Kiryuu's, but white) with clown makeup, a clown nose, and a green
    wig on.  Before you unlock anything, if you walk by this guy, he just goes,
    "Hmmm" and you can't interact with him further.  However, once you unlock stuff,
    you'll notice that there's a green arrow over his head.  Talk to him and he'll
    say something about how you're the guy who the guy from that time back then.
      He'll then give offer to give you one of the items you've unlocked.
    6e.  Bugs
    There are two fatal bugs in this game (at least, in the Japanese version).  You
    would do well to avoid them!  These don't erase your memory or destroy your PS2
    or anything like that, but you won't be able to continue the story.
    1.  Hanako
      Once you've initiated the side mission "Managing Marietta" ("Marietta no
      Keiei"), you'll be able to recruit girls around town.
      None of these girls will appear in the Toujou Association's Headquarters, but
      there have been reports of one of them, Hanako, appearing there near the
      parking lot.  Sometimes, people say she's floating in the air, and other
      times, she's stuck, half-way in the ground.
      If you see her here, she is a bug.  Do not attempt to recruit her!  If you do,
      for some reason, returning to Marietta will cause the next story moment's
      mission pointer (the red dot) to vanish and you won't be able to continue with
      the story.
      To avoid this, simply avoid her when she appears there.  If you want to re-
      cruit her, do it somewhere other than the Toujou Association's Headquarters!
    2.  The Safe
      When you do the side mission "Vengeance Proxy 4" ("Urami no Daikou 4"),
      you'll find a safe in the building where you fought the third man, Kojima.
      Kiryuu goes in and has the ability to open that safe with the password 57577
      for a very large reward.
      However, in Chapter 10, when you have to pursue Satoshi, Kazebori's assistant,
      as he steals the sketch for the yellow dragon tattoo, the interior of the
      building is the same as the interior for the building from "Vengeance Proxy
      4."  Everything is actually the same--including the safe.
      If you ignore Satoshi and his cohorts and aim for the safe, you can still open
      it (if you haven't done so already in "Vengeance Proxy 4").
      Doing so will give you the reward, but force you back outside of the building.
      Unfortunately, although there is a marker for Satoshi's building, you won't be
      able to get back in, so the story cannot be completed.
    There is a third bug.  It's not fatal, but it prevents you from getting 100%.
    In the final side mission in Kansai, called "The Martial Arts Youth" ("Koubu-
    jutsu no Shounen"), you must encounter Kawachi's brother and then defeat Kawa-
    uchi later at the Underground Arena.  Then, you must return to Soutenbori and
    meet his brother again.
      If you start playing a second time, using the Premium New Game option, enemies
    no longer stop appearing and you can enter into any of the tournaments in the
    Arena, provided you play through the ones you need to play through to unlock
    them, regardless of what chapter you're on.
      Because of this, Kawachi will show up as an opponent, even if you haven't
    initiated the mission, "The Martial Arts Youth."  If you defeat him in the
    colisseum first and then go and encounter his brother to start the mission, it
    will be listed as "Complete," strangely enough.  If you defeat him after that in
    the colisseum, the "Complete" kanji will disappear and can only be put back by
    meeting his brother.
      However, the game considers the mission over, since you've already gotten a
    "Complete" mark.  Kawachi's brother won't appear.
      The upshot?  You won't be able to complete all the missions, which will make
    the hidden boss not appear.  You won't be able to collect the bonus weapon given
    for completing all missions and you won't get a Heat Action, so you won't be
    able to get the bonus for performing all 96 Heat Actions.
    6f.  Trivia
    --Some of the areas in the game exist in reality; some do not.  There is a
     Kamuro District, but it's not in Tokyo; it's in Gifu, way off to the south-
     east.  There is a Shinsei District, but it's not in Osaka; it's way up north
     in the island of Hokkaido.
       This is rather strange because the Tsuutenkaku Tower does exist, and it's
     located in Osaka.  Again, it's not in Shinsei.  It's in East Ebisu, in an
     area called "Shinsekai"--hence, the name that kinda sounds like it, Shinsei.
       The Millennium Tower, however, does not exist.  There were designs to build
     a skyscraper much bigger than anything already out there in Tokyo with this
     name, but they plans were never realised.
       The real-life basis for the Kamuro District is actually the Kabuki District,
     which is famous for its night life and yakuza (though it has reportedly been
     cleaned up).
       The real-life basis for the Soutenbori area is the Doutonbori area of Osaka.
    --Many of the stores and brand names are real in Ryuu ga Gotoku.  For instance,
     Suntory really exists, and does put out many of the drinks available in the
     The store Don Quijote is real, too, and apparently really has that theme song
     you hear!  Just for fun, here are the lyrics:
        Don Quijote Boogie Woogie
      Omoidattara itsu datte  Don Kiho-te de machiawase
        "Whenever you think of it, let's meet at Don Quijote"
      Dokan! to afureru yume wo kaimashou
        "and buy some dreams that'll fill us up 'til we burst!"
      Kibun wa takarasagashi da ne
        "It feels just like a treasure hunt!"
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Boryu-mu manten, gekiyasu janguru! (Janguru da!)
        "It's a fully stocked, super-cheap jungle!  (It's a jungle!)"
      Don!  Don!  Don!  don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Nandemo sorotte benri na omise, Don Kiho-te!
        "The convenient shop where you can get anything, Don Quijote!"
      (Don!  Don!  Don, Don!  Don!  Don!  Don Ki-!)x2
        "(Don!  Don!  Don Don!  Don!  Don!  Don Qui!)"x2
      Hayaimono kachi paradaisu  Don Ki meguri wa kuse ni naru
        "It's a paradise where the early bird gets the worm!  It'll become a habit,
          browsing Don Quijote!"
      Shoudouteki demo tokushita ne
        "It may be an impulse buy, but I saved a lot!"
      Kon'ya wa nani ga aru no ka na~?
        "What will we find there tonight...?"
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Itsudemo mantan fushigi na janguru!  (Janguru da!)
        "You'll always get your fill at this mysterious jungle!  (It's a jungle!)"
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Mayonakasugitemo tanoshii omise, Don Kiho-te!
        "The store that's fun even past midnight, Don Quijote!"
      Hei, doku iku no? --Don Kiho-te iku no!
        "Hey, where're you goin'?  --Why, I'm going to Don Quijote!"
        "I knew it!"
      (Don Kiho-te...!  Don Kiho-te...!  Don Kiho-te...!)
        "(Don Quijote...!  Don Quijote...!  Don Quijote...!)"
      (Un!  Ha!  Un!  Ha!  Un, ha, ha~!)
      Don!  Don!  Don!  Don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Boryu-mu manten, gekiyasu janguru! (Janguru da!)
        "It's a fully stocked, super-cheap jungle!  (It's a jungle!)"
      Don!  Don!  Don!  don Ki-, Don Kiho-te!
        "Don!  Don!  Don!  Don Qui-Don Quijote!"
      Nandemo sorotte benri na omise, Don Kiho-te!
        "The convenient shop where you can get anything, Don Quijote!"
     If you think those are silly, you should see the English language version's
     lyrics.  Actually, you can, if you check out my FAQ for Ryuu ga Gotoku 1--
     they used to include four different versions of the song.
    --When I saw the spider~ o/~  Where I saw her do it~ o/~
     Oh, sorry.  That would be what it sounds like to me when I hear that Japanese
     guy utterly mangling English sounds in the opening song.  It's OK; don't get
     defensive, Japanophiles.  Japanese people just really love throwing English
     into the mix, and it doesn't always work out too great.
        If you really did want to know the lyrics, here are the official ones (with
     my snide comments in parantheses)
      "As a man,As a brother" <--(this is the actual way it is written in the liner
      When the boys enter the skeleton dome
      It has misstelling this world is gone <--("misstelling," huh?)
      In my basement falling land <--(what's in *your* basement falling land?)
      Its so much better to survive now ! <--(common Japanese spacing mistake)
      Disarray for smile
      xxxx xxx! x xxxx xxx x xxxxx
      x xxxx' xxxx xxxx <--(I guess even the band didn't know what they said?)
      Disable fail-safe
      xxx x xxxx'x xx xx!! xxxxxxx xxx
      xxx xxxxx! xxx xxxx xx
      When I so take my hand  <--(these are the lyrics you'll hear in the opening)
      Whether so hurt to mess
      It's always to me...
      always to me...
