Yakuza 4

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FAQ And Walkthrough (Japanese Version)

                                RYÛ GA  GOTOKU 4
                             Densetsu wo tsugu mono

                              F.A.Q. / Walkthrough
                                     by Patrick Coffman
                                     E-mail: ryled [at] yahoo.com
                                     PSN: hatoriki_kai
                                     YouTube: www.youtube.com/user/ryled

Version 0.7 (March 17th, 2011)--Skeleton.  Bare bones.

WARNINGS!
  • This document is for the Japanese game.  In the event that they ever do
    release a "Yakuza 4" in the West, the translations will be different.
    Probably, less literal.  Certain names will be different including:
      Hanaya -> Kage (the "Legendary Informant")
      Kazama Shintarô (only mentioned in video recaps) -> Fuma Shintaro
      Sai no Kawara -> Purgatory
    Another problem arose with the localization of Ryû ga Gotoku 3 (Yakuza 3),
    where some 20% of content was removed.  Hopefully in the future I'll make
    changes to that FAQ identifying cut content.  For now, however, if you're
    using this for a European/Australian/American "Yakuza 4," please visit the
    boards on GameFAQs.  The people there are very knowledgable and probably
    going through the same thing as you with cut content.
  • There are a lot of spoilers in this guide!!  Particularly in the reference
    section about the main characters.  IF YOU DO NOT WANT SPOILERS, please
    see the "spoiler-free character guide" at GameFAQs.
  • I talk a LOT.  This is a verbose document full of rambling and pratter.
    If you want to just know where to go, please follow the "step-by-step
    story walkthrough."  If you want to see what to do for each side mission,
    at the end of my text describing the mission and what happens in it, I will
    also list clear, step-by-step instructions with just essential information.

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


TABLE of CONTENTS:
1.  INTRODUCTION
  1a.  How to Use This F.A.Q.
  1b.  A Word from the Author
  1c.  Mini-F.A.Q.
  1d.  Japanese Names
2.  The BASICS
  2a.  The Adventure
    2a-I.  Controls
    2a-II.  Display
    2a-III.  Menu Options
    2a-IV.  Building Up
    2a-V.  4 Different Adventures
    2a-VI.  Story Progression
  2b.  Fighting
    2b-I.  Akiyama
    2b-II.  Saejima
    2b-III.  Tanimura
    2b-IV.  Kiryû
    2b-V.  General Battle Advice
    2b-Va.  Easy Reference Commands List
    2b-Vb.  Strategies for Enemies by Type
  2c.  Chase Battle
3.  IN-DEPTH STORY WALKTHROUGH
  3a.  Introduction
  3b.  Part 1:  Akiyama
    3b-I.  Chapter 1:  The Mysterious Moneylender
    3b-II.  Chapter 2:  The Fateful Lady
    3b-III.  Chapter 3:  Trouble in the Tôjô Association
    3b-IV.  Chapter 4:  Promises
  3c.  Part 2:  Saejima
    3c-I.  Chapter 1:  Run to the Truth
    3c-II.  Chapter 2:  The Tiger and the Dragon
    3c-III.  Chapter 3:  Twenty Five Years Wasted
    3c-IV.  Chapter 4:  The Brothers' Oath
  3d.  Part 3:  Tanimura
    3d-I.  Chapter 1:  The Kamuro District Tick
    3d-II.  Chapter 2:  The Real Culprit
    3d-III.  Chapter 3:  The Door to the Truth
    3d-IV.  Chapter 4:  What Makes a Detective
  3e.  Part 4:  Kiryû
    3e-I.  Chapter 1:  Meeting Again
    3e-II.  Chapter 2:  To the Kamuro District
    3e-III.  Chapter 3:  A Chance Encounter
    3e-IV.  Chapter 4:  A Chain of Betrayals
  3f.  The Final Chapter:  Requiem
4.  STEP-BY-STEP STORY WALKTHROUGH
5.  APPENDICES
  5a.  Missions
    5a-I.  Overall Mission List
    5a-II.  Akiyama Missions
    5a-III.  Saejima Missions
    5a-IV.  Tanimura Missions
    5a-V.  Kiryû Missions
  5b.  Extra Skills & Power-Ups
    5b-I.  Revelations
    5b-II.  Training
      5b-IIa.  Saigô Training (Akiyama)
      5b-IIb.  Helping Out the Hermit (Saejima)
      5b-IIc.  Nair Sparring (Tanimura)
      5b-IId.  Komaki Training (Kiryû)
      5b-IIe.  IF7-R
  5c.  The Underground Arena
  5d.  Romancing the Cabaret Club Girls
  5e.  Make the No. 1 Cabaret Club Girl!
  5f.  Make a Fighter!
  5g.  Skill Games & Gambling
  5h.  Spoiling Haruka
  5i.  Coin Locker Keys
  5j.  Maps
  5k.  Shops
  5l.  Items
    5l-I.  Weapons
    5l-II.  Armors
    5l-III.  Accessories
    5l-IV.  Effect/Healing Items
  5m.  Weapons and Armor Modification
  5n.  Main Characters List
  5o.  Completion Lists
    5o-I.  Coin Lockers
    5o-II.  Restaurant Menu Items
    5o-III.  Weapons and Armor Modification
    5o-IV.  Allies
    5o-V.  Revelations
    5o-VI.  Mini-Games
    5o-VII.  Cabaret Club Girls
    5o-VIII.  "Make the No. 1 Girl" Girls
    5o-IX.  Make the No. 1 Cabaret Club Girl!
    5o-X.  Saigô Training
    5o-XI.  Helping Out the Hermit
    5o-XII.  Nair Sparring
    5o-XIII.  Underground Arena
    5o-XIV.  Make a Fighter!
    5o-XV.  Police Dispatch Radio Battles
    5o-XVI.  Team Encounter Battles
    5o-XVII.  IF7-R
    5o-XVIII.  Heat Actions
6.  EXTRAS
  6a.  Unlockables
    6a-I.  Unlockable Items
    6a-II.  Premium Adventure Mode
    6a-III.  Ultimate Fighting Mode
    6a-IV.  "Extra Contents"
      6a-IVa.  Versus Modes
      6a-IVb.  Version Updates (DLC)
  6b.  Trophies
  6c.  Demo Walkthrough
  6d.  Trivia
7.  MAIN STORY CINEMA TRANSLATIONS
8.  GLOSSARY
9.  "THANK-YOU"'S

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

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

I recommend using the "Find" or "Search" function of your browser or word
processor when browsing this voluminous document.  The easiest way to quickly
jump to a section will be to search for the word "contents" with a colon after
it, which will get you to the table of contents, then to look for the index
number/letter I have the particular section (or subsection) filed under.
  Because this FAQ is for the Japanese version, and I realize many people using
this document lack Japanese language skills, there are many instances in which
I will list things more than one time.  For instance, I will describe each item
alphabetically (under the name I've given it based on the original Japanese
name) under "armor" or "weapons."  That way, someone could find it easily if
they chose to print that portion of the FAQ out.  But then, because hunting for
the item might be a little hard in the items box, I've also listed the order
everything is displayed in there to help people try and figure out if they have
something or not.  In those instances, you may have to cycle through the results
of a "Find" or "Search" feature.  I'm sorry for that in advance.
  There is a solution but for the time being it is a little time consuming.
Simply open a new document in a word processor (you can do this with Notepad on
a PC by going to the Start Menu, then to All Programs, then to Accessories,
then to Notepad), then select the tables you might need to search through, then
copy that text and paste it in the new document.  This will be helpful for the
weapons and armor modification aspect of the game.
  I know a lot of people are reading this and laughing like hyenas right now,
like "C'mon, Patrick, WTH you gotta even mention this stuff?"  But you know,
believe it or not, there are a lot of people out there who don't live on their
computers who might want to look up a few things about this game.


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

Wow, the fifth game!
  That's right, this is the fifth title, and it's my fifth FAQ for this series.
  For five years now, a few months of my year, I've been almost sequestered in
my room with my computer and PlayStation, my scant free time lost completely to
trying to make a document that covers 100% of a game.
  Five years!  Stuck on my eyes!  What a surprise!
  ...My brain hurts a lot!
  *ahem*  Sorry about that.  Anyway, my point was that I've been writing these
guides for some time now and I feel like taking a vacation.  If I feel like
this, how must the development team feel?
  Nagoshi, Yokoyama, and crew all push these games out, one every year.  I know
a lot of people have a lot of criticism to give these guys, and I know that I
have my own problems with the games that I wish they would address, but I do
also think we owe them a little credit.  They really do keep coming out with a
fine product, and they do it quickly.  That's why so much of the game's content
and system remain the same from year to year.  But I think they've made changes
and additions here and there that have honestly made a better product from year
to year, and they've managed to keep engaging and fun stories each time.
  The last game had a mixed reception in the West, but the fact that they
recycled so much content had little to do with it.  Unfortunately, SEGA of
America cut some twenty percent of the game's "side" material.  That material
dwarfs the amount covered in the main story in this series, so it's fair to say
that about twenty percent of the game was lost.
  The upshot of it is that it has made more people want to import than before.
My guides are always written based on the Japanese version.  In fact, Kenzan!,
the one title in the series not set in modern-day Tokyo but in the Edo Period
(1605 a.d.), never even saw a release in any language other than Japanese and I
wrote my FAQ still, hoping importers would be able to play the game and use my
guide to help.
  So if you're wondering why I've done things like list things more than once or
try to keep everything in the order it's displayed on the screen, thus listing
things that are already plainly listed, provided this does one day have an
English-language release....  That's why.  That's why my translations do not
match verbatim.  That's why names of items and people are different.
  I'm sorry for the confusion it creates but I do hope that importers and those
buying domestic, English-language product (if it ever does get made) can use
this guide and get 100% of the game.
  I do have to say, however, as I've always said, that I feel that playing this
game in a language you can understand will be a much better experience than
reading summaries in a text document.

SUPER CRAZY EDIT!!!

*thinks of the wrestler, Supercrazy, remembers ECW*

So, like, it's been an ENTIRE YEAR.
  It's been almost an entire year since I looked at this document.  Since then,
the game has come out in America!  I understand almost nothing was cut this time
just Answer x Answer (the arcade trivia side game) and the "Butterfly City"
track
used as the opening theme.  If you get a remix of "For Faith," consider yourself
lucky.  I actually prefer that song and think it fits with the game.
  However, this walkthrough is far from complete!  I'm sorry, but I'll have to
just give the bare-bones version, which is practically nothing.  But, I want to
have something for St. Paddy's Day so Happy Let's-All-Pretend-To-Be-Irish Day!
(ThePatrick is actually only 1/4 Irish, but he's not pretending, folks)
  A better FAQ will be up at some point in the future.  I promise, it's coming.
It'll be on THE SELFLESS DAY (there's no freedom~~)
*ahem*
--ThePatrick 3/17/2011


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

Q:  What is this series?  Is it GTA in Japan?  Is it Shenmue?
A:  No....  Shenmue does fit more than GTA does, but it's really neither game.
  It's most like an "action/RPG" title, where the setting is a crime/action
  movie, and the random encounters and bosses are handled by brawling (think
  Final Fight, Streets of Rage, or even Def Jam Fight for New York).

Q:  What's this crap, they don't have full voice?!!?
A:  Did you see how much text you have to swim through in this title??  It's
  actually something I don't like about this series, but there's a huge amount
  of chatter going on.
    I don't just mean in the main story parts.  I mean, when you go to play
  darts, people talk to you.  When you go to modify weapons, Kamiyama talks to
  you.  I know it sounds like a weak argument but there really is a lot they'd
  need to record in a year's development time (that is, assuming they start on
  development immediately after the previous title is finished, which most
  likely is not the case).
    If you can't stand text, then you probably also can't stand the fact that
  there are invisible walls in some places.  You probably also can't stand the
  fact that you have to muck around so much to collect tons of items in various
  mini-games and in the many stores about town to bring them to a location and
  have a guy build you better weapons.  It seems like a tedious and unpolished
  game, yet it's really the lack of polish that keeps these titles from taking
  three years to come out.  By comparison, Final Fantasy XIII had years of
  development and received very vocal complaints about the lack of towns and
  such--the kinds of things that would have complicated the game and delayed it
  even more, if they wanted to keep it polished.
    I understand the complaint about full voice, but I also think it's just a
  cosmetic problem and I believe everyone's put up with this before.  In the
  end it's up to you whether you can stomach a game like this or not.