     Yeah, that's pretty bad.  I should note, however, that if I wrote a song in
     Japanese, it'd probably come out sounding like that.
    --When you help the enka singer, he'll sing a song for you that he thinks will
     sell records again about Kamuro.  It's called something like "The Natural
     Beauty of Kamuro" ("Kamuro Setsugekka").  "Setsugekka" is a term from an 8th-
     century poem by Haku Kyoi that literally means "snow, moon, and flowers,"
     obviously referring to the beautiful sights of nature.
      "Kamuro Setsugekka"
      Nagareyuku / yoru no chou / ayashiku madowasete
      "Butterflies of the night / flying around / sinisterly leading people astray"
      Jouyoku mo / bouryoku mo / junrenka ni / aa / Kamurochou
      "Brimming with desire / violence / and songs of true love / ah! / Kamuro"
      Yasashiku yoru ni idakare / namida / hororihorori...
      "I'm embraced by gentle night / with tears / running down my cheeks"
      Maichiru yuki wa kazaru / hito de yogoreta machi de sae mo
      "Dancing, falling snow decorates / even these streets, sullied by mankind"
      Hana sakitemo / hana chirutomo / mabushii setsugekka
      "Flowers bloom, / flowers fall. / Dazzling beauty of snow, moon, and flowers"
    --Ashita no Joe was an extremely popular television and manga series in Japan,
     complete with two movies that summarized the same story, a bunch of video
     games, and a whole mess of references in popular culture.  One of the earlier
     sports serieses, it focuses on an unruly youth who reluctantly undertakes
     boxing, urged by a messy, harsh teacher named Dampei, and learns many life
     lessons.  A tear-jerker, perhaps its greatest moment featured the death of
     Joe's greatest rival, Rikiishi, killed by their competitive nature (and by
     Joe's fist in his face).
       The signature move of this series was the "Cross Counter," a move in which
     you step into your opponent's heavy attack and throw out one of your own,
     pretty much sacrificing yourself and landing a blow at the same time.  The
     theory was that they were coming towards you with such velocity to throw their
     attack that your attack's impact would essentially carry the weight of their
     blow, too--just like a head-on collision.  It also set up the dramatic shot
     where both men have their fists in the others' face and you wondered for a
     moment who would fall!  Really a beautiful convention.
       Anyway, the final blow in the game is this Cross Counter.  Clearly, this was
     an homage to Ashita no Joe.
    --If you haven't figured it out by now, the mysterious video handed to you in
     the mission "The Spirit Medium" ("Reibaishi") was an homage to "The Ring."  In
     the film and manga, there is a video circulating that apparently kills people
     one week after they view it.  The video shows a strange-looking, ghastly girl,
     similar to the one portrayed in the video in the mission.
    --The final cabaret club girl, Nana, is modeled after (and voiced by) Natsume
     Nana, a moderately famous soft-core porn / glamour photography star.
     I should point out that although there is hard-core porn in Japan, uncensored
     hard-core is still too taboo (some say it's illegal, but I'm fairly certain
     it isn't anymore), so being a soft-core porn star is pretty much just being a
     porn star over there.  At least it usually involves less diseases and other
     such scary things.
     There are two more "adult video" stars in the cabaret club list--bringing the
     number to one porn star per shop.  In Shine, it's Matsushima Kaede, while
     Jewel has Asami Yuma.
    --The final entrant you can face in the Underground Arena is Yamaoka Akira.
     Yamaoka Akira is a character in the Grappler Baki series who is some kind of
     yakuza boss and wears a very similar outfit.  However, like all other Grappler
     Baki characters, he's real burly.  The guy in this game is real lanky, almost
     like a Lupin III character.  The guy in the game also curiously has a mustache
     like Kazama Shintarou.
    6g.  Trophies
    Naturally, these are for the PS3 HD remake.  It's great that lots of sites post
    this information, but it's not so great that they list them translated alpha-
    betically.  Why?  Because if there are locked ones--especially if they are
    secret trophies--you might not be able to tell from the actual Trophies menu on
    the PS3 which ones you are missing.
      Anyway, here is my list.  I'll try and explain ones that are a little weird,
    and try to give hints for ones that seem difficult.
      PLATINUM TROPHY (Platinum)
        - Get all other Trophies.
      DEFEAT BOSS 01 (Bronze)
        - Defeat the boss in Chapter 1
      DEFEAT BOSS 02 (Bronze)
        - Defeat the boss in Chapter 3
      DEFEAT BOSS 03 (Bronze)
        - Defeat the boss in Chapter 5 (in the Arena)
      DEFEAT BOSS 04 (Bronze)
        - Defeat the boss in Chapter 8 (in the Millennium Tower's basement)
      DEFEAT BOSS 05 (Bronze)
        - Defeat the boss in Chapter 9 (in the Toujou Headquarters)
      DEFEAT BOSS 06 (Bronze)
        - Defeat the boss in Chapter 12
      DEFEAT BOSS 07 (Bronze)
        - Defeat the first appearance of the boss in Chapter 16
      DEFEAT BOSS 08 (Bronze)
        - Defeat the boss at the top of Kamuro Hills in Chapter 16
      DEFEAT BOSS 09 (Bronze)
        - Defeat the final bos
        - Beat the game on any difficulty
        - Beat the game on EX-Hard
      4 SUBSTORIES (Bronze)
        - Complete 4 Side Missions
      40 SUBSTORIES (Bronze)
        - Complete 40 Side Missions
      80 SUBSTORIES (Silver)
        - Complete 80 Side Missions
      MR. HOST! (Bronze)
        - Complete the side mission "Host Club Adam"
        - Complete the side mission "Managing the Cabaret Club 'Marietta'"
        - Defeat the Amon clan
        - Clear the tutorial
        - Defeat 100 enemies
      ONE FELL SWOOP (Bronze)
        - Defeat 3 enemies with one attack
        - Defeat 25 enemies in a row without getting hit (easiest done when Sayama
          and Kiryuu are trying to get into the Amano building and you have to
          fight 16-Bit in the empty space across from the Millennium Tower.  Save
          and retry if you fail)
        - Defeat an Encounter Boss
        - Win a tournament in the Arena
        - Win all tournaments in the Areana
      THE STRONGEST MAN (Bronze)
        - Get Mind, Skill, and Body all to Lv.10
        - Finish battles with Heat Actions 50 times
      ILLEGAL DUMPING (Bronze)
        - Throw an enemy into the Soutenbori River (Heat Action)
      DESTROYER (Bronze)
        - Destroy 100 weapons (use them up--remember, throwing them takes 1 use off)
        - Learn 20 skills acquired outside of leveling up
        - Learn all Komaki techniques
      KANTOU GOURMAND (Bronze)
        - Order at least once in each and every restaurant in Kamuro (including
          bars such as Bantam)
      KANSAI GOURMAND (Bronze)
        - Order at least once in each and every restaurant in Soutenbori (including
          the bar, Stijl)
      KANTOU LOCKERS (Bronze)
        - Open at least 5 Kantou Coin Lockers
      KANSAI LOCKERS (Bronze)
        - Open at least 5 Kansai Coin Lockers
        - Avoid random enemies on the map at least 15 times
      WALKING BANK (Silver)
        - Have over 10,000,000 yen on you at one time
      BALLGAMER (Bronze)
        - Play Bowling, Baseball, and Bowling 3 times each
      SMART GAMBLER (Bronze)
        - Play Blackjack, Baccarat, Roulette, and Even-Odds (Chouhan) once each
        - Knock 50 people down by running into them
      CLUB SEGA DEBUT (Bronze)
        - Play UFO Catcher and YF6 3 times each
      BRAINY TYPE! (Bronze)
        - Play Shogi and Mahjong once each
      PEEPING TYPE! (Bronze)
        - Visit the sexy dance club, Asia, and use the private video room once
      GREAT GAMBLER (Silver)
        - Get total winnings at the Casino (using Baccarat, Roulette, and/or
          Blackjack) of 10,000 chips
      PRO GAMER (Bronze)
        - Win the YF6 Tournament and get 20 dolls from the UFO Catcher
      BOILED TURKEY (Bronze)
        - Get a Turkey (3 strikes in a row) in Bowling
      HOLE IN ONE! (Bronze)
        - Get a hole-in-one at the Driving Range
        - Complete a Cabaret Club Girl's mission
      GIGOLO MASTER (Silver)
        - Complete all 10 Cabaret Club Girls' missions
        - Max out your manly attractiveness (wear the Gift Suit, Sexy-Man Bracelet,
          and Charisma Ring all at once)
    7a.  GLOSSARY
    I know, I know...this is really an appendix and should be in that section, but,
    it just seems to fit more at the end.