Q:  What's the deal with four protagonists?
A:  Up until now, this series has only had one playable character for the main
  story:  Kiryû Kazuma, the "Dragon of Dôjima."  Even in Kenzan!, it was Musashi
  Miyamoto, who went under the alias "Kiryû Kazumanosuke."
    That's not true anymore.  This game has four playable characters, as I'm
  sure people following gaming news may have heard.  I'll explain it all later,
  but the basic idea is that you play through one person's story, then
  another's, then another's, and then finally Kiryû's.  Then, the last chapter
  is basically a "you can tie ends up or just beat the boss" idea, where you can
  switch to whichever character you want so you can go around and take care of
  unfinished business.
    This is good for two reasons:  it breaks up the action by switching between
  four different styles of fighting and it allowed them some freedom in writing
  the narrative.  If it were only Kiryû, we would basically want to focus on
  Kiryû's life and how the events of this game impact him.  However, we now have
  four different perspectives.  Three of those characters were like fresh starts
  to Yokoyama and his writing staff, and I think they were opportunities to
  write new backstories and character designs.
    In a way, the three new characters breathed some life into this series.
    Anyway, as I said before, I'll explain as the FAQ progresses, but each
  character does have his own fight style, and his own specific nuances to the
  activities available about town.

Q:  Kamuro again??  Is there anywhere else to go in this game??
A:  You've probably already heard that there is the underground shopping area
  (between subway stations...a common thing in Tokyo really), the sewers, and
  the rooftops.  There's also "Asian Alley," an area of back alleys where
  foreigners live and have businesses.
    But the fact is that no, this time, there is no "other city."  Ryû ga Gotoku
  2 had Osaka, 3 had Okinawa's Naha.
    So why no additional city this time?  I can't say for sure.  But why did
  they keep Kamuro?
    I know skeptically it could be said that they want to keep the same map so
  they can lazily recycle material, and that's partly true, but there's another
  reason:  the Kabuki District.
    In real-life Shibuya in Tokyo, there's a district known for its adult
  entertainment, bars, and its yakuza, called the Kabuki District.  The Kamuro
  District, in which all four modern-day Ryû ga Gotoku titles have been set, is
  a lampoon of this area.  Seriously, go to maps.google.com, put in "Kabukicho,"
  and as you type you should see a selection offered that says something like
  "Kabukichô, Shinjuku Ward, Tokyo, Japan."  If it doesn't show up just type
  that thing in.  Zoom in two or three times, then grab the little orange man
  near the zoom in/out gauge and drag him over to the southwest corner of the
  7-11 in the southwest of the map.  Turn so you're facing north.  Look
  familiar?
    So...yeah, I do agree that part of the reason for them reusing the same
  map is because they want to recycle code and designs and churn out sequels
  more easily.  There's good and bad to that philosophy itself, but at the same
  time, what's going on here is that they're just reusing a map based on the
  area most famous for yakuza stuff.  It's like, if you played a series of games
  about swashbuckling pirates...you'd expect every one of them to be set in the
  "Spanish Main" (the Caribbean), right?  I mean, unless it's just a fantasy
  game with a pirate theme, it's not too surprising.  Or how about a World War
  II game, you'd expect they'd pick either the European, Japanese, or African
  theatres, right?
    But this time, there is only the Kamuro District, unfortunately.  Honestly,
  with all the weird restrictions on side materials, though, it did leave a bit
  more finagling when there were two cities you had to switch between.  I think
  in this title, the main idea was to focus on having four protagonists, while
  streamlining the rest of the game and it helps, in that respect, to not have
  to come up with solutions to the problem of jumping from city to city.

Q:  Is there multiplayer this time?  Online??
A:  So far, there are only offline versus games, just like in Ryû ga Gotoku 3
  (where they were available as updates).  These head-to-head titles are still
  all based on side content; there's no way to fight against, nor alongside,
  another player.
    However, there are now leaderboards for the various side games, so you can
  see how you rate against the rest of the fans.

Q:  How hard is it to Platinum this game?
A:  Not as bad as it was with #3.  I think it's actually not too hard this
  time around thanks to the removal of the "complete all mini-games" Trophy
  that took a long, long time to achieve in #3.  I will warn you that you will
  need to play through the story mode 3 times, as one Trophy needs you to play
  on Normal without being demoted to Easy by continuing, and another needs you
  to play Ex-Hard, which is unlocked after beating Hard.  So you will need to
  play on Normal, Hard, and EX-Hard.
    Refer to the section on Trophies for more information.

Q:  I can't speak Japanese--let alone read it!  How hard is this game to play
  for importers?
A:  I can't speak for myself but I know people have completed both Ryû ga Gotoku
  Kenzan! and Ryû ga Gotoku 3 using my guides.
    If those games were possible, this game is definitely possible.  It's much
  easier to get 100% in than the others because it's been streamlined quite a
  bit.  Besides Akiyama's side missions becoming unavailable after you complete
  his part of the story because of a certain character leaving, everything else
  is "get-able" by the end of the story.  After the story, you can just go into
  Premium Adventure and finish up the stuff you didn't do.
    But besides that, there's less side stuff.  Less complications.  There's
  just not as much convoluted things that will demand you know exactly what is
  said at what time--especially because "failing" or "succeeding" at side
  missions no longer matters so much; just that you went through them.  So,
  saying the wrong thing at the wrong time should no longer be too big an
  issue.
    There are only four things you will need to be able to recognize Japanese
  (or Chinese) text in order to complete.  One is mahjong, for which you will
  need to be able to recognize six commands and 9 numbers.  One is the hostess
  creation sidegame, for which you will need to be able to recognize six diff-
  erent words given as clues on how to dress up your girl.  The last one is the
  ability to recognize the names of the various streets around town, which you
  will only need for Tanimura's radio dispatches.  The name of the area with a
  disturbance will appear in a pinkish color, so if you can memorize most of
  the names about town you should be able to recognize the place you're supposed
  to go and figure it out.
    The fourth one may be hard until I can upload enough stuff on YouTube or as
  images at GameFAQs or something.  I'm talking about the items.  You'll need
  to know what items you have and which ones you're using, of course--especially
  if you want to complete the weapons and armor modification list.
    The thing is...if an English version does come out and you speak, read, and
  write English, I believe you will probably find that a much more enjoyable
  experience.

Q:  Where's the shogi parlor?
A:  You can find answers to questions like this in the Maps section.  Please
  open this file in Notepad or view it online and have a look...looking on Word
  or other programs might switch fonts and destroy the spaces that glue the
  streets and such in place, so to speak.

Q:  Is there "New Game+?"  Can I carry items over?
A:  All will be revealed in good time.
    Seriously, yeah; there's a mode of mission-like challenges, a new game+-like
  mode in which you keep all your skills and power-ups and items (not the story
  ones, though, of course), levels, experience, and money, and a storyless mode
  in which you can start from scratch or keep literally everything vfrom your
  play through the story.
    If you don't know what that stuff means don't worry about it; you can find
  out all the information in this FAQ.  Near the end, there's a section on stuff
  that unlocks after you beat the game.

Q:  What the hell's up with Bob Utsunomiya?  And...um, why are there two of
  him?!  I mean, seriously who is this guy?!
A:  Um...he's a totally normal person?  Hello?  You act like you've never seen
  a guy in a white leisure suit with clown makeup on, who's also got a lot of
  other hims hanging around with him before or something!
    Man, I mean, what kind of character would YOU put in a crime story game?
  A cop?  A guy in a regular suit?  Pshh.

Q:  I wrote you an e-mail, but you never replied.  What gives?
A:  I have tons of e-mails.  If you were just giving me respect, that's awesome,
  and thank you.  I really do appreciate it.  If you were reporting a problem,
  I'm sorry I didn't reply.
    But I'm a very busy man with work and personal issues on top of FAQ writing
  and video games, so I also find myself short on time to respond to e-mails
  and I'm sorry to all those people who had messages fall through the cracks.


-------------------
1d.  Japanese Names
-------------------

I know it's the days when everyone and their little brother is taking Japanese
in high school and all that, but there are still people who scratch their heads
over Japanese terms and names.
  First of all, I will almost always state a person's name in the order they
would state it.  In other words, for an American or European name, I'll probably
give their personal name first and their family name last.  That's the accepted
way to do so.
  For East Asian names, I'll give them in the reverse order.  Family names gen-
erally come first in East Asian countries, then comes the personal name.
  Almost all of the time, when I refer to a Japanese character in the game,
since it's awkward to type out their entire name, I will be using their family
name.  So, if you're wondering why I keep calling Kiryû Kazuma "Kiryû" and not
"Kazuma," or if you're wondreing why I call Akiyama Shun "Akiyama," etc, that's
just because that's how they generally do it in that country.  For instance, if
you pay attention to what's being said in Yakuza 2 or Yakuza 3, even though the
subtitles may say "Kazuma," you'll notice that everyone's saying "Kiryû."
  Maybe it'll take a bit of listening because many people still can't pronounce
Japanese, or haven't had much practice hearing it.  I know I, myself, have an
American accent in Japanese, but I think that's mostly because it's hard to go
from speaking English directly into speaking Japanese.  So if you watch my vids,
I might sound a little bad...well besides my horrible voice.
  There are tons of resources online on how to pronounce the words I write here,
including a section in my previous 4 FAQs.  I know that most people skip that
section or roll their eyes at that section but if you're slightly curious about
how to say those words in front of you, it's worth it to look around online.
  Just about all answers can be found online.
  Still I'll give a few little pointers here for those interested:

"Stress."  There's no "stress" in most words in Japanese, and when there is,
  it's not too heavy.  You generally don't want to go around stressing syllables
  as you do in English.  For instance, the word "yoshimura" is not really
  "yo-shi-MUR-ra," as a lot of native English speakers would like to say, but
  just "yo-shi-mu-ra."

"Spanish" vowels.  In English, it's often hard to figure out how to say a
  vowel, but in Japanese, it's like in Spanish.  It's easy.  They're generally
  pronounced the same way...almost always, in fact.  And they follow the simi-
  lar pattern of "a" = "ah," "e" = "eh," "i" = "ee," "o" = "oh," and "u" =
  "ooh," you know?  It's usually like this with foreign languages, actually.

"Long" vowels.  There's a difference between what an English-speaker considers
  a "long" vowel and the "long" vowel found in Japanese.  Any time you see a
  circumflex (that's the little "ˆ") over a word in this document, it means that
  the vowel is said for a longer period of time than usual.  About double the
  time, they usually say.
  There are a couple of problems, though.  It is true that "û" will always be
  "u" + "u," for a longer "u" sound.  But "ô."  This time around, I'm not going
  to use the same Romanization style I used to and include different ways to
  write "ô."  The problem is, sometimes it's "o" + "o," and sometimes it's "o"
  + "u."  It's almost always "o" + "u."  But it's not "ow" as in "cow."  I know
  some people see "shirou" and think it's like "shee-row," where the "ow" is
  like in "cow," but it's not...it's "oh" + "ooh," which comes out sounding
  like an elongated "o" sound anyway.
  The other problem...well, isn't really a problem, but other long vowels do
  exist.  "Ii," for instance, is two "ee" sounds.  Meanwhile, "ee" is two "eh"
  sounds, and "ei" is "eh + ee," but it usually sounds like a long "eh" to
  most people anyway.
  The other diphthongs, you must just read the two sounds, one after the
  other.  "Ai" = "ah" + "ee."  Most people read this as "eye," which isn't a
  bad approximation and works, though it's not 100% perfectly exactly what
  Japanese people say...or whatever *shrug*.

"Double" consonants.  How do you say "atta?"  Well, you make a bit of a "stop,"
  they say.  You're saying the two "t" sounds...but like, without a break be-
  tween them.  Say the "ah," stop the sound off, hold it for a beat, then say
  "tah."  They say this is "stressing" the sound, but that's actually a little
  different.  Stressing the consonant is what they do in Korean.  But...that's
  neither here nor there, the thing is, it's not just "ata," it's "atta."

The "r or l??" problem.  It's not just some racist joke, Japanese people have
  difficulty when learning English between "r" and "l."
  Why is that?  Well, it's because Japanese only has one phoneme there.  They
  think of a letter that we would normally write in the Roman alphabet as "r,"
  and they use it to write out both what we would call "r" and what we would
  call "l."
  In reality, they don't have an "r" sound like the English "r."  Most languages
  don't, actually.  They have a "flap," which is where you touch your tongue
  to the little ridge behind your teeth.  It sounds like a soft "d," almost.
  That sound also only comes in the middle of words.  At the start of a word or
  phrase, Japanese uses a sound very much like our "l."  I know it's a bit
  confusing, but because of the way the rules of their language are, they
  "think" of them as the same sound.

Is the Street Fighter character "RYE-you" or "REE-you??"  Neither.  There is no
  vowel sound before the "y."
  Just like when we say the letter "q," we say "kyoo."  We don't say "kee-yoo."
  It's the same for the Japanese "kyu" an it's the same for the Japanese "ryu."

Whispered "u."  You may have heard that the word "desu," which comes at the end
  of many Japanese sentences, is pronounced "dess."  Well that's not really
  100% true but if you say it like that it's not going to ruffle too many
  feathers.
  The truth is that the "i" and "u" sounds in the Japanese language are some-
  times muted to the poin that it sounds like they were just whispered, or not
  even said at all.  This happens between "voiceless" consonants (ones you
  don't use your vocal cords for, such as "s" or "k") and at the ends of words.
  You can still distinctly pick up the sound sometimes, especially when someone
  is deliberately speaking properly.

Nasal "n."  There are really two "n" sounds in Japanese, and they write them
  differently and conceive of them as separate.  But when written in Roman
  letters, "n" is used in both cases.
  First, there is the "n" that sounds much like the English "n," which is always
  at the start of a syllable (really a mora, but that's a little technical).
  It's always followed by a vowel.
  However, there's the other one, the stand-alone, which is the only consonant
  that stands by itself in Japanese.  This "n" is nasalized, like the French
  "n," meaning that you say it through the nose.  The tongue typically does not
  touch the roof of the mouth.
  That sound also occurs in the middle of words.  When followed by a "b" or a
  "p," since those close your mouth, the mouth is also closed during the "n,"
  which basically makes it a "m."  Sometimes, I will write it "m" and sometimes
  I may forget and leave it as "n."  I'm sorry in advance.
  If it occurs in the middle of a word I will put a an apostrophe "'" after it,
  and it should be said as a separate sound.  "Ine" is read "i" + "ne," but
  "In'e" is read "i" + "n" + "e," as three mora/syllables instead of two.

One final note on Japanese names is that whenever a word is Japanese but it has
a standard spelling in English, I'll use that spelling instead.  For instance,
the capital of Japan is written "Tokyo" commonly, but as it turns out, both "o"
sounds are really long "o" sounds.  I would normally Romanize such a word
"Tôkyô," but since everyone knows it as "Tokyo," I'll just leave it alone.
Similarly, if they're just using their writing system and language rules to say
a non-Japanese word, I'll write out the accepted English spelling.  For
instance, I don't write "geemu" or "ge-mu" or some such thing; I'll just put
the word "game."  I find writing it out, like how they released the Japanese,
original version of "The Ring" as "Ringu" in the U.S., to be ugly, confusing,
unneccessary, and maybe even a bit arrogant or misleading.


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

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

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

D-Pad:  In battles, use to switch between unarmed or one of the three assigned
  weapons.  You can assign these weapons in the Pause Menu.  Also, pressing
  down will cause you to drop a weapon if you've picked one up during a battle.
  As Kiryû, pressing down will cause him to light a cigarette to taunt the
  enemies.
  Also used to navigate menus and in various mini-games, such as setting the
  area of the ball to strike in golf.
Left Analog Stick:  Use to walk or run.  You can also use this to move the
  cursor in menus.
Right Analog Stick:  Use to move the camera.
Start:  Use to pause the game and bring up the Pause Menu.
Select:  Use to pause the game and bring up the Quit Menu.
Square:  Use for weak attacks.  Rapidly tap this to help your character get up
  when knocked down.
Triangle:  Use for heavy attacks.  Rapidly tap this to help your character get
  up when knocked down.
  Also, this is the button for Heat Actions, when you're in Heat Mode and when
  a Heat Action is available (you'll see a prompt at the top of the screen).
Circle:  Use to confirm selections in menus, talk to people, or to examine
  items.  Press while talking to someone to speed up their text.
  Use to grapple people or pick up objects in battle.  Rapidly tap this to help
  your character get up when knocked down.
  Press during a conversation with R1 held down to skip the entire conversation
X Button:  Use to back out of menus.  Press while talking to someone to speed up
  their text.
  Use to sway (sidestep).  If you don't hold a direction on the Left Analog
  Stick, your character will just step backwards.  If you want to move to the
  side or in front of you, hold down the R1 button to "shift" (lock-on and then
  strafe), and then hit X while holding a direction on the Left Analog.
  Rapidly tap this to help your character get up when knocked down.
  Rapidly tap this when grappled to break the grapple, when prompted.
L1:  Press and hold to guard.
L2:  Use to set the camera behind Kiryuu.
L3 (press the Left Analog Stick in):  Toggles the on-screen mini-map between a
  wider view, a closer view, or no mini-map at all.
R1:  Hold this to target the nearest enemy.  Since the targeting system is not
  clear, this will often just result in having your character "strafe" in one
  direction.
  During a conversation, hold this button and press the Confirm Button to skip
  all dialogue!
R2:  Use to taunt, which will build Heat Gauge.
R3 (press the Right Analog Stick in):  Use to set the camera behind your char-
  acter during battle, or, during adventure mode, to enter First-Person View.


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

During regular gameplay, the screen should look something like this:

++++++++++++++++++++++++++++++++++++++
+                                    +
+                                    +
+                                    +
+                                    +
+                                    +
+                                    +
+                                    +
+  ,--,                              +
+ |    |                             +
+  '--'                              +
++++++++++++++++++++++++++++++++++++++


Well..except not a crappy ASCII art attempt, obviously, and hopefully with,
like, your character and the city and stuff.
  Not too much to talk about here, except that the circle in the lower left is
your mini-map.  You're obviously the blue thing, the cone coming out of you
represents your field of vision, and the other stuff is buildings.  The red
dot is telling you where to go...if it's off the map, it will be turned into a
red arrow along the map's edge.  That's the place that advances the story...not
necessarily somewhere you wanna go to wrap up a side quest, or whatever.
  Sometimes there will be a green round thing behind you with an arrow shape
inside.  That's the person following you, plus the direction they're facing.
The red "non" symbols that sometimes appear are obviously places you can't go,
and the red "A" symbol that means "Asia" (don't worry about it too much if you
can't read kanji) is for Asia Alley.  The only other thing I can think of that
shows up on the mini-map while not in battle is the cops, whom you must avoid
when you play as Saejima.  But...there may be a few others.  The name of the
street you're on shows up briefly as you enter that area of the map, too.
  The way the map is situated depends on how you have your options set.  The
default setting has up on the circle representing north on the map, but the
other setting is to have up be the direction you're facing.  I almost always
just stick to the default setting.
  Sometimes you'll see a Circle button and a Japanese word appear in the upper
right.  This is when you can perform an action, such as talking to someone or
investigating a piece of the scenery.

When you get into battle, however, the screen will look something like this
(well, without all the people and stuff):

++++++++++++++++++++++++++++++++++++++
+ -----                              +
+ ============                       +
+ ,,,,,, , , ,                       +
+                                    +
+                                    +
+                                    +
+                                    +
+  ,--,                              +
+ |    |                        @@#$ +
+  '--'                   ========== +
++++++++++++++++++++++++++++++++++++++

The --- in the upper left is your experience gauge.  The === in the upper left
is your health gauge.  The ,,,,, , , is your Heat Gauge.
  In the lower right, you will see your opponent's health gauge as === and his
or her name (@@#$).  Enemies will also appear on the map during a battle.
  Sometimes you will see a Circle button appear in the upper right with a
Japanese word next to it.  That is to pick something up or to grab ahold of an
enemy.
  Sometimes you will also see a Triangle button appear a bit to the left of
where the Circle button does, more to the center of the screen, with a kanji
next to it.  That is your special attack prompt.


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

First of all, the Main Menu.  I mean, after you hit Start on the title screen,
of course.
  You will see a number of options.  Some will unlock after you play through
the game's story one time.  For more information on these modes, please check
the unlockables section.  Most options will be self-explanatory.
  Here are those options:

NEW GAME - Self-explanatory.  Starts a new play through the story.  You will
  then be prompted to select a difficulty.  In the beginning, you will only
  have Easy, Normal, and Hard to choose from, but you will unlock EX-Hard if
  you beat the game on Hard.
  EASY - Enemies rarely attack, do little damage.
  NORMAL - The normal A.I. for the game.  If you die and choose to continue a
    certain number of times, you will be asked to play on EASY.
  HARD - Enemies attack often, guard often, and do heavy damage.
  EX-HARD (unlocks after clearing the game on Hard) - Slightly more difficult
  than Hard.  Also in this mode, YOU CANNOT CONTINUE WHEN DEFEATED.

LOAD GAME - Choose to load a saved game file.  Note that you cannot load a
  Clear Data (the saves with black icons that are created when you clear the
  game's story or when you choose to create such a data in Premium Adventure
  Mode).

PREMIUM NEW GAME (unlocks after clearing the game once) - Choose to start a new
  game playing through the game's story, but launched from Clear Data.  You
  will keep your items, money, experience, gambling points and casino chips,
  Eco Points, and e-mails from Bob Utsunomiya from checking off all the items in
  the various Completion Lists.  The lists will appear with the "king" mark,
  but if you check them, they'll actually be reset so you can complete them
  again, if you so choose.
  Just like in New Game, you will be able to select a difficulty.

PREMIUM ADVENTURE (unlocks after clearing the game once) - Choose to start a
  game in Premium Adventure Mode.  After selecting, use the top choice to start
  playing from a Clear Data Save.  Unlike Premium New Game, you will keep just
  about everything, including side missions and Completion List items.
  Make the bottom selection to start from scratch at ground zero.
  Premium Adventure is always set to Normal difficulty so you won't be prompted
  to select your difficulty here.

ULTIMATE FIGHTING (KYÛKYOKU TÔGI) (unlocks after clearing the game once) - This
  is a separate mode from story or adventure in which you can undertake 35
  challenges.  Please refer to its section under Unlockables for more infor-
  mation.

REMINISCE (KAISÔ) - Use to view the cut scenes unlocked during the main story.
  The first three selections have cinemas summarizing the stories of the three
  previous modern-day titles.  There's a Trophy for watching all of these recap
  movies, but you can simply select each one and then quit to remove the "NEW"
  mark and get the Trophy.
  Hit Triangle when selecting a set of cut scenes for each chapter, recap, or
  side mission and you can play them all back-to-back automatically.  Hitting
  Start in this mode will skip the scene and move on to the next.
  Hitting the cancel button will go back to the Reminisce menu.