    ACALA:  This is a Buddhist deity, sometimes called the ruler of fire.  He pro-
      tects the world from demons, principally, and is usually shown looking very
      fierce and holding a sword and a rope.
      In Japan, he is known as "Fudou," because "Fudou" means something like "un-
      bending; obsinate; lit. 'not moving'."  That's a close translation from the
      He is most often called by his title, "Myou'ou," which literally means some-
      thing like "king of clarity," but is used to mean something like "Divine
      Coincidentally, that "Myou" is also read "Akira," and can be a person's name.
      One of the most popular anime/manga serieses from Japan was called Devilman
      and featured a man named Fudou Akira, who is killed and/or possessed (the
      story has been 'reconned' and changed a few times) by the demon Amon.
      Could Nagoshi be a Devilman fan...?
      Yeah; I'm pretty sure he is.
    ANIKI:  A term used by younger males to older ones who they esteem and whom
      they consider a mentor or protector.  Literally, it means something like
      "older brother whom I hold in high esteem," or something else hard to
      translate.  Yakuza typically use this term in movies and such.  In very
      familiar circles, they'll also just say "Niisan" or "Niichan," a term also
      used by children to older males, but it isn't as respectful as "Aniki."
    AVALOKITESVARA:  This is the Bodhisattva of Compassion in Buddhism.  His name
      literally means "He who observes the sounds of the world."  In other words,
      this is the one to pray to when you're desperate or sad.
      Avalokitesvara is most often worshipped as a female diety outside India,
      known in China as "Guan Yin" (short for "Guan Shih Yin"), Kannon (short for
      "Kanseon") in Japan, and Guaneum or Guanse'eum in Korean.
      The origin of th female Avalokitesvara is a little fuzzy, but most point to a
      legend about a princess whose wicked father was mean to her and tried to force
      her to marry.  She later had to give up her eyes to save her father when he
      was very ill, and so he regretted being so mean to someone who would give so
      much to him.  Other accounts have her being whisked away by tigers and by
      Ksitagarbha to become a goddess-like figure in the heavens.
    BAI LING:  This is a mushroom from China, with the Cantonese name "Baak Ling"
      and the Japanese names "Bairingu," "Hakureitake," and "Agitake."  It report-
      edly has many medicinal purposes, and is supposed to taste good, but I can't
      verify.  I believe it's fairly expensive.  Coincidentally, the fighting in-
      structor for the Se Waa, a Chinese triad operating in Kamuro in the game, is
      Master Bai Ling--or, Master White Lotus.  You'll meet that colorful character
      if you do the side mission "Meet Master White Lotus."
    BENTOU:  A Japanese-style boxed lunch.  They were sold at railway stations, so
      that travelers could just take them quickly and go.
    BILLIKEN:  This is a character revered in Japan, especially in Osaka, as some
      sort of "good luck god."  In the early 20th century, an American company
      copyrighted the image of a character designed by a woman who supposedly saw
      him in a dream.  This character had a tuft of hair on his head, big feet,
      and sported a great smile.
      The idea was that you should just smile and not let the world make you worry.
      There was a self-help-like movement in the United States at that time that
      emphasized the power of positive thought.
      In Japan, statues of this "Billiken" character showed up here and there, even
      making their way into shrines.  Apparently, the idea then was to Westernize
      as much as possible, and so Billiken's care-free attitude was thought to bring
      good luck.
      This practice was banned at one time, but Billiken remained strong in Osaka.
      The one in the Tsuutenkaku is particularly famous.  It's said that if you go
      and pray to him or rub his giant feet, your wishes will come true.
    BOKUTOU:  From the Sino-Japanese ("on'youmi") readings of the words "wood" and
      "sword," this word refers to a wooden practice sword.
    BULGOGI:  Also spelled "purgogi," this means "beef" in Korean, but refers
      most often to a special, marinated, thinly-sliced beef that is barbecued.
    CHAA SIU:  Chinese barbequed pork, usually a bit sweet and succulent.
      -->  CHAA SIU MIN:  Ramen with Chinese barbequed pork inside (yum).
    CABARET CLUB:  Called "Kyabakura" for short (from "kyabare kurabu"), these are
      mostly adult-entertainment-themed bars where guests can be sat with a young
      woman employed by the bar for company.  These aren't whorehouses; the women
      working these places are usually there to provide a similar service to that
      geisha provided in a more traditional sense; they make conversation and
      generally make the customer comfortable so that he'll order more food and
      (especially) more drinks.
      Just like escort services, while the guest is with the employee, there isn't
      to be sex going on.  There are many stories of guests getting together with
      the employees after business hours or forming relationships with them; this
      isn't entirely out of the question.  However, just like with most in the sex
      entertainment trade, it's just business and not anything really serious.
      --> CABARET CLUB GIRL ("Kyabakurajou")  A hostess employed by a cabaret club.
    CHENG LUNG (or "Qing Long" or "Shouryuu" or "Seiryuu"):  One of the four
      divine beasts (each guards a direction).  This is the Blue Dragon, who
      protects the East.
      --> CHENG LUNG DOU (or "Qing Long Dao" or "Shouryuutou" or "Seiryuutou"):  a
      sword bearing the Cheng Lung name.
    CHOUHAN:  An old gambling game in Japan, where a dealer rolls two dice and the
      players bet on whether it will be "chou" (even) or "han" (odd).  You'll see
      this in many samurai flicks such as the Zatou'ichi films starring Katsu
    DESHI:  Pupil; apprentice; disciple; etc.  Basically, a student, taken under
      the wing of a mentor.
    DHARMA:  A monk said to have entered China and given groundwork for "Chan" or
      "Zen" Buddhism.  There are many strange tales of his life, including the one
      where he was meditating so much that his arms and legs fell off, and then was
      found in his cave by two men.  These men are said to have struck and killed
      the monk, who fell down and said, "Thank you!" before he died--because that
      action "awakened" him; made him attain Nirvana; what-have-you.
      -->  DHARMA STATUE:  This is a common item in Japan.  The idea is that you
      buy one for your business and paint one of his eyes on, then the other when
      you have some great luck happen.  Basically, it's there to wish prosperity
      upon your business.  It's round, red, and has the Dharma's face painted on
    DOSU:  This is a Japanese word, referring to specifically one of those knives
      used primarily by sushi chefs that look like thin French vegetable knives and
      are usually quite sharp and expensive.  The word also more broadly can be
      used to just mean "knife."
    ENCOUNTER BOSSES:  Called "Encount Bosses" in Japan, these are certain hidden,
      boss-like characters who appear after a certain number of random encounters
      (hence the name) have been fought in a certain area.
    ENKA:  This is a type of music in Japan.  Literally, the word means "performance
      song."  These are very similar to easy listening or pop vocal ballads, and
      aren't popular with the young crowd these days.  I like them, but all Japanese
      people have always said I'm like an old man.
    FUDOU or FUDOU MYOU'OU --> see "Acala"
    FUGU:  A pufferfish.  A particular variety is famously eaten in Japan, although
      people reportedly die every now and then from its venom.  The trick is to
      slice the fish so that none of the bile of the liver is released (and to
      discard said liver).  A tiny amount of the venomous body part is often added
      to the meat to provide a "buzz."
    FUNDOSHI:  Sometimes called a "Japanese loincloth," this is a piece of cloth
      that is wrapped around the hips and groin, worn as underwear.  Though still
      very popular in the '40s and '50s, this garment has its roots way back in
      the days of the Heian aristocracy, perhaps earlier.  A favorite of the
      warrior class, this is a very manly, "tough guy" thing to wear.  In fact,
      the Chinese character used (tho' it holds a different meaning in Chinese,
      actually) has the symbol for "clothes" on the left and the symbol for "army"
      on the right.
    GOKU:  This is a Chinese character (pronounced "gik" or "ji" in Chinese) that
      means "extreme."  In Japanese, it can also be read "kiwameru" and means "to
      master."  In the game, the kanji will flash in red with the word "Special"
      attached to it to tell you when you can perform a Heat Action.
      --> "GOKU" ATTACK:  Because of the "goku" kanji, I sometimes call the Heat
      Action moves "Goku" attacks. (see "Heat Action")  The "goku" in this instance
      probably stands for "Gokudou," a poetic word for "yakuza."
    GOKUDOU:  A more poetic word for "yakuza."  It literally means "the extreme
    GUAN YIN:  --> see "Avalokitesvara"
    GUMBAI:  Literally "army fan," this is a traditional object used by strategists
      and commanders to lead armies around.  Usually fine, lacquered wood, they
      sport a guitar-like "pear" shape, are flat, and bear symbols and insignias for
      their particular lord.
      These are also wielded by gyouji, judges of sumo tournaments.
    HARITI:  A Buddhist deity called upon to protect children.  In the game, she is
      refered to by the name "Kishimojin."  This is the translation of her name into
      Sino-Japanese, meaning something like "Ogre-Child Mother Goddess."
    HEAT ACTION:  A special attack you can perform when in "Heat Mode" (when your
      Heat Gauge is full).  The official name seems to be "Heat Action" sometimes,
      but the word "Special" appears in the upper right-hand corner with the kanji
      "goku" when you can perform the action, so there seem to be different names
      that can be associated with these moves.
    HEAT GAUGE:  This is thin, light blue gauge that appears below your Life Gauge
      and tells you when you can enter Heat Mode and perform Heat Actions.
    HEAT MODE:  Your Heat Gauge is divided into two segments, at first.  When it
      builds up to or beyond the break between the segments, you have entered Heat
      Mode.  In this mode, Heat Actions will be available and any conditions that
      have been gained through character build-up will apply such as resistance to
      being knocked down, extra damage, and improved guard.
      Each time you improve your Heat Gauge, you will add one more segment to the
      end.  Once the meter falls below that second segment and back to that long,
      first part, you are no longer in Heat Mode.
    HORUMON-YAKI or HORMONE-YAKI or HOURUMON-YAKI:  There were some poor times in
      Japan, especially during World War II.  During that time, a kind of food
      became popular in the Kinki region involving grilling the parts of an animal,
      typically beef, that would normally be discarded.
      In Kinki dialect, the part of a butchered animal that was thrown away was
      called "hourumon."  The Kinki dialect also has a tendency to shorten long
      vowels, so it was sometimes pronounced "horumon."
      The parts are generally the animal's organs, and eating them was said to
      increase one's endurance.  Because of this, the name "horumon-yaki" actually
      became a pun with the word "hormone" (pronounced "horumon" in Japanese).
      Many visitors to the Kinki area have the same reaction to this food as the
      girl in Shinsei standing to the northwest of the acupuncturist.  It's just
      one of those regional cuisines most people have to have been familiar with
      as they grew up to enjoy.
    HOST CLUB:  This is the companion to the Cabaret Clubs; a place, usually ass-
      ociated with "adult," sexual entertainment, where men are employed to show
      guests a good time by keeping conversation moving--and encouraging them to
      buy more liquor and food, of course.
      --> HOST:  In this instance, an employee of a host club.
    IEMON:  A brand of tea put out by Suntory in Japan.
    JAPCHAE:  A thin noodle in Korean cuisine that's served most often chilled,
      fried and mixed with vegetables and soy sauce.  Sometimes, you'll find it
      spelled "chapchae" or "chapche," but I'd romanize it "japchae."
    JIZOU:  --> see "Ksitigarbha"
    KALBI:  Also spelled "karbi" or "garbi," this is Korean barbecued, marinated
      spare ribs.  Usually, they're beef, but there are also other varieties (most
      notably pork).  I'd romanize the word "galbi."
    KANJI:  The Japanese had no writing system early on, and in the 600s or so,
      along with Buddhism and such things, the Chinese writings were imported to
      the islands.  Like nearly all other East Asian countries, Chinese was the
      only way to write for a long time.  This was in the Han dynasty, so the
      characters used are called "hanzi" in Mandarin Chinese, meaning "characters
      from the Han era."  In Japanese, the characters "han" and "zi" are pro-
      nounced "kan" and "ji" (hence the word "kanji").
      Unfortunately, the Japanese language actually is nothing like Chinese; it
      belongs to a family more like Mongolian and Korean and Turkish.  So, the
      Japanese had to adopt ways of reading the Chinese script in their own
      language, called "kanbun" ("literature in Han-era characters") and "kundoku"
      ("practical reading").  The text was annotated with markers and with certain
      "helper" characters to know how to pronounce the characters and conjugate
      the nouns, based largely on shorthand versions of the characters themselves.
      This is a pretty much where the syllabaries for the Japanese writing system
      (katakana and hiragana) came from, too.
      There are two ways to pronounce these characters:  one that mimics the Han-
      era pronounciation from China, for phonetic purposes, and one that gives the
      Japanese word that corresponds to the meaning of the character.  These are
      called "on'yomi" ("sound reading") and "kun'yomi" ("practical reading")
      This is what most Westerners find frustrating about learning Japanese, but I
      think it's one of the most interesting things about the language, to be
    KANNON:  --> see "Avalokitesvara"
    KANSAI:  This means "the western checkpoint" or "west of the gate" or "west of
      the divide," literally.  In the days before the samurai were the ruling class
      of Japan (eras like the Heian; before the warring states periods or the
      shogunate), the emperor was the most powerful person, and so were his court-
      These people resided primarily in Kyoto (also spelled "Kyouto").  The "Kyou"
      in both "Kyouto" and "Toukyou" (Tokyo) means "capital."
      When the shogunate rose to power, the center of power was really found in Edo,
      which is now Tokyo.
      So, these two major seats of power are often portrayed as competing with each
      other.  The culture of the western area of Kyoto and the like is considered
      very different from that of the eastern area (Tokyo).  These two areas and
      their cultures are most often referred to as "Kansai" and "Kantou," respec-
    KANTOU:  --> see "Kansai"
    KASHIRA:  Literally "head."  In this game, it's used as the head of a group,
      such as yakuza.
    KATANA:  The sword wielded in Edo and Heian period Japan, supposed preferred
      weapon of the warrior ("samurai") class (tho it was really the spear).  This
      word also is used in a more broad sense to simply mean "sword."
    KIMCHEE:  Also sometimes spelled "kimchi" or "gimchi," this is a spicy, pickled
      side dish in Korean cooking that is quite essential and used mostly
      as seasoning.  It's usually cabbage, but sometimes, there are a few other
      things in there.  I can verify first-hand that Koreans really do eat this a
      lot; my fiance'e actually feels kinda bad if she doesn't have this and rice
      at least once a day.  I'd romanize the word "gimchi."
    KISHIMOJIN:  see "Hariti."
    KODACHI:  Often called the "Japanese short sword," this is the smaller,
      companion piece to the katana.
    KOGAL:  A female Japanese High School girl ("koukousei" means "high school
      student;" "gal" is "gal"--written "gyaru" in Japanese transliteration).
      This is a fairly derogatory term meaning a girl obsessed with fashion and a
      flashy, bratty lifestyle.  Many of the kogal engage in taking money from
      (usually) older guys to go out with them.  It's often quite innocent; the man
      will just pay for a high-school aged girl to hang out and talk with, but, as
      you could imagine, it's pretty much for sexual services.  Saya, Date's
      daughter, seems to be doing this sort of thing--and some downright porno-
      graphic stuff, too.
    KOI:  Usually called a Japanese carp, this is a big fish that has many different
      color variations and can be quite expensive.  It's usually used in decorative
      ponds.  Don't confuse this term with "koi" (different Chinese character, of
      course) meaning "(sexual) love" or the other common one, "koi" (another
      character), the command form of "kuru" ("to come").
    KSITIGARBHA:  One of the Buddhist deities imported to Japan from India (via
      China), Ksitigarbha is the faithful defender of the sutras and of Buddhism.
      In some legends, he is said to have been a faithful companion to the princess
      now revered as Guan Yin or Kan'non or Avalokitesvara, the bodhisattva of
      compassion.  He knew he was not as pure as this woman, but yet he devoted
      himself to her and now appears as a deity to protect her (and Buddhism in
      In Japan, he is known as Jizou, and is usually depicted as a monk.  He is the
      protector of the Buddhist faith and also of children and of travelers, because
      it is said that he finds children who have not yet heard the sutras in the
      Sanzu Riverbed and hides them in his clothes so that he can read the sutras
      to them and guide them secretly across to salvation.