SPECIAL GAMES - There are two other side modes you can unlock.  The top choice
  is a set of two-player, versus-style games.  These are not online games.  You
  must first obtain the Trophy for each of five side games (Billiards, Darts,
  Answer x Answer, Golf, and Bowling) to unlock them here.  Refer to the Troph-
  ies section for more information.
  The bottom choice is for Special Karaoke.  These are unlocked during system
  updates (DLC).  Before you beat the game, only Haruka singing "Kitto Change
  Myself" will be available.  The others require you to first clear the game.
  AS OF APRIL 22ND, 2010 (v.1.05), here are the three special karaoke games:
    Harkua "Kitto Change Myself" (requires a system save from Ryû ga Gotoku 3
      or online update)
    Hana (Epilogue Version) "rain drops" (unlocked after beating the game)
    Akiyama & Hana (Epilogue Version) "Kamuro True Love Song" (unlocked after
      beating the game and after an update)
  Note that this is just for fun and the score does not seem to be recorded
  anywhere in the game.

NETWORK - I'm mad as hell and I'm not taking it anymore?  No, no...after each
  update, this mode will explain what got upped.  That's the top choice.  You
  can also choose the bottom selection to manually make it look for updates.
  Below that, in the lower right-hand corner, your version should be displayed.
  Here is a list of updates AS OF APRIL 22ND, 2010 (v.1.05):
    ABOUT THE NETWORK (explains updates)
    HARUKA "KITTO CHANGE MYSELF" - Choose from Special Games in the main menu.
    AKIYAMA & HANA (EPILOGUE VERSION)"KAMURO TRUE LOVE SONG" - Choose from
      Special Games in the main menu.
    ADDITIONAL COSTUME (AKIYAMA) - The fourth outfit for Akiyama in Premium
      Adventure Mode.  Change clothes in hideouts.
    ADDITIONAL COSTUME (KIRYû) - The fourth outfit for Kiryû in Premium Adven-
      ture Mode.  Change clothes in hideouts.
    ADDITIONAL COSTUME (HARUKA) - The fourth outfit for Haruka in Premium
      Adventure Mode.  Change clothes in hideouts.
    UNDERGROUND ARENA SP "INSTANT KILL KING TOURNAMENT" - Talk to Bob Utsuno-
      miya in Naomi's Mansion in Premium Adventure Mode to play.
    UNDERGROUND PARKING SPEED RACE KING TOURNAMENT - Talk to Bob Utsunomiya in
      Naomi's Mansion in Premium Adventure Mode to play.
    SPOILING HARUKA ADDITIONAL RANK "EX" - Haruka's trust can reach level EX-
      SSS in Premium Adventure.
    ITEM PACK 01*
      • Staminan Royale
      • Tauliner ++
      • Toughness Emperor
      • Titan Driver
      • Bulletproof Breastplate
    ITEM PACK 02*
      • Staminan Royale
      • Tauliner ++
      • Toughness Emperor
      • Hyper Stun Gun
      • Gambler's Sarashi
    ITEM PACK 03*
      • Staminan Royale
      • Tauliner ++
      • Toughness Emperor
      • Compact Street Sign
      • Blood-Stained Sarashi
    ITEM PACK 04*
      • Staminan Royale
      • Tauliner ++
      • Toughness Emperor
      • Konpeitô
      • Tourmaline Bracelet
    ITEM PACK 05*
      • Staminan Royale
      • Tauliner ++
      • Toughness Emperor
      • Cherry Blossom Blizzard
      • Payback Ring
    S-ITEM PACK 01*
      • Heart Ring
      • Popularity Bracelet
      • Fine Swiss Wristwatch
    S-ITEM PACK 02*
      • Spiral Amulet
      • One Hit Sit Talisman
      • High Yield Stone
    S-ITEM PACK 03*
      • Tigerskin Belt
      • Staminan Spark
      • Staminan Spark
    S-ITEM PACK 04*
      • Gold Hawk
      • Master's Ball
      • Spiny Lobster
    S-ITEM PACK 05*
      • Triple One Talisman
      • Even Stevens Prayer Beads
      • Bias Brand Cigarettes
  *Note that both regular items packs and "S-Item Packs" are available from
   Bob Utsunomiya in Naomi's Mansion, just like items unlocked from completion
   of side material.  However, "S" packs require you to have beaten the game
   first.

OPTION(S) - Here are the options you can adjust:
    Camera (Vertical) - Normal / Inverted (default)
    Camera (Horizontal) - Normal / Inverted (default)
    First-Person Camera (Vertical) - Normal / Inverted (default)
    First-Person Camera (Horizontal) - Normal / Inverted (default)
    Mini-Map Display (Up) - North (default) / Straight Ahead
    Subtitles - Off / On (default)
    Event Skip - Off (default) / On
      Once this has been set you can press Start during cut scenes to skip.
      I highly recommend setting this option to "on!"
    Brightness
    Font - Auto (default) / Mincho / Gothic
      If you don't know what these are, don't worry about it.

Of course, once you start a game, you'll probably want to know what the options
on your pause menu are.  It might help a little.  Thankfully for the non-
Japanese-speaking folk, they put the options in English, too!
  Note that on the top of the screen in all sub-menus of the pause menu, you
will see your current health, experience, and heat meters on the left and your
money on the right.  You will also see the sub-menu you're in on the lower left,
the area you're in to the right of that, and what buttons do what to the right
of that.  If you can't read Japanese and you have the Japanese version, this
may not be of too much interest to you.
  Also appearing on the pause menu's top menu, next to your character's name, is
your current level.  You can go up to level 20.  On the right, you will also see
a map of your current area, with a small dialogue box below telling you what's
going on in the main story.  It may say something like "I'd better head back to
Sky Finance," which is a hint (albeit a very obvious one) as to where to go to
advance the main plot.

ITEM - Here, you can use the items you are carrying, or change your equipment.
  The right window, obviously, has the 20 items you are carrying.  Select one
  and press the Confirm button (Circle for the Japanese game) to either use or
  equip it.  Press the Square button to select it and move it to a new spot.
  Press the Triangle button to unequip an equipped item, or to throw away an
  item that is not equipped.  It will ask "Yes / No," and the cursor will be on
  "no."
    The three items in the top part of the box on the left ar your equipped
  weapons.  The one on the left in a sky blue is the weapon you have assigned to
  "left" on the D-Pad.  The one in the middle (in green) is the one you have on
  "up" on the D-Pad, and the one on the right in purple is the one assigned to
  "right" on the D-Pad.
    The three items below the weapons slots are where you equip defensive items.
  The box on the left in red is your armor.  You can only have one armor on at a
  time.  The other two boxes are for accessories.  Below those are written
  numbers.  That is the basic defense added per item, and the total written
  below represents the total of those three numbers.  There are two other values
  that can be assigned by defensive items:  defense against blades and defense
  against bullets.  Unfortunately, you can't see those in this display.
    Instead, if you have the cursor over a defensive item, it will display the
  values there in the description window on the bottom of the screen.  The
  left number is the basic defense, the middle is blade defense, and the right
  is bullet defense.
    That window also shows a description for all items, whether they are equip-
  ment, usable items, or just items you can sell or use for weapons and armor
  modifying.  If you have the Japanese version of the game and cannot read
  Japanese, this window may be useless to you.
    On the lower right, next to the description window, you will see a little
  box.  This tells you who can equip the current item.  The top is Kiryû, the
  second is Akiyama, the third is Saejima, and the bottom is Tanimura.  If a
  character can equip an item, a colored orb will appear next to their name
  (white for Kiryû, red for Akiyama, green for Saejima, and blue for Tanimura).
  If he cannot equip it, an "X" will appear.  This is really only for certain
  weapons.
    Hitting R1 will get you to a different set of items.  These are your "prec-"
  ious" items, a term a lot of RPG-ers may be familiar with.  They're story
  items that do not (thankfully) take up a slot in your normal items menu, so
  you can still have them without needing to go to your items box, retrieve
  them, and use them at the right time.  You can select one and hit Circle to
  look at it...that's about all this is for.  Things like card keys to open
  certain doors and glam-shot posters won in the batting cages go here.
    Your points for Japanese-style gambling and chips for Western-style gambling
  also go here, as well as your Eco-Points, but they're not always displayed.
  For instance, if you start a Premium New Game or a Premium Adventure Game,
  although all your points and chips are still there, you curiously might not
  have them listed here because you have not yet bought them with that char-
  acter.  The best way to check that is still to go to their respective places
  of redemption.

MAP - This will show you the map you're currently in.  If you're indoors, it's
  not going to do much more than just move the map that was already in the
  little window to the right on the pause menu over to the center of the
  screen, but if you're outdoors, you get the map to the city.
    You then have a few options.  You can hit the "Confirm" (Circle on the
  Japanese game) button, L2, or R2 button to zoom in, the Square, L1, or R2
  button to show the four "levels" about town (rooftops, street-level, under-
  ground, and sewers), so you can select different maps, or Triangle to call up
  a list of points of interest in that particular map.
    When you zoom in, Square, "Cancel" (X in the Japanese version), L1, or R1
  will zoom back out.  It will display your current position, if you're on the
  map.  From there, you can move around with the left analog stick or the D-Pad.
  Pass the cursor over a street, area, or a point of interest and its name will
  be displayed in the text box below the map.  You can still press Triangle in
  this mode to bring up the points of interest.
    When you "zoom out" to the four-level map selection, move up and down on the
  D-Pad or left analog stick to cycle through the different maps.  Once you've
  selected the map you want, hit the "Confirm" button (Circle on the Japanese
  version).  Hitting "Cancel" (X in the Japanese game) on this screen will quit
  back to the pause menu.
    The greyed-out buildings are not so important, but the colored ones are your
  points of interest.
    The little taxi icons (with a T below the taxi) are obviously taxis; you can
  take them as shortcuts to other taxis on the map for a fee.  You can also take
  them to reach the Docks and Golf Course areas.
    The blue "S" symbols represent save points.  You can save your game here or
  access your items box to store items on your possession or retrieve items and
  put them in your personal inventory.
    The key icon represents the coin lockers.  All keys for the lockers on the
  street level (the one near the Millennium Tower on Taihei) are found on the
  street level map and its various points of interest, whereas the ones in the
  Kamuro Underground Shopping Area are are found on the other three maps and
  in Cuez Bar.
    The big, blue "up" arrows are ways up to higher levels, the big, red "down"
  arrows lead to a level down, and the smaller, green "down" arrow icons (with
  the little bar over the arrow) represent manholes.  These manholes go to the
  lowest map (sewers).
    The red icons....  There are two of them, depending on where you are in the
  story.  They may be hard to discern at first.  Some of them will be "non"
  symbols--you know, like in a "no smoking" sign.  Those mark dead ends.  You
  cannot go past this area in that part of the story.  The other red icons have
  a Chinese character in them (usually read "ah").  This is the first Chinese
  character in the word "Asia," when they write it out in Chinese characters.
  These represent entry points to the "Asia Alley" area that is unlocked after
  you reach Tanimura's point in the story.
    The glowing, red dot on the map is your objective.  Go to this area to ad-
  vance the main plot.
    When you hit "Triangle," the points of interest will appear as a list on
  the left side of the screen.  The yellow pointer that appears on the map is
  marking the selected point of interest's location.  If you press the "Confirm"
  button here, you can zoom in to show it a little better.
    The orange-colored buildings are restaurants and bars.  The yellow-colored
  buildings are shops.  The violet buildings are mini-game spots, such as the
  bowling alley and pachinko parlor.  The magenta ones are "night spots;"
  places that offer adult entertainment such as cabaret clubs and the massage
  parlor.  The blue areas are story places--except maybe Naomi's Mansion, which
  is mostly used to retrieve bonus items or to play bonus games.