    KUMI:  Literally, a group.  This can be used as divisions of organizations--
      for instance, in the Toujoukai yakuza alliance in the game.
    KUMICHOU:  The head of a group ("kumi") of yakuza.
    KYABAKURA --> see "cabaret club."
    LEMON SQUASH:  Lemonade with soda water and sweetener.
    LIFE GAUGE:  When this runs out, you're dead.  This is the big orange bar in
      the upper left-hand corner of the screen.  When it gets low, it'll start to
      flash red and will change the gameplay slightly depending on how you've built
      up your main character.
    LOVE HOTEL:  The Japanese coined this term, meaning specifically a hotel where
      the rooms are rented by the hour and generally have "romantic" themes.
    MAHJONG:  Sometimes spelled "Mah Jongg," this is a game involving tiles that
      was brought to Japan from China.  In Mandarin, it's called "maxiang," and in
      Cantonese, it's called "maajeung."
    MAKUNO'UCHI:  The highest "tier" of sumo wrestling.
    ODEN:  A soup in a light broth with bonito flavoring, containing warm and
      rather bland materials such as boiled eggs and fish cake.
    ONI:  A warlike, thick-headed, thick-skinned creature of Japanese lore, often
      translated as "ogre" or "devil" or "demon."  The kanji used for "oni" means
      something like "an evil ghost," so it's often used as "demon," but I shy away
      from this translation as it evokes a Christian feeling.
    ONIGIRI:  Rice balls; "sticky" or "sushi" rice and vinegar are formed around
      a filling (usually meat), topped sometimes with roasted sesame seeds and
    OYABUN --> see "oyakata"
    OYAKATA:  "Oya" means "parent."  "Kata" is a polite word for "person."  This
      term can specifically mean someone who has taken you in and mentored you or
      someone who is the boss of your organization (such as the yakuza).
    PACHINKO SLOT:  Slot machines.  These dispense medals which can be redeemed for
      items (rather than money to avoid being technically called "gambling").  It's
      rumored that many parlors that sell goods this way also have areas nearby
      where one can sell these (like pawn shops) under their thumbs, so it's simply
      a formality and it really is gambling.  This, of course, is illegal.
    PATCHINKO SLOT --> see "Pachinko slot" (alternate, u.k. spelling)
    RAMEN:  Noodles prepared by pulling the dough over and over into thin ropes.
      The Chinese name is "laai min" in Cantonese and "la mian" in Mandarin.
    SAI NO KAWARA:  This is the river bed where the Sanzukawa is located, a sort of
      limbo area where souls try to cross into the next world from this one.
    SAKE:  Japanese rice wine--it's "sah-keh," not "sah-kee."
    SALARYMAN:  As you might expect, a man who collects a salary.  An oft-used
      word in Japan that means simply a businessman.
    SANZUKAWA or SANZU RIVER:  This is a river in some Japanese Buddhist teachings
      that people must cross to get to the other world when they die.  You must
      divest yourself of your worldly attachments, called karma, to pass the
      various creatures that stand guard there.  In a traditional Japanese Buddhist
      funeral, six coins are placed on your coffin to pay your fare, much like how
      in old Greek circles obuli (small coins) were placed on the dead's eyes so
      they could pay the ferryman, Charon, to cross the River Styx.  It's slightly
      different from the River Styx, but has similar connotations.
    SARASHI:  A bolt of cloth (almost always white) that was used as a sort of sash
      in the Edo period by men, worn around their waist beneath the coat of their
      kimono.  Yakuza and other tough guys are often shown wearing this as it makes
      one look very manly.
    SHIFT MOTION:  Holding down R1, you can keep Kiryuu looking in the same
      direction and locking onto the nearest enemy (unless said enemy sidesteps and
      gets away from you).
    SHOGI:  Actually "shougi," but commonly written "shogi," this is a form of
      chess brought to Japan from China.  Chess is said to have originated in
      India, and inspired many forms.  Hence, Shogi is sometimes called "Japanese
    SNACK:  Though it means, of course, a small bit of food to eat to English
      speakers, the Japanese use this word exclusively to describe snack bars, which
      are smaller bars with a food counter.
    SOAPLAND:  This is a form of brothel.  Supposedly a bath-house, like a Turkish
      Bath, there are employees of the establishment who generally will get naked
      and bathe the customers--usually with their own bodies.  Always semi-legal,
      there is almost always actual sexual activity in these places and the workers
      (almost always women) are pretty much prostitutes.  Apparently, law in Japan
      has always had trouble defining what sex acts are illegal to accept payment
      for, and so, suffice it to say, there are naughty things afoot here and the
      soaplands are always controversial.
    SPECIAL ATTACK or SPECIAL MOVE:  see "Heat Action."
    SUPER ATTACK or SUPER MOVE or SUPER:  see "Heat Action."
    SWAY:  In this instance, swaying means to dodge out of the way of attacks.
      You do this by hitting "X" while moving around in "Shift Motion."
    TSUUTENKAKU:  Sometimes romanized "Tsutenkaku," this is a famous tower in Osaka
      that has been called "the Japanese Eiffel Tower."  Its name means "tower
      piercing into Heaven," an obvious reference to the Tower of Babel.
    WAN TAN:  From the Cantonese meaning "cloud puffs," these are dumplings with
      thin skins usually filled with pork and vegetables, usually boiled in soup
      but also fried.
      -->  WAN TAN MIN:  Ramen with wan tan.
    YAKISOBA:  Stir-fried soba (buckwheat noodles), usually in a thick, dark sauce
      of black beans and soy, usually with thinly-sliced vegetables.
    YAKUZA:  Gangsters of Japan with a long-established history, which ranged from
      like an underground gang of people protecting villagers during the feudal
      era to their current state--mostly just thugs who demand protection money and
      such.  They have their hands in a lot of businesses in Japan.
      The name comes from a losing roll of dice in their 3-die games like "Chinchi-
      rorin" (sometimes called "Cee-lo" in the U.S. because of a Chinese version).
      8-9-3 is a losing hand that's basically crap (like in craps!).  They were
      kinda seen as wasted lives--in fact, this term used to be used to refer to
      them in the older days because they were known to just be sitting around,
      gambling all the time.  Just turns out that a way to read "8" is "ya," a way
      to read "9" is "ku," and a way to read "3" is "za" (really a corrupted form
      of "san").
      However, the image of the yakuza is greatly romanticised, just like cowboys,
      pirates, samurai, knights, and mafia men.  In reality, most yakuza groups are
      now more involved in legitimate activities than anything else, and the ones
      you'll find running shakedowns and such are probably more like a common thief
      than anything else.
      This game takes place in a reality that is just basically the silver-screen
      yakuza, which is, of course, pretty romantic and manly.
    7b.  How to Pronounce Japanese
    I know many people take Japanese now, and are used to hearing it from their
    subtitled DVDs and such, but when I was growing up in America, there were many
    people who couldn't say anything right ever.  "Ryuu" (the character from "Street
    Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts
    of things--the "All You Can" is my favorite.
    Anyway, enough ranting.  Japanese is a fairly monotone language filled with
    polysyllabic words.  Here's how to pronounce the consonants:
    "k" = "k" as in "kite."  The "k" sound is harshly aspirated in Japanese and
      sometimes sounds like a "t" to English speakers because of that.  In other
      words, a strong puff of air comes from the lungs when saying this often.
    "g" = "g" as in "good."  This is a voiced "k."  Also,
        = "ng" as in "fang" when it comes in the middle of a word quite often,
      especially in the Tokyo area.
    "s" = "s" as in "lapse."  The "s" in Japanese is a rather "hard" "s".  It's
      actually with the tongue pressed up closer to the roof of the mouth than in
        = "sh" as in "shape."  This occurs before the "i" and "y" sounds.
    "z" = "dz" as in "gadzooks!"  The "d" is slight, so often it will sound just
      like an English "z;" a voiced "s."
        = "j" as in "jam."  This occurs before the "i" and "y" sounds.
    "t" = "t" as in "top."  Actually, this "t" is not heavily aspirated, so it
      may sometimes sound like a "k" or a "d" to some English speakers.
        = "ch" as in "chopper."  Again, not seriously aspirated, this appears only
      before the "i" and "y" sounds.
        = "ts" as in "lets" before a "u."
    "d" = "d" as in "don't."  A voiced "t."