ABILITY - This is where you spend your souls to buy power-ups and special moves.
  I'll go into more detail about that in the "building up" section, but there
  are a few things I can mention here.
    First of all, the upper left shows you how many souls you have to spend.
  The right gives you a list of skills and moves you can purchase.  Hitting L1
  or R1 will toggle to the left or right of different lists.
    The default list, on the very left, shows you ALL moves and power-ups
  available for that character.  Ones you've already purchased will have their
  orbs filled in.  Otherwise, the orbs will be grey.
    From there, from left to right, it's:  1-Soul Items, 2-Soul Items, 3-Soul
  Items, 4-Soul Items, Mind Items, Technique Items, Body Items, and Extreme
  Items (these are your Heat Moves).
    Use the "Confirm" button (Circle in the Japanese game) to purchase an item
  and the "Cancel" button (X in the Japanese game) to back out of this menu.
    The text below the list explains the selected item, while the little box to
  the left of the text shows you your level, current experience, and experience
  needed to reach the next level.
    Hitting Triangle will bring you a list of all your skills and power-ups for
  that character.  This is not a screen where you purchase power-ups, but just
  a screen that explains everything that character can get.  It's useful for
  two reasons:  it explains moves (even default moves your character had to
  begin with), and it can be used to figure out what you have left to get for
  that character.  I'll list everything in order in the "building up" section
  so you can figure out what you still have left for each character.

CELLULAR PHONE - This calls up your inbox, so you can check your messages.  The
  red ones are unread.  They are filed by sender.  Select all unread messages
  to get rid of the little envelope icon on the normal game screen.
  (NOTE:  Saejima has no cell phone, so this option is greyed out and is not
  selectable for him)

CHARACTER - This lists the major players.  You can use the L1 and R1 buttons to
  shift between different factions of the story.  Which characters are avail-
  able, along with what text is displayed for their information, will change
  depending on where you are in the main story.  Press the "Confirm" (Circle in
  the Japanese game) button to call up the character's information, or the
  "Cancel" button (X in the Japanese game) to go back.

SUB STORY - These are your missions.  The game will call up the missions avail-
  able for the character you're currently playing, but you can check all four
  characters' missions here by pressing left or right on the left analog stick
  or D-Pad.  Place the cursor on a side mission to read some information on it
  that will usually give you a hint such as "The fortune-teller near Stardust on
  Tenkaichi, huh...?  Sounds like nonsense, but I'll go check it out."
    The side missions with white bullets next to them are still unfinished, and
  purple markers mean they're over with.  There's a Chinese character on the
  right to tell you if you've finished it correctly or not.  A "kan"
  ("complete") marker means you finished it "correctly," whereas the "shû"
  ("finished") marker means you didn't get the best ending possible for that
  side story.  If you can't read Chinese characters, don't worry about it.
    That's a trivial piece of information anyway; you can still complete all
  side missions and receive the according Trophies and bonus items regardless of
  whether you did the right thing or not.
    The problem with side missions is that the game does not alert you in any
  way to side missions that you have not completed, but that you also have not
  yet initiated.  This might not be a very useful list, therefor, for someone
  who cannot read Japanese who is playing the Japanese version.  See the
  "missions" sections for more details.

COMPLETE - These are the completion lists.  You will basically get the special
  items in this game as rewards for completing certain tasks.  As you complete a
  list, a little, gold crown mark will appear next to it.  There are 18 display-
  ed here.  I'll go into detail on each of them more in the completion lists
  section of this document, but for now, I'll let yo know what they are:

     1  2  3  4  5  6
     7  8  9 10 11 12
    13 14 15 16 17 18

  1.  Coin Lockers
  2.  Restaurant and Menu Items
  3.  Weapons and Armor Modification
  4.  Allies
  5.  Revelations
  6.  Mini-Games
  7.  Cabaret Club Girls
  8.  "Make the No. 1 Girl" Girls
  9.  Make the No. 1 Cabaret Club Girl!
  10.  Saigô Training
  11.  Helping Out the Hermit
  12.  Nair Sparring
  13.  Underground Arena
  14.  Make a Fighter!
  15.  Police Dispatch Radio Battles
  16.  Team Encounter Battles
  17.  IF7-R
  18.  Heat Actions

TIPS - This is where the various information in your memo pad is stored.  You
  will find people about town with a blue marker over their head.  Talk to them
  and you will get 500 experience, plus some information on the various things
  to do in the game.
    Once you collect a tip, look at it here in this menu to remove the "NEW!"
  flag.  Once you have collected all of them and removed all of the "NEW!" tags,
  you will get a Trophy.  Refer to the Completion Lists section for more
  details.

OPTION - Here are the options you can adjust:
    Camera (Vertical) - Normal / Inverted (default)
    Camera (Horizontal) - Normal / Inverted (default)
    First-Person Camera (Vertical) - Normal / Inverted (default)
    First-Person Camera (Horizontal) - Normal / Inverted (default)
    Mini-Map Display (Up) - North (default) / Straight Ahead
    Subtitles - Off / On (default)
    Event Skip - Off (default) / On
      Once this has been set you can press Start during cut scenes to skip.
      I highly recommend setting this option to "on!"
    Brightness
    Font - Auto (default) / Mincho / Gothic
      If you don't know what these are, don't worry about it.


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

As is the fashion these days, you do not start out with a fully-powered guy to
beat dudes' faces in with.  You will need to build your character up as the
story progresses--especially if you want to get all Trophies!
  There are some moves your character will learn by training or by revelation,
but other than that, you will need to build him up naturally by gaining exper-
ience points.
  Every enemy you defeat gives you experience points.  In previous games, land-
ing a Heat Move would grant you an experience bonus, but that does not seem to
be the case anymore.  The other principle way to gain experience points is to
finish side stories, called "missions" in this document.
  There are other ways to get experience, of course.  It's just that the other
methods, with the exception of dating girls and beating tournaments, don't
usually give too much experience.
  Here is a brief list of some of the other ways to get experience:
    • Breaking "found" weapons.  Every weapon lying around the map when you're
      in battle will give you experience when you use up all of its uses and
      destroy it.  You can do this by hitting the weapon when it's on the ground
      (usually done with Triangle, like Kiryû's "Bound Kick" attack) and drop-
      ping it over and over, if you want, rather than hitting enemies.
    • Ordering food or drink from restaurants and bars.  You get a healthy
      bonus the first time you order something from a menu and a pittance every
      time after that.
    • Getting a cabaret club girl's hearts to 20 and then going on their final
      date, then completing it correctly.  Note that Saejima won't visit the
      clubs.
    • Winning a tournament in the arena.  Again, you get a healthy reward the
      first time you win a specific tournament, and then much less each time
      after that.  Only Kiryû and Saejima can enter the tournaments.
    • Beating an opponent in IF7-R.  You must first donate 200,000 yen to the
      IF7-R machine's development in order to get experience points.  You also
      get a nice reward the first time, and then a small reward each consecutive
      time you beat an opponent.
    • Completing a certain training offered by Saigô (Akiyama only).
    • Defeating each gang's boss in Team Encounter Battles (Kiryû only).
    • Completing each of the two special dispatches sent to you over the police
      radio (Tanimura only).
  Once you reach certain amounts of experience points, you will automatically
reach a new level.  You'll see "LEVEL UP!" on the screen, plus it will show 3
"Skill Souls" get added to your total.  You can use these souls to purchase new
techniques, skills, and power-ups in the "Ability" submenu in the start-button
pause menu.
  In the "Ability" menu, you can switch between groupings the game will display
by hitting the L1 and R1 buttons.  From left to right, they are:  All, 1-Soul,
2-Soul, 3-Soul, 4-Soul, Mind, Skill, Body, and Extreme (Heat Moves).  I'll list
them in the order they appear under "all," but the game makes this list by
combining the mind, skill, body, and extreme sorts, one after the other, so
they're still grouped by type, if you're curious.  Not sure if that will help
if you don't read Japanese, but I'll mark the divisions in case you wanna look
at each individual list for whatever reason.
  Here is a list of what items you can purchase and how much they cost:

= AKIYAMA =
(Mind)
STATUS OF THE WHITE TIGER - 1 Soul
  Akiyama gains Heat Energy when taunting an opponent with R2.
STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
  Akiyama gradually gains Heat Energy automatically when his Health Gauge is
  low and flashing red.
STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
  Akiyama gains Heat Energy when successfully guarding enemy attacks with L1.
STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
  As long as Akiyama is in Heat Mode, when he runs out of health, he cannot
  die.  NOTE: Akiyama will not enter Blue Dragon Status with the War God Seal
  equipped.
MOCKING CROUCH - 1 Soul  *Status of the White Tiger required
  Akiyama can taunt an opponent who has been knocked to the ground by hitting
  R2 near them.
CHASTISING GLARE - 1 Soul  *Status of the White Tiger required
  Akiyama can taunt with R2 while holding them (after grappling with Circle).
ROUSING RISE - 1 Soul  *Status of the White Tiger required
  When lying on the ground, Akiyama can get up taunting the opponent with R2.
TAUNT MASTER - 3 Souls  *Mocking Crouch, Chastising Glare, and Rousing Rise
    required
  Raises the amount of Heat Energy gained by all taunt abilities.
SECRET OF DRUNKEN POWER - 1 Soul
  Makes all attacks do more damage when Akiyama is in the drunken state.
(Skill)
RISE KICK - 1 Soul
  When lying down, hit Square to get up with an attack.
REVERSAL SLIDING - 1 Soul  *Downed Recovery required
  Hit Triangle while in the air after being hit with an enemy attack to have
  Akiyama recover with an attack rather than end up lying down.
DOUBLE BLOW KICK - 2 Souls
  Hit Triangle again after a Blow Kick (Triangle) for a 2-hit string.
DOUBLE FINISH KICK - 4 Souls
  After ending a Weak Attack string with a Heavy Attack, hit Heavy Attack again
  to extend the combo.
TRIPLE FINISH KICK - 3 Souls  *Double Finish Kick required
  After Square (x 4), Triangle, Triangle string, press Triangle for a final
  attack.
COUNTER KICK - 4 Souls  *Must be Level 12 or higher
  When Shifting and facing an enemy (locked on with R1), press Triangle as they
  attack to counter with a reversal.
SWAY ATTACK - 2 Souls
  Hit Triangle during a Sway for an attack.
COMBO SPEED UP - 3 Souls
  Makes Akiyama's attacks faster.
(Body)
DOWNED RECOVERY - 1 Soul
  Hit X while in the air after being hit with an enemy attack to have Akiyama
  land on his feet and be standing rather than lying down.
REGUARD - 1 Soul
  After your guard has been broken, release L1 and hit L1 again to guard the
  next attack (usually you're defenseless when your guard is broken).
DOUBLE SWAY - 2 Souls
  Press X (plus a direction) to have Akiyama Sway again during a normal Sway.
SWAY EVASION UP - 2 Souls
  Lengthens the distance traveled in a sidestep.
CANCEL SWAY - 2 Souls  *Sway Evasion Up required
  Press X (plus a direction) to have Akiyama Sway during most attack strings
  when not in Heat Mode.
CANCEL SWAY+ - 2 Souls  *Cancel Sway required
  You can use Cancel Sway in or out of Heat Mode.
(Extreme)
ULTIMATE PURSUIT - 1 Soul
  Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
  Triangle.
GUARDRAIL CRUSH - 3 Souls
  Heat Move:  When near an enemy who is near a guard rail, when prompted, hit
  Triangle.  AN ADDITIONAL ATTACK CAN BE LEARNED BY USING THIS MOVE OVER AND
  OVER!
POLE CRUSH - 3 Souls  *Guardrail Crush required
  Heat Move:  When near an enemy who is near a lamppost or tree, when prompted,
  hit Triangle.
WALL CRUSH - 3 Souls  *Pole Crush required
  Heat Move:  When near an enemy who is near a wall, when prompted hit Triangle.
  AN ADDITIONAL ATTACK CAN BE LEARNED BY USING THIS MOVE OVER AND OVER!