    "n" = ... This is difficult.  There are two different sounds written "n" in
      Romanised Japanese.
      "n" at the beginning of a syllable = "n" as in "not."
      "n" by itself is its own syllable; no vowel is needed.  This is a different
         "letter" in the Japanese writing system, and is similar to the French
         "n."  In other words, the tongue doesn't touch the roof of the mouth and
         a nasal sound is produced.
         Before "p," "b," and "m," the lips close and this sound comes out like
         an "m."
    "h" = "h" as in "hat."  This is actually a "hard h;" the tongue is, again,
      raised up agains the roof of the mouth (farther back than the "s") and the
      air almost hisses out.
        = "f" as in....  Well, our "f" is just an approximation.  When the lips
      are pursed for "u," the air puffs out and sounds like an "f."  The lip should
      not touch the teeth, generally.  This occurs only before the "u" sound.
    "b" = "b" as in "boy."
    "p" = "p" as in "pad."
    "m" = "m" as in "map."
    "y" = "y" as in "you."  Not that this comes right after other consonants
      frequently and should be pronounced the same but with the other consonant
      attached to its front; NOT AS ANOTHER SYLLABLE.  For example, "kyuu" is
      not "KYE-you" or something like that; it's more like "Q" as in "the letter
    "r" = ...  Well, unfortunately, this one's a bit tricky.  The tongue generally
      flaps against the raised ridge behind the front teeth on the roof of the mouth
      and sounds like the "tt" in "butter" in the middle of words, and comes fully
      in contact with them at the beginning of words to make more of a conventional
      "l" sound.
    "w" = "w" as in "wane."
    There are five vowels in Japanese writing:
    "a" = "a" as in "father."
    "i" = "ee" as in "feet."  After a "voiceless" consonant (p, k, etc), the "i"
      sound is muted; almost whispered with no voice.  To many, it sounds like it
      vanishes, but it doesn't completely.
    "u" = "oo" as in "loop."  Just like "i," after voiceless consonants the "u"
      sound seems to vanish, but just gets quite muted and becomes almost voiceless.
    "e" = "ay" as in "say," sorta.  It's kind of between there and the "e" in "bet."
    "o" = "oh" as in "oh, man!"
    Vowels are read each after the other (without the gutteral break in "uh-oh!").
    This makes pseudo-diphthongs as such:
    "ai" = "ah + ee."  Sounds similar to "eye."
    "au" = "ah + ooh."  Sounds similar to "ow" as in "cow."
    "ae" = "ah + eh."  No equivalent.
    "ao" = "ah + oh."  No equivalent.
    Also, vowels can be lengthened.  This means you say the vowel twice (again
    without a break); making it last longer.  It doesn't mean there's some weird
    other sound (such as the difference between long and short vowels in English).
    Here is a list of the ways I will lengthen the vowels:
    "aa" or "a-"
    "ii" or "i-"
    "uu" or "u-"
    "ei" or "e-" or "ee"  Note that "ei" is sometimes pronounced as two "e" sounds
      and sometimes as an "e" + "i."  The difference is negligable and most Japanese
      people wouldn't distinguish it.
    "ou" or "o-" or "oh" or "oo"  Again, "ou" is sometimes pronounced as two "o"
      sounds and someitmes as as "o" + "u."  The difference, again, is negligable.
      The reason for "oo" to show up is because of the way the word would be written
      in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but
      used as a prefix often].)
    In other words, it's not "GOW-key."  It's not "GOO-key."  It's "GO-key." (the
    "Street Fighter" character Gouki, that is.)
    Consonants can be lengthened, too.  This makes it sound like the word has
    stopped and paused for a split second.  Hold your mouth in the position of
    the consonant.  Sometimes it makes it sound a bit more stressed; like the
    muscles were more tense than usual in the mouth.  This takes a bit of practice
    sometimes.  Most consonants can do this, and they will be written twice.
    Here is a listing of all the syllables that occur in modern Japanese:
    a  ka  sa  ta  na  ha  ma  ya  ra  wa    ga  za  da  ba  pa  n(or "m")
    i  ki  shi chi ni  hi  mi      ri        gi  ji  ji  bi  pi
    u  ku  su  tsu nu  fu  mu  yu  ru        gu  zu  zu  bu  pu
    e  ke  se  te  ne  he  me      re        ge  ze  de  be  pe
    o  ko  so  to  no  ho  mo  yo  ro  wo*   go  zo  do  bo  po
       kya sha cha nya hya mya     rya       gya ja  ja  bya pya
       kyu shu chu nyu hyu myu     ryu       gyu ju  ju  byu pyu
       kyo sho cho nyo hyo myo     ryo       gyo jo  jo  byo pyo
    *--This is really pronounced the same as "o" except by some pre-WWII people.
       It's listed here because it's usually used as a "particle word."
    "Stressing" syllables should usually only occur with elongated vowels and
    syllables starting with a stopped (doubled) consonant.  There are some words
    that have clear "stress," but many words have none at all.
    Lastly, note that I will use an apostrophe to separate sounds that I feel
    need to be separated so you can pronounce them correctly.  This will probably
    only occur with "n" sounds in the middle of words (that's the nasal, solitary
    "n" that is its own syllable) and long vowel patterns.  For example, "Ma'ou"
    should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe
    sometimes in this instance.  "In'e" should be pronounced "i + n + e;" not "i +
    7c.  How to Pronounce Korean
    Korean is a bit harder to pronounce for most Westerners than Japanese is.  For
    starters, most words aren't fairly monotonous like they are in Japanese--in
    other words, they have accented syllables in Korean, while in Japanese, most
    words seem to have a fairly flat tone.  As with most languages, the only way
    to know how to accent words correctly is to hear someone say it properly.
      Korean is one of the first (if not the first) Asian countries to have a true
    alphabet, said to have been invented by the Great King Sejong (Sejong Daewang).
    The alphabet (usually called "han'geul" by Koreans, but also sometimes
    "joseon'geul") is, like Japanese, written in syllables, but each syllable is
    comprised of symbols that denote certain sounds (a consonant, a vowel, and
    sometimes, a third consonant).  Hanja (the Korean name for Chinese characters
    from the Han dynasty, called "kanji" in Japanese) are rarely used, so it's much
    easier for Westerners to learn Korean script than Japanes.
      Here is how to pronounce the different consonants in Korean:
    "g" = This is a little difficult for some.  At the beginning of a word or
      phrase, the "g" is actually a "k" sound, without aspiration (that "h" puff of
      air that comes out when an English speaker says a "k").  The muscles of the
      throat, tongue, and palet should remain fairly relaxed when pronouncing it.
      In the middle of a word, it's a voiced "k" just like in English.
    "n" = Very similar to the "n" in English.
    "d" = This is another sound some find difficult.  At the beginning of a word or
      phrase, this is actually a "t" sound, without the aspiration (that "h" puff of
      air that comes out when an English speaker says a "t").  The muscles of the
      throat, tongue, and palet should remain fairly relaxed when pronouncing it.
      In the middle of a word, this should be a voiced "t" just like in English.
    "r" = This sound never really sounds too much like an "r" from English.  In the
      middle of words, between vowels, this sound isn't too unlike the Japanese
      "r;" a flap of the tongue against the roof of the mouth near that ridge
      behind the front teeth.
    "l" = Although written with the same jamo (character) as "r," this is the sound
      that comes at the end of a word or a syllable before a consonant.  Sometimes,
      it sounds to an English speaker more like an "l," and sometimes, it sounds
      more like an "r."  The tongue typically doesn't touch the roof of the mouth,
      and slips farther back some than the "r" sound.  It's close to where the
      "y" sound comes from, which is why it's sometimes even written as "l(y)."
    "m" = Very similar to the "m" in English.
    "b" = This is another difficult sound for some.  At the beginning of a word or
      phrase, it's actually a "p" without the aspiration (that "h" puff of air that
      comes out when an English speaker says a "p").  The muscles of the throat,
      tongue, and palet should remain fairly relaxed when pronouncing it.
      In the middle of a word, this should be a voiced "p" like in English.
    "s" = A "soft" "s" sound, this sometimes sounds like a "z" to some people, and
      sometimes comes with a soft aspiration (that "h" puff of sound that comes out
      when English speakers say a "p" sound).  In other words, don't "hiss" out the
    "sh" = This only occurs before the "i" and "y" sounds.  It's technically the
      same "sh" that occurs in Japanese (or, at least, very similar); it's actually
      on the pallet.  I won't get into too much detail about that here.