= SAEJIMA =
(Mind)
STATUS OF THE WHITE TIGER - 1 Soul
  Saejima gains Heat Energy when taunting an opponent with R2.
STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
  Saejima gradually gains Heat Energy automatically when his Health Gauge is
  low and flashing red.
STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
  Saejima gains Heat Energy when successfully guarding enemy attacks with L1.
STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
  As long as Saejima is in Heat Mode, when he runs out of health, he cannot
  die.  NOTE: Saejima will not enter Blue Dragon Status with the War God Seal
  equipped.
STATUS OF THE IRON BODY - 1 Soul
  When in Heat Mode, many of the enemy attacks that would normally knock Saejima
  down will cause him to simply stagger instead.
TRUE STATUS OF THE IRON BODY - 2 Souls  *Status of the Iron Body required
  When in Heat Mode, even more enemy attacks that would normally knock Saejima
  down will cause him to simply stagger instead.
STATUS OF THE VAJRA - 4 Souls  *True Status of the Iron Body and Status of the
    Dark Tortoise required, plus must be Lvl 15 or above
  Saejima will continue moving, uninterrupted by enemy attacks, during attacks
  while in Heat Mode. ("Super armor" in fighting games jargon)
STATUS OF THE YELLOW DRAGON - 2 Soul  *Status of the White Tiger required
  Hold R2 to gradually charge Heat Energy.
STATUS OF THE YELLOW DRAGON EXTREME - 2 Souls  *Status of the Yellow Dragon
    required
  After holding R2 to gruadually charge Heat Energy until the vibration kicks
  in on the controller, release to gain an additional boost of Heat Energy.
THE DRAGON GOD'S PROTECTION - 2 Souls  *True Status of the Iron Body and Status
    of the Dark Tortoise required
  When in Heat Mode, Saejima can guard bladed attacks with L1.
(Skill)
DASH TACKLE - 1 Soul
  While running, hit Triangle for an attack.
CHARGE TACKLE - 2 Souls  *Dash Tackle required
  Continue holding Triangle during the Dash Tackle to throw enemies when in
  Heat Mode, at a slight Heat Energy cost.
DOUBLE CHARGE FINISH - 4 Souls
  During a Charge Finish, hit Triangle again for a follow-up attack.
TRIPLE CHARGE FINISH - 2 Souls  *Double Charge Finish required
  After Square (x 3), (hold) Triangle, (release), Triangle, hit Triangle again
  for a final attack.
DOWN GRAPPLE - 1 Soul
  When near an downed enemy, hit Circle to either grab their foot or to stand
  them up.
CHARGE KNEE KICK - 2 Souls
  While grappling an enemy, hold Triangle to charge the knee attack's power.
REPELLING - 2 Souls
  Just after successfully guarding an enemy's attack with L1 (and not having
  your guard broken), hit Triangle for an attack.
COMBO SPEED UP - 3 Souls
  Makes Saejima's attacks faster.
(Body)
REGUARD - 1 Soul
  After your guard has been broken, release L1 and hit L1 again to guard the
  next attack (usually you're defenseless when your guard is broken).
QUICK STAND - 1 Soul
  Less tapping of buttons is required to stand up when lying on your back.
SWAY EVASION UP - 1 Souls
  Lengthens the distance traveled in a sidestep.
GRAPPLE STRENGTHENING - 1 Soul
  Less tapping of Circle is needed to throw enemies.
HERCULEAN GRAPPLE - 1 Soul  *Grapple Strengthening required
  Makes it so enemies who normally would automatically and instantly break your
  grapple can be grappled.
ESCAPE GRADE UP - 1 Soul
  Less tapping of X is required to break enemy grapples.
(Extreme)
ULTIMATE PURSUIT - 1 Soul
  Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
  Triangle.
ULTIMATE SWING - 2 Soul  *Requires Down Grapple
  Heat Move:  When holding a fallen enemy by the foot, in Heat Mode, when
  prompted, hit Triangle.
ULTIMATE HERCULEAN STRENGTH - 2 Souls
  Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
  flashing red, when prompted, hit Triangle.
ULTIMATE DOUBLE-HEADER - 2 Souls  *Requires Ultimate Herculean Strength
  Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
  flashing red, near another enemy, when prompted, hit Triangle.
ULTIMATE MOUNT - 2 Souls  *Ultimate Pursuit required
  Heat Move:  When low on health so the Health Guage flashes red, near a fallen
  enemy, when prompted, hit Triangle and then repeatedly tap Square.
ULTIMATE STACKING THROW - 2 Souls  *Ultimate Herculean Strength required
  Heat Move:  When grappling an enemy, near a fallen enemy, when prompted, hit
  Triangle.

= TANIMURA =
(Mind)
STATUS OF THE WHITE TIGER - 1 Soul
  Tanimura gains Heat Energy when taunting an opponent with R2.
STATUS OF THE RED PHOENIX - 2 Souls  *Status of the White Tiger required
  Tanimura gradually gains Heat Energy automatically when his Health Gauge is
  low and flashing red.
STATUS OF THE DARK TORTOISE - 3 Souls  *Status of the Red Phoenix required
  Tanimura gains Heat Energy when successfully guarding enemy attacks with L1.
STATUS OF THE BLUE DRAGON - 4 Souls  *Status of the Dark Tortoise required
  As long as Tanimura is in Heat Mode, when he runs out of health, he cannot
  die.  NOTE: Tanimura will not enter Blue Dragon Status with the War God Seal
  equipped.
STATUS OF THE YELLOW DRAGON - 2 Soul  *Status of the White Tiger required
  Hold R2 to gradually charge Heat Energy.
STATUS OF THE BODHISATTVA - 3 Souls  *Lvl. 10 & up
  When standing still during battle mode or an action stage, Tanimura will
  gradually regain Health.
STATUS OF THE YAKSHA - 3 Souls  *Lvl. 12 & up PLUS Status of the Yellow Dragon
    required
  When parrying an enemy with L1, Tanimura gains Heat Energy.
(Skill)
SWAY ATTACK - 2 Souls
  Tanimura can attack while Swaying with Triangle.
DROP KICK - 1 Soul
  While running, hit Triangle to perform a drop kick.
ARM HYPEREXTENSION - 2 Souls
  When grappling a foe in the Armlock, hit Square to pull on their arm, damaging
  them.
RISE KICK - 1 Soul
  When lying on the ground, hit Square to get up with a sweep.
ADDITIONAL COMBO ATTACK - 4 Souls
  Adds a fifth attack to Tanimura's weak attack string, and an additional heavy
  attack after that.
COMBO SPEED UP - 3 Souls
  Makes Tanimura's attacks faster.
(Body)
DOWNED RECOVERY - 1 Soul
  Hit X while in the air after being hit with an enemy attack to have Tanimura
  land on his feet and be standing rather than lying down.
REGUARD - 1 Soul
  After your guard has been broken, release L1 and hit L1 again to guard the
  next attack (usually you're defenseless when your guard is broken).
DOUBLE EVASION - 2 Souls
  While Swaying, hit X (plus a direction) to roll.
QUICK STAND - 1 Soul
  Less tapping of buttons is required to stand up when lying on your back.
SWAY EVASION UP - 2 Souls
  Lengthens the distance traveled in a sidestep.
GRAPPLE POWER UP - 2 Souls
  Raises the damage of grapple attacks.
THROWN ENEMY STRENTHENING - 2 Souls
  Makes it so normal enemies hit when you throw another enemy at them will get
  knocked down.
PARRY STRENGTHENING - 3 Souls
  Makes Tanimura invulnerable to other enemy attacks when he is successfully
  parrying an enemy's attack.
(Extreme)
ULTIMATE PURSUIT - 1 Soul
  Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
  Triangle.
ULTIMATE ARREST - 3 Souls  *Ultimate Pursuit required
  Heat Move:  When near a fallen enemy writhing in pain on the ground in Heat
  Mode, when prompted, hit Triangle, then follow on-screen prompt.
ULTIMATE ADDITIONAL COMBO ATTACK - 4 Souls
  Heat Move:  When in Heat Mode, hit Triangle after a heavy-attack-finish to a
  weak attack string.  ADDITIONAL ATTACKS (for each combo ender except the
  final one!) CAN BE LEARNED BY USING THIS MOVE OVER AND OVER!
ULTIMATE ARREST DIFFICULTY DOWN - 2 Souls  *Ultimate Arrest required
  When performing the Ultimate Arrest Heat Move, the time the button prompt
  stays on the screen is increased, making it easier to do.
ULTIMATE ARMBAR - 2 Souls
  Heat Move:  When in Heat Mode, facing an enemy who is rising from the ground
  after being knocked down, hit Triangle when prompted.

= KIRYÛ =
  NOTE:  Kiryû has some power-ups and moves already purchased when you reach
  his part of the story.  I'll mark those as "Already purchased."
(Mind)
STATUS OF THE WHITE TIGER - 1 Soul  (Already purchased)
  Kiryû gains Heat Energy when taunting an opponent with R2.
STATUS OF THE RED PHOENIX - 2 Souls  (Already purchased)
  Kiryû gradually gains Heat Energy automatically when his Health Gauge is
  low and flashing red.
STATUS OF THE DARK TORTOISE - 1 Soul
  Kiryû gains Heat Energy when successfully guarding enemy attacks with L1.
STATUS OF THE BLUE DRAGON - 1 Soul  *Status of the Dark Tortoise required
  As long as Kiryû is in Heat Mode, when he runs out of health, he cannot
  die.  NOTE: Kiryû will not enter Blue Dragon Status with the War God Seal
  equipped.
STATUS OF THE IRON BODY - 1 Soul
  When in Heat Mode, many of the enemy attacks that would normally knock Kiryû
  down will cause him to simply stagger instead.
TRUE STATUS OF THE IRON BODY - 1 Soul  *Status of the Iron Body required
  When in Heat Mode, even more enemy attacks that would normally knock Kiryû
  down will cause him to simply stagger instead.
THE DRAGON GOD'S PROTECTION - 1 Soul  *True Status of the Iron Body and Status
    of the Dark Tortoise required
  When in Heat Mode, Kiryû can guard bladed attacks with L1.
STATUS OF THE YELLOW DRAGON - 1 Soul
  Hold R2 to gradually charge Heat Energy.
SECRET OF THE WIND GOD - 4 Souls
  When not in Heat--and unarmed--the Sway's distance is increased.
SECRET OF THE THUNDER GOD - 4 Souls  *Secret of the Wind God required
  When running while in Heat Mode, enemy attacks will not cause Kiryuu to flinch
  or to be knocked down.
STATUS OF ASURA - 4 Souls  *Status of the Yellow Dragon required
  When Kiryû's health is low and the gauge is flashing red, when in Heat Mode,
  hit L3 and R3 to restore a small amount of Health in exchange for Heat Energy.
(Skill)
DROP KICK - 1 Soul  (Already purchased)
  While running, hit Triangle to perform a drop kick.
COMBO SPEED UP - 1 Soul  (Already purchased)
  Makes Kiryû's attacks faster.
LOTUS HOUSE FLASHING ENERGY PALM - 1 Soul
  Hold Triangle longer than the charge for the Charge Kick and release for a
  different attack.
DOUBLE FINISH BLOW - 1 Soul
  Hit Triangle during a Finish Blow (Heavy Attack at the end of a Weak Attack
  string) for an additional attack.
DOWN REVERSAL - 1 Soul
  Hit Triangle while in the air after being hit with an enemy attack to have
  Kiryû recover with an attack rather than end up lying down.
BOUND HOLD - 1  Soul
  In Heat Mode, after a Finish Blow (after ending a Weak Attack string with a
  Heavy Attack), hit Circle to grab the enemy at a slight cost of Heat Energy.
KOMAKI-STYLE PUNISHING STRIKE - 1 Soul
  Kiryû can attack while Swaying with Triangle.
BREAKING THROW - 1 Soul
  When grappled by an enemy, hit the Circle button to reverse and throw
  them instead.
KOMAKI-STYLE REPELLING - 4 Souls  *Must be Level 10 or higher
  Just after successfully guarding an enemy's attack with L1 (and not having
  your guard broken), hit Triangle for an attack.
KOMAKI-STYLE TIGER KILLER - 4 Souls  *Komaki-Style Repelling required
  When Shifting and facing an enemy (locked on with R1), press Triangle as they
  attack to counter with a reversal.
KOMAKI-STYLE FLOWING CATCH - 4 Souls  *Komaki-Style Tiger Killer required
  When Shifting and facing an enemy (locked on with R1), press Circle as they
  attack with a weapon or with a punch to counter with a reversal.
(Body)
SWAY EVASION UP - 1 Soul  (Already purchased)
  Lengthens the distance traveled in a sidestep.
KOMAKI-STYLE CATFLIP - 1 Soul  (Already purchased)
  Hit X while in the air after being hit with an enemy attack to have Kiryû
  land on his feet and be standing rather than lying down.
KOMAKI-STYLE DHARMA EVASION - 1 Souls  (Already purchased)
  While Swaying, hit X (plus a direction) to roll.
GRAPPLE POWER UP - 2 Souls  (Already purchased)
  Raises the damage of grapple attacks.
THROWN ENEMY STRENTHENING - 3 Souls  (Already purchased)
  Makes it so normal enemies hit when you throw another enemy at them will get
  knocked down.
QUICK STAND - 1 Soul  (Already purchased)
  Less tapping of buttons is required to stand up when lying on your back.
REGUARD - 1 Soul  (Already purchased)
  After your guard has been broken, release L1 and hit L1 again to guard the
  next attack (usually you're defenseless when your guard is broken).
ESCAPE GRADE UP - 2 Souls  (Already purchased)
  Less tapping of X is required to break enemy grapples.
GRAPPLE STRENGTHENING - 2 Souls  (Already purchased)
  Less tapping of Circle is needed to throw enemies.
CANCEL SWAY - 3 Souls  (Already purchased)
  Press X (plus a direction) to have Kiryû Sway during most attack strings when
  not in Heat Mode.
(Extreme)
ULTIMATE PURSUIT - 1 Soul  (Already purchased)
  Heat Move:  When near a fallen enemy in Heat Mode, when prompted, hit
  Triangle.
ULTIMATE HERCULEAN STRENGTH - 2 Souls  (Already purchased)
  Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
  flashing red, when prompted, hit Triangle.
ULTIMATE STACKING THROW - 2 Souls  (Already purchased)
  Heat Move:  When grappling an enemy, near a fallen enemy, when prompted, hit
  Triangle.
ULTIMATE SWING - 3 Souls  (Already purchased)
  Heat Move:  When holding a fallen enemy by the foot, in Heat Mode, when
  prompted, hit Triangle.
ULTIMATE MOUNT - 3 Souls  (Already purchased)
  Heat Move:  When low on health so the Health Guage flashes red, near a fallen
  enemy, when prompted, hit Triangle and then repeatedly tap Square.
ULTIMATE SMOKING - 1 Soul  (Already purchased)
  Heat Move:  After lighting a cigarette by pressing down on the D-Pad when un-
  armed, facing an enemy in Heat Mode, when prompted, press Triangle.
ULTIMATE DOUBLE-HEADER - 1 Soul  (Already purchased)
  Heat Move:  When grappling an enemy, when low on health so the Health Gauge is
  flashing red, near another enemy, when prompted, hit Triangle.
KOMAKI-STYLE UNARMED REVERSAL - 1 Soul
  Heat Move:  When unarmed, while not Shifting (not holding R1), when an enemy
  attacks, in Heat Mode, when prompted, hit Triangle.
KOMAKI-STYLE SWORDLESS REVERSAL - 1 Soul  *Komaki-Style Unarmed Reversal
    required
  Heat Move:  When unarmed, when attacked by an enemy Kiryû is facing who is
  armed with a sword, in Heat Mode, when prompted, hit Triangle.
KOMAKI-STYLE HARQUEBUS MUFFLER - 1 Soul  *Komaki-Style Swordless Reversal
    required
  Heat Move:  When unarmed, near an opponent armed with a firearm in Heat Mode,
  when prompted, hit Triangle.
ULTIMATE KOMAKI-STYLE DRAGON KING - 4 Souls  *Komaki-Style Flowing Catch
    required, also must be Level 15 or higher
  Heat Move:  In Heat Mode, after stunning an opponent by successfully hitting
  them with the Komaki-Style Flowing Catch, when prompted, hit Triangle.
ULTIMATE EXTREMENESS - 4 Souls  *Must be Level 15 or higher
  Heat Move:  In Heat Mode, in front of a stunned enemy (except those stunned by
  the Komaki-Style Flowing Catch), when prompted, hit Triangle.
ULTIMATE VAULTING - 1 Soul
  Heat Move:  In Heat Mode, when facing an enemy standing with a guardrail
  between you and him, when prompted, press Triangle.
ULTIMATE BREAKING GRAPPLE - 1 Soul
  Heat Move:  In Heat Mode, when grappled by an enemy, when prompted, hit
  Triangle.
ULTIMATE POLE DANCE - 1 Soul
  Heat Move:  When drunk and in Heat Mode, near an enemy, when prompted, hit
  Triangle.
ULTIMATE FORWARD ROLL - 1 Soul
  Heat Move:  While rolling forward with an enemy in front of you, in Heat Mode,
  when prompted, hit Triangle.
ULTIMATE SELF-DESTRUCTION - 1 Soul
  Heat Move:  When facing an enemy attacking with a heavy, two-handed weapon,
  when in Heat Mode, when prompted, hit Triangle.
ULTIMATE REVERSAL - 1 Soul
  Heat Move:  When lying on the ground, near an enemy, in Heat Mode, when
  prompted, hit Triangle.
ULTIMATE FACE SMASHING - 1 Soul
  Heat Move:  When in Heat Mode, facing an enemy who is rising from the ground
  after being knocked down, hit Triangle when prompted.
ULTIMATE HUMAN TEN-PIN - 1 Soul
  Heat Move:  When in Heat Mode, while your life is low and the gauge flashes
  red, while grappling an enemy and facing 3 or more enemies, when prompted,
  hit Triangle.
ULTIMATE SURPRISE - 1 Soul
  Heat Move:  When in Heat Mode, running towards a group of 4 or more enemies,
  when prompted, hit Triangle.
ULTIMATE DRUNKEN IRON MOUNTAIN - 1 Soul
  Heat Move:  When in Heat Mode and drunk, while Shifting towards an enemy
  (locked on with R1), when prompted, hit Triangle.


In addition to using Skill Souls to buy moves and power-ups, there are two other
principle ways to get moves for your characters.  One is by the "Revelation"
system, in which you enter the third-person mode to look at a specific event,
hit the appropriate buttons to receive the appropriate enlightenment, and then
choose the right revelation to have.  This gets you some more Heat Moves.
  The other way is training.  Generally speaking, training tempers some of your
skills and normal moves.  Each character has a master they can train with.
  Kiryû and Saejima actually get some more moves from items bought at Ebisuya,
and the three "new" guys can learn some of Kiryû's stuff from IF7-R, a game-
within-the-game, but for the most part, you'll be training or having Revel-
ations.
  I'll cover specifics on getting each one in the Extra Skills & Power-Ups
section, but since I've already listed the skill-purchasing part of the Ability
submenu, I might as well list all moves here so you know how to fully build up
your characters.
  THE LAST FEW OPTIONS ON THE MOVES LIST ACCESSED BY HITTING TRIANGLE ON THE
ABILITY MENU ARE THE ONLY ONES I WILL LIST HERE!  The first seven or so are
basic techniques and basically re-listings of the moves I've already written up
there under "Mind," "Skill," etc. so I don't want to really waste space with
them.  Giving you the last 5 lists here will let you see what moves, if any,
you still haven't gotten for your character. If you haven't gotten the move or
power-up I've listed here, it will appear as "???"'s on the in-game list.
  So, I'll list them now, along with the method to get them so you can reference
the appropriate section of this FAQ to figure out how to get the move.  Note
that there are also power-ups involving your Heat Gauge for all characters as
you defeat specific enemies in IF7-R that will not be listed here.  Refer to the
IF7-R section for more info...or, just remember that you should play all levels
of IF7-R with all characters to get all your stuff maxed out.

= AKIYAMA =
8.  SAIGÔ TRAINING
  DASH KICK
  SLASH KICK (alpha)
  DASH KICK DOUBLE
  SLASH KICK (beta)
  DASH KICK TRIPLE
  ATTACK POWER UP
9.  REVELATION SKILLS
  ULTIMATE ADVERSITY
  ULTIMATE BULL'S-EYE
  ULTIMATE WALL JUMP
10.  SKILLS FROM IF7-R
  ULTIMATE POLE DANCE
  ULTIMATE VAULTING
11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
  ULTIMATE PURSUIT
  GUARD RAIL CRUSH
  WALL CRUSH
12.  LIST OF SUPER ARTS
  ULTIMATE ENVIRONMENT ATTACK
  ULTIMATE WEAPON
  ULTIMATE PURSUIT
  GUARD RAIL CRUSH
  POLE CRUSH
  WALL CRUSH
  ULTIMATE ADVERSITY
  ULTIMATE BULL'S-EYE
  ULTIMATE WALL JUMP
  ULTIMATE POLE DANCE
  ULTIMATE VAULTING

= SAEJIMA =
8.  HERMIT TRAINING
  FOCUS: WIND-UP TOP
  UNARMED ATTACK POWER UP
  ULTIMATE FOCUS: GREAT MT. FUJI
  ARMED ATTACK POWER UP
  HEAT ACTION ATTACK POWER UP
9.  REVELATION SKILLS
  ULTIMATE PIERCING CRUSH
  ULTIMATE TEMPLE BELL RINGER
  ULTIMATE POWER LARIAT
  ULTIMATE SUPER-HEAVY WEAPON
10.  ANTIQUES SKILLS (Learn by buying the Wooden Musashi Figurine at Ebisuya)
  SECRET SWORD: ENSNARING KITE SLASH
  SECRET SWORD: RAGING BULL
  MIGHTY SWORD: MAKING FLIES CRY
11.  SKILLS FROM IF7-R
  ULTIMATE HUMAN TEN-PIN
  ULTIMATE FACE SMASHING
12.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
  ULTIMATE WALL TOSS
  ULTIMATE POWER LARIAT
  ULTIMATE TEMPLE BELL RINGER
13.  LIST OF SUPER ARTS
  ULTIMATE ENVIRONMENT ATTACK
  ULTIMATE WALL TOSS
  ULTIMATE WEAPON
  ULTIMATE PURSUIT
  ULTIMATE SWING
  ULTIMATE HERCULEAN STRENGTH
  ULTIMATE DOUBLE-HEADER
  ULTIMATE MOUNT
  ULTIMATE STACKING THROW
  ULTIMATE PIERCING CRUSH
  ULTIMATE TEMPLE BELL RINGER
  ULTIMATE POWER LARIAT
  ULTIMATE SUPER-HEAVY WEAPON
  SECRET SWORD: ENSNARING KITE SLASH
  SECRET SWORD: RAGING BULL
  MIGHTY SWORD: MAKING FLIES CRY
  ULTIMATE HUMAN TEN-PIN
  ULTIMATE FACE SMASHING