    "ng" = Though many English speakers think of this as two sounds or a cluster,
      it is, in fact, one sound.  It's the same as the "ng" in "rang" or "doing."
    "j" = This is another difficult sound for some.  At the beginning of a word or
      phrase, this is actually a "ch" sound minus the aspiration (that puff of air
      that comes out when an English speaker says "ch").  In the middle of a word,
      it's a voiced "ch" like in English.  The muscles of the throat and palet and
      tongue should remain fairly relaxed when pronouncing it.
    "ch" = Though the muscles of the tongue and palet and throat should remain
      relaxed, a puff of air should follow this the same as it does in English.
    "k" = Before a vowel, this sound should be a "k" followed by that puff of air
      found in English, but the muscles of the throat, palet, and tongue should be
      fairly relaxed.  At the end of a word or before a consonant, this is a
      "stopped" sound.  In other words, a "k" is said, but air is not released,
      like the second "c" in "cactus."
    "t" = Before a vowel, this sound should be a "t" followed by that puff of air
      found in English, but the muscles of the throat, palet, and tongue should be
      fairly relaxed.  At the end of a word or before a consonant, this is a
      "stopped" sound.  In other words, a "t" is said, but air is not released,
      like the "t" in "patsy."
    "p" = Before a vowel, this sound should be a "p" followed by that puff of air
      found in English, but the muscles of the throat, palet, and tongue should be
      fairly relaxed.  At the end of a word or before a consonant, this is a
      "stopped" sound.  In other words, a "p" is said, but air is not released,
      like the "p" in "knapsack."
    "h" = Very similar to the "h" in Japanese, this is a "hard" "h" sound, found
      usually in the back of the throat.  Before an "i" sound, the "meat" of the
      tongue pushes up towards the front and top of the palet with the tip of the
      tongue lowering somewhat, and before the "o" or "u" sounds, the lips purse
      to give a whistled puff of air almost like an "f" sound.
    Here are your typical vowels:
    "a" = Almost like "aw" or the "ough" in "ought," this is your typical "ah"
      sound most other languages have for "a."
    "oe" = This sound is difficult for non-native speakers.  Usually, you can get
      by with saying an "uh" like in "uh-oh."  It's actually said with a more open
      mouth and noted with a schwa oftentimes, and sometimes will sound almost like
      an "o" to English speakers.
    "o" = "oh" as in "Oh!"  Actually, the lips are quite pursed to say this, almost
      like an "o" with an umlaut, if you know German.  Some speakers almost bring
      the lips completely closed and up against their teeth at times.
    "u" = "oo" like "Ooh!"  Actually, the lips are quite pursed to say this, almost
      like an "u" with an unmplaut, if you know German.  Some speakers almost bring
      the lips completely closed and up against their teeth at times.
    "eu" = This is another difficult sound for non-native speakers.  The tongue is
      placed forward in the mouth, almost near the front teeth, and the lips are
      held spread open.  Sometimes, people say you should do that "ewww" thing that
      Lucille Ball did in "I Love Lucy" to make this sound.  Some others suggest
      that it's close to the "i" in "it."
    "i" = "ee" like in "Eek!"
    "ae" = This is yet another hard vowel for most non-native speakers.  The tongue
      usually lies quite flat and rests near the bottom front of the mouth, and
      the sound that results is sometimes like the "e" in "pet" and sometimes a
      a little more like the "a" in "pat."  Actually, many Koreans can't hear the
      difference between these two sounds in English too well.
    "e" = Like the "ay" in "pay," but perhaps a little more back in the mouth.
    Here are the diphthongs:
    "ya" = "y" + "a."
    "yeo" = "y" + "eo."
    "yo" = "y" + "o."
    "yu" = "y" + "u."
    "yae" = This is almost never used.  "y" + "ae."  Usually, when this character
      is written, a "ye" is read.
    "ye" = "y" + "e."
    "wa" = "w" + "a" (actually, "o" + "a", but we're splitting hairs)
    "wae" = "w" + "ae" (actually, "o" + "ae")  Some native speakers pronounce this
      the same as "ae."
    "weo" = "w" + "eo." (actually, "u" + "eo")
    "we" = "w" + "e."  (actually, "u" + "e")
    "wi" = "w" + "i"
    "eui" = "eu" + "i."  This is written, but pronounced as "e" when it's used as
      a "particle" word that marks possessives or can be translated as "of."
    There's another diphthong I'm leaving out that is "o" + "i" but pronounced
    the same as "wae" by most speakers.  An older reading that is falling out of
    practice is the same as "oe" in "Goethe."
    Now, there's something about this language that makes English speakers a little
    confused at times--the doubling of consonants.  You may have already noticed
    that I said for most consonants that you want to relax the muscles in your
    mouth to say it and leave your throat open.  This can actually produce the
    so-called "raspy" or "throaty" voice Korean seems to have.
      But, there are also instances in which the first jamo of a syllable is
    doubled, making the syllable "stressed."  Although it does convey the same
    idea as stressing a syllable in traditional English grammar, a doubled
    consonant is pronounced much more firmly with the muscles of the mouth and the
    vowel of said syllable is usually said with a bit more closed of a throat.
      There are a few ways to say this for people who want to practice.  Usually,
    they say to make the sound after an "s;" "gg" is a the "k" in "skirt," for
    instance.  Another is to pretend like someone asked if the sound was different
    and you were clarifying ("Did you say 'moe?'  --"No, I said *doe!*")
      These are not voiced sounds, and they lack aspiration.  They're just...said
    more firmly.  Here is a list of the sounds that occur in modern Korean:
    These doubled sounds and their syllables actually occur after a "stop" sound in
    the middle of a word (not after a vowel or "nasal" sounds "m," "n," or "ng.")
    In other words, "haksaeng" is actually pronounced "hakssaeng," but I won't
    make that distinction, so you should remember it!
      Also, note that "ssi" is pronounced "si" by most Koreans; it doesn't become
    "sh" like the "unstressed" version.  Having said that, I should note that there
    are some Koreans who do pronounce it as a hard "sh" sound in that instance.
      There are actually more rules about how to pronounce certain sounds before
    certain other sounds, such as "k" becoming "ng" before a nasal sound, but I'll
    leave that out for now because it deals mostly with the actual han'geul itself.
    It's useful to know what sounds can come where in a word, so it might do to
    look up how to pronounce written Korean someday if you're interested.
      One final thing I should note is that I will write an apostrophe (') between
    the "n" and a "g," if one should follow, to prevent confusion with the "ng"
    sound.  I'll write one after the "ng" sound, should a vowel follow it.
      For example:  "han'geul" = "han" + "geul," not "hang" + "eul."
      "jung'ang" = "jung" + "ang," not "jun" + "gang."
    I chose not to include these in the "Story Walkthrough" as there is an awful
    lot involved to them, and as they are only part of the actual walkthrough.
      These cinemas can be viewed as many times as you'd like once you've cleared
    the game from the Main Menu, under "Story Review."  All translations are mine,
    so they will not match the official English translations--and they may be a bit
    !!!!  LANGUAGE WARNING !!!!
    Yes, being gangsters and people shooting each other to death and such, there is
    some swearing.  I removed swearing for the rest of the guide, but I feel the
    only way to do the actual translations properly is to include it.  DO NOT READ
    ANY FURTHER IF THIS OFFENDS YOU!  All apologies in advance.
    Titles:  I will usually translate titles, but a few I will leave in context
      at times:
      - "-san" is often translated "Mr." or "Ms." or "Miss" or "Mrs." or what-have-
       you, but I will sometimes leave it as "-san."  It's a "neutral" form of
       addressing people that does not really put yourself below them.
      - "-chan" is a diminuitive way of addressing people, but not necessarily an
       insult; it can often be kind of affectionate.
      - "-oyassan" means "father."  Kiryuu uses this to address Kazama Shintarou,
       and it's an affectionate term for a father figure.
    Swearing:  As I mentioned before, I will include swear words where I felt it
      appropriate.  At times, students of Japanese have complained to me that the
      official English translations inappropriately use these as they do not see an
      actual "dirty word" appear.  This is because "foul language" works differently
      in Japanese, and is often communicated through syntax.  Using language too
      familiar for the situation can often only be related through curse words, for
    Dialect:  Dialect is very hard to convey as the parameters of the different
      cultural subsets that use dialects are different for different cultures,
      naturally.  For instance, many people translate Osakan dialect with either
      Southern United States dialect or with the Bronx or Brooklyn dialects of New
      York.  This is not entirely inappropriate, but it does carry with it some
      cultural context that is not a direct parallel.  The Osakan area is tradition-
      ally more "old school" or rural in sound at times, because that area of Japan
      was less "modernized" than metropolitan Tokyo.  Thus, it contains older lan-
      guage that can sound more "genteel" than some Tokyoite language.  However, it
      is not really so "rural."  The stereotype in Japanese culture is that the
      Tokyoite culture is more standoffish, and the Osakan area is more "friendly"
      and merchant-minded.  I'll probably not really do much with the dialects,
    Character names:  I will usually list dialogue with the character's family name
      when available, though some characters call each other by their personal
      names.  This may look a bit awkward because when Sayama calls Kiryuu "Kazuma,"
      I'll still be listing his name as "KIRYUU:" for his lines.  Some characters,
      I will use their personal name such as Sayama Tamiyo (I'll just call her
      "TAMIYO:").  I will also change names as true identities are revealed.  For
      Korean names, I will use their personal names.  For instance, Murai is really
      Bak Hwejong, so I will use the name "HWEJONG:" for his dialogue.  I will make
      a note when names change.
    "Gokudou" vs. "Yakuza":  These two words can be used to refer to the same type
      of Japanese organized crime syndicate member, but some characters seem to
      prefer one or the other and they carry different meanings.  "Gokudou" is a
      prouder, more romanticized word that means "one who follows the path of ex-
      tremes" (hence, all the "Extreme" move names and such).  "Yakuza" is a losing
      hand in a dice game; "craps" in the game craps.  It therefore carries negative
    Korean language:  Simply put, this game was not written by people who speak
      Korean.  However, with the heavy involvement of the Jin'gweon Force in the
      plot, there are scenes with dialogue in Korean.  The audio of the dialogue is
      generally OK (though they say a few odd things people don't normally say), but
      the "Korean" subtitles provided in the game for those scenes are rife with
      errors--to the point of them often being meaningless gibberish.  I'll do my
      best to interpret, but...we'll see.
    I will make translation notes in parentheses after the dialogue in question,
    and I may use asterisks.
    8a.  Chapter 1
    8a-I.  Twenty-Some Years Ago...  A Winter's Day
    Interior--a disco.  People dance.
    Caption:  1980, the Kamuro District, Tokyo
    KAWARA Jirou walks through club, out door, down alley, into door with gun drawn.
    8a-II.  The First Gunshot
    Kawara walks down hallway, hears gunshot, turns with gun drawn.  More shots.
    He hides behind a pillar.
    Enter man and KAZAMA Shintarou.  Kazama looks to Kawara, who hides, then fires
    at the man, crawling on the ground.
    MAN (in Korean):  Even if I die, my organization will stand...you can be sure of
    (Korean subtitles:  ...so, you were mocking me.*  Even if I die, my organization
      will stand...you can be sure of it!)
    (Japanese Subtitles:  ...you tricked us, huh?*  Know this:  even if I die, my
      organization will not be destroyed!)
    (* NOTE:  Although the first part is in both Korean and Japanese subtitles, he
    does not actually say this line.)
    Exit Kazama.
    MAN (gesturing):  S...save my...child....
    Kawara runs upstairs.
    8a-III.  Lives Saved
    Kawara enters burning hallway, looks in doors until he finds a woman and child.
    KAWARA (dropping gun):  Relax!  I'm not with them!
    The woman shakes her head.
    KAWARA:  Let's get out of here!  Give me the child!
    WOMAN (in Korean):  We're going--don't come any closer!  This child's man is
    (Korean and Japanese subtitles:  Don't come any closer!  I won't let you have
      this child!)
    (NOTE:  The subtitles do not match the actual audio dialogue)
    KAWARA:  Stop!!
    WOMAN (in Korean):  Out of the way!  Let us die this way!
    (Korean and Japanese subtitles:  Let go!  This is how we'll die!)
    (NOTE:  The subtitles do not match the actual audio dialogue)
    Kawara slaps her.
    KAWARA:  I can't let that innocent child die!
    She gives him the child and falls to the ground.
    8a-IV.  An Older Man...  Hidden Feelings
    Kawara sits in a room with records, checking his gun.
    KAWARA:  "So, it's been twenty years since then...."
    MAN (in Korean):  Even if I die, my organization will stand...you can be sure of
    (Korean subtitles:  ...so, you were mocking me.*  Even if I die, my organization
      will stand...you can be sure of it!)
    (Japanese Subtitles:  ...you tricked us, huh?*  Know this:  even if I die, my
      organization will not be destroyed!)
    (* NOTE:  Although the first part is in both Korean and Japanese subtitles, he
    does not actually say this line.)
    Kawara pulls the trigger on his unloaded gun.
    8a-V.  The Kamuro District--December, 2006
    Sweeping crane shot of Tenkaichi in Kamuro, ending at Stardust.  YUUYA kicks a
    man out the front door.
    YUUYA:  ...come in here with your big mouths, causing all this ruckus....  Are
      we supposed to be scared by all that, huh?
    Yuuya starts to walk away.
    MAN (in Chinese accent):  Wait!
    Yuuya turns to face them as the man's underling whispers in his ear.
    YUUYA:  It's you guys, huh?  You're the Chinese punks going around, roughing up
      the neighbors' shops!
    MAN:  Oh you know about us, huh?  Well then, there shouldn't be much discussion.
      Your shop's money--give it all to us.
    YUUYA:  We got no money to just "give" to you.  If you wanna come take it by
      force, well, you'll have to get through me first!!
    MAN:  What a brave Japanese man!
    He attacks with a knife, but Yuuya sends him and his cohorts packing.
    YUUYA:  I won't let you outsiders do as you please to my town!
    HOST:  Way to go, boss!  That was great!
    Yuuya picks up the man's knife.
    YUUYA:  It's getting pretty dangerous these days....
    HOST:  I got the feeling something big--like what happened last year--is coming,
      don't you?
    YUUYA:  Boy, I sure hope not....  If only Kiryuu were here....
    8a-VI.  An Unsettling Feeling Begins to Drift in the Air
    Millennium Tower's office.  A man sits at a desk.  Behind him is a framed work
    of calligraphy that reads:  "JIN'GI" ("Honor and Humanity").
    Caption:  2nd-Generation Group Head of the Toujou Association's Secondary
      Division, the Kazama Group
      KASHIWAGI Osamu
    A yakuza enters.
    YAKUZA:  Boss!  There was reportedly a struggle in front of "Stardust."
    KASHIWAGI:  Was it against people from the Kansai Region?
    YAKUZA:  No--apparently, some foreign jerks.
    KASHIWAGI:  I see.
    YAKUZA:  Shall get some of our junior members to go check it out?
    KASHIWAGI:  Leave it alone.
    YAKUZA:  But, lately, there have been a lot of people coming around for some
      unknown reason--!
    KASHIWAGI:  --I said, "leave it!"
    YAKUZA:  ....  Yes, sir.
    KASHIWAGI:  We don't know what could ignite the flames of this war we're on the
      edge of....
    YAKUZA:  Are the Kansai guys really planning to advance on Kantou...?
    KASHIWAGI:  One of the "Four Heavenly Kings" of the Oumi, Terada, has become
      our boss.  I'm sure the other side isn't taking it lightly.
        We're at the point where if we do any slight thing out of turn, they could
      use it as an excuse to have a war between East and West.  Tell the kiddies
      that they are strictly not to just screw around as they please.
    YAKUZA:  Yes, sir!
    The yakuza leaves and Kashiwagi walks to look out the window, smoking.
    KASHIWAGI:  So should we just sit here waiting, or should we make our move...?
      Kiryuu...what would you do?
    Pan down a few floors to another window.  A mysterious man is talking on the
    MYSTERY MAN:  It's been over twenty years....  We've been waiting for this
    VOICE ON PHONE:  I don't care about your past.  Let off those fireworks you
      set up with a great big "kaboom!" already.
    MYSTERY MAN:  Hold your horses.  This is the hatred of our comrades killed in
      secrecy some twenty years ago....  We've been waiting.  We've waitd for this
      one moment for revenge all this time.
    VOICE ON PHONE:  I don't care about that crap.  You talk too much.  W