= TANIMURA =
8.  NAIR TRAINING
  PARRYING TIME LENGTHENING
  ULTIMATE PARRYING ARM LOCK
  BREAKING THROW
  ULTIMATE FORCIBLE SEIZURE
  KOMAKI-STYLE HARQUEBUS MUFFLER
9.  REVELATION SKILLS
  ULTIMATE THROWN LEG DROP
  ULTIMATE CROTCH-REACHING THROW
  ULTIMATE STUN
10.  SKILLS FROM IF7-R
  ULTIMATE BREAKING GRAPPLE
  ULTIMATE REVERSAL
11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
  ULTIMATE CROTCH-REACHING THROW
  ULTIMATE ADDITIONAL COMBO ATTACK - 1
  ULTIMATE ADDITIONAL COMBO ATTACK - 2
  ULTIMATE ADDITIONAL COMBO ATTACK - 3
  ULTIMATE ADDITIONAL COMBO ATTACK - 4
12.  LIST OF SUPER ARTS
  ULTIMATE ENVIRONMENT ATTACK
  ULTIMATE WEAPON
  ULTIMATE PURSUIT
  ULTIMATE ARREST
  ULTIMATE ADDITIONAL COMBO ATTACK - 1
  ULTIMATE ADDITIONAL COMBO ATTACK - 2
  ULTIMATE ADDITIONAL COMBO ATTACK - 3
  ULTIMATE ADDITIONAL COMBO ATTACK - 4
  ULTIMATE ADDITIONAL COMBO ATTACK - 5
  ULTIMATE ARMBAR
  ULTIMATE PARRYING ARM LOCK
  ULTIMATE FORCIBLE SEIZURE
  KOMAKI-STYLE HARQUEBUS MUFFLER
  ULTIMATE THROWN LEG DROP
  ULTIMATE CROTCH-REACHING THROW
  ULTIMATE STUN
  ULTIMATE BREAKING GRAPPLE
  ULTIMATE REVERSAL

= KIRYÛ =
8.  KOMAKI TRAINING
  UNARMED ATTACK POWER UP
  ARMED ATTACK POWER UP
  HEAT ACTION ATTACK POWER UP
9.  REVELATION SKILLS
  ULTIMATE PROVOCATION
  ULTIMATE PICK UP
10.  CLASSICAL TEXT SKILLS (Some texts are given by Komaki after completing
    each training, the rest are bought from Ebisuya)
  SURE-KILL SWORDS: DANCING CAT
  SURE-KILL SWORDS: TWIN HEAVENS
  MIGHTY SWORD: MAKING FLIES CRY
  KODACHI COMBINATION: ILLUSORY WOLF
  SECRET SWORD: ENSNARING KITE SLASH
  SECRET SWORD: RAGING BULL
11.  LIST OF SUPER ARTS THAT CAN BE IMPROVED THROUGH USAGE
  WALL CRUSH
  ULTIMATE PURSUIT
12.  LIST OF SUPER ARTS
  ULTIMATE ENVIRONMENT ATTACK
  WALL CRUSH
  ULTIMATE WEAPON
  ULTIMATE PURSUIT
  ULTIMATE STACKING THROW
  ULTIMATE SWING
  ULTIMATE DOUBLE-HEADER
  KOMAKI-STYLE UNARMED REVERSAL
  KOMAKI-STYLE HARQUEBUS MUFFLER
  ULTIMATE MOUNT
  ULTIMATE EXTREMENESS
  ULTIMATE HERCULEAN STRENGTH
  ULTIMATE SMOKING
  KOMAKI-STYLE POT SMASH
  KOMAKI-STYLE SWORDLESS REVERSAL
  ULTIMATE KOMAKI-STYLE DRAGON KING
  ULTIMATE VAULTING
  ULTIMATE BREAKING GRAPPLE
  ULTIMATE SELF-DESTRUCTION
  ULTIMATE POLE DANCE
  ULTIMATE SURPRISE
  ULTIMATE REVERSAL
  ULTIMATE FORWARD ROLL
  ULTIMATE DRUNKEN IRON MOUNTAIN
  ULTIMATE FACE SMASHING
  ULTIMATE HUMAN TEN-PIN
  ULTIMATE PROVOCATION
  ULTIMATE PICK UP
  SECRET SWORD: ENSNARING KITE SLASH
  SECRET SWORD: RAGING BULL
  SURE-KILL SWORDS: DANCING CAT
  SURE-KILL SWORDS: TWIN HEAVENS
  MIGHTY SWORD: MAKING FLIES CRY
  COMBINED KODACHI - ILLUSORY WOLF


2a-V.  4 Different Adventures
-----------------------------

This game opened with a record-breaking 1st week of sales in Japan, if Nagoshi's
blog is to be believed.  I don't have the raw figures in front of me to back up
his claim, and sites like vgcharts are always coming under scrutinous attack,
so I don't even know if I could offer them if I had them.
  The setting is the same.  Kamuro.  In fact, where Ryû ga Gotoku 2 and 3 each
had a different city to play around in BESIDES Kamuro, this game has a smaller
environment--and a very familiar one.  So it's not exactly Kenzan!, in the sense
that we don't get a whole new world to play around in.
  So what makes this game special?  It's the fact that you now can play as four
different characters.  Except for some of Kenzan!'s "battle mission" side
games (which are nowhere near as interesting as they sound), this is the first
time we get to control someone other than Kiryû Kazuma in the game.
  With those four characters come four separate stories, that unite in the end.
You will play the characters' stories sequentially; each part of the story
focuses on one character for four chapters, and then culminates in a "final,"
seventeenth chapter in which you basically can play around in the world until
you feel like challenging the final battle to wrap things up.
  Besides the difference in fighting, each character has his own unique set of
things to experience about town.  This was obviously to make it so you could
feel more like you were playing four games--or the same game but from four
different perspectives.
  Here is a brief rundown on each character's experience around Kamuro:

AKIYAMA - Akiyama is a rich moneylender who owns a cabaret (hostess) club.  His
  charisma and his interest in the goings-on about town make him a relatively
  well-known face in Kamuro.
    So, one of his special gameplay aspects is that he can "make friends" with
  people about town.  Playing as Akiyama you can befriend a few targets around
  the city by doing things like buying from certain merchants.  You will know
  which ones you can befriend because when you get close enough to talk to them
  and the little speech balloon appears over their head, you will see a special
  balloon that shows their mood.  A ":|" will show someone you haven't yet
  befriended, and a ":)" will show in the speech balloon of the ones you've won
  over.  They will help you out in some way.  I will go more into detail on this
  in the appropriate section in the FAQ.
    The other thing unique to Akiyama is his club.  After a certain point in the
  story, the manager of the club calls Akiyama and asks for his help in managing
  the place.  This is the "create a hostess" side game I put in the "Make the
  No. 1 Cabaret Club Girl!" section.
    Although he can't visit the three girls in that mini-game and woo them, he
  can still see three girls--Noa and Elena at JeweL and Rio at Shine.  He can
  visit Karaoke-Kan with them, but he can also go by himself if you'd like.
  Since he can visit Karaoke-Kan, 3 songs are available to him:  Rain Drops,
  Get to the Top!, and Kamuro True Love Song.  At the Weapons Shop and Works
  Kamiyama, nunchakus and kali sticks are only available for purchase if you're
  playing as Akiyama.

SAEJIMA - Saejima's story starts in a daring jail break.  As an escaped con, his
  stay in Kamuro will be hampered by the need to avoid police.  At first, it
  won't be too big a deal--there will only be a few police around, and running
  into them will initiate a short, relatively easy Chase Battle sequence.  But
  it does make it so he has some trouble in a couple of story moments.  You will
  need to head towards the rooftops and sewers and parking garage all over town
  just to navigate about the map--but don't worry; it's only really at a couple
  of points in his story, and your route is mapped clearly on your mini-map.
  Getting caught when there are a lot of police does result in a "Game Over,"
  however.
    Besides trying to avoid the cops and being able to lift the heavy manhole
  covers about town to access underground areas, there are two other things that
  Saejima gets to do.  First, he gets to participate in the underground fighting
  arena in the Sai no Kawara underground pleasure district area.  Only he and
  Kiryû can do this.
    He can also help train arena entrants, who will both appear as opponents in
  the arena and as tag team partners.  This is something unique to Saejima;
  while Kiryû can fight against the trained fighters and use them as partners,
  he does not get Saejima's opportunity to train them.
    If you try to go into cabaret clubs, Saejima will say he's not interested
  and won't even go in.  He'll do the same with Karaoke-Kan.  At Works Kamiyama
  and the Weapons Shop, only Saejima can buy brass knuckles, swords, and hammer
  type weapons.  He also has two guns available to him, but they're also avail-
  able to Kiryû.  There are two swords only Saejima can buy at Ebisuya Pawn
  Shop.

TANIMURA - Tanimura is a police detective who has strong ties with immigrants
  from other East Asian countries.  Since he can speak many languages, and since
  he likes to stick his nose in the affairs of the immigrant community, he has
  access to the "Asia Alley" are of the map.  Until you reach his part of the
  story, you will see alleys blocked by people who say things to you in Chinese
  about how you can't enter unless you can speak their language.  Just ignore
  those until you get to Tanimura's part of the story.
    The main unique "Tanimuraism" to the game is that as a cop, he receives
  dispatches over his radio he keeps plugged in his ear.  You can go to the
  areas about town, find the disturbance in question, and then resolve it, one
  way or another (it'll usually end in you either running a criminal down in
  Chase Battle or beating him up).  This will mostly just give you some extra
  money to play around with, but a few special events will also happen as you
  do more and more police dispatches, so check that section for more details.
  Note that you also need to take care of dispatches to complete Tanimura's
  training.
    Tanimura can visit the cabaret club girls Chihiro at JeweL and Himeka at
  Shine.  He can also see Nanami at Elise, but you have to first make her reach
  the No. 1 rank as Akiyama's side game.  Since you can visit Karaoke-Kan with
  them, Tanimura has 3 songs he can sing there.  You can visit alone if you'd
  like.  The songs are Rain Drops, Get to the Top!, and Kamuro True Love Song.
  At the Weapons Shop and Works Kamiyama, only Tanimura is offered staff/spear
  and tonfa type weapons.

KIRYÛ - The original badass, Kiryû was called "The Dragon of Dôjima" for a rea-
  son.  As the hero of the previous 4 games, he basically went around as a one-
  man army, cleaning up all the messes of the entire town.  He was even made
  head of the powerful Tôjô Association of yakuza, but is now retired and living
  in Okinawa, taking care of Haruka, a girl like his own daughter, and a bunch
  of other orphans.
    Like Saejima, Kiryû can also fight in the underground arena at the Sai no
  Kawara pleasure district.  To fight in tag tournaments, you will need to first
  complete training for characters as part of Saejima's side game.
    Kiryû's unique experience around town is against gangs.  They call it the
  "Team Encounter Battles."  Those familiar with the old games may remember the
  "Encounter Bosses" in the second title.  This is their new form.  You fight
  random encounters belonging to special gangs about town during the game and
  as you fight them, they will reveal their boss's locations.  Beat their boss
  for more experience, and then the next time you see the gang in question,
  you'll get an Emblem from them as a reward.  You can trade these in with a man
  named Akaishi, who wears a red Robin Hood hat and hangs around at Theater
  Square.  He runs a neighborhood watch association of sorts around town called
  "Kamuro District Shield."
    Kiryû can also romance girls at the three cabaret clubs.  He can see Maya at
  JeweL and Shizuka at Shine.  In addition, he can date Hiyori and Kyôko at
  Elise, but you must first raise them to No. 1 rank in Akiyama's side game.
  He can sing all 11 songs at Karaoke-Kan.  At the Weapons Shop and Works Kami-
  yama, there are guns that are only offered to Kiryû for purchase.

For those of you who don't want to wade through that sea of text:

AKIYAMA:
  • "Make Friends" side game
  • "Make the No. 1 Cabaret Club Girl" side game
  • can romance girls at Shine and JeweL
  • can buy nunchakus and kali sticks

SAEJIMA:
  • has to avoid cops
  • "Make a Fighter" side game
  • can fight in the arena
  • cannot romance girls
  • can buy swords, guns, brass knuckles, and hammers

TANIMURA:
  • can respond to calls about disturbances on his police radio
  • can romance girls at Shine, JeweL, and Elise
  • can buy tonfa and staff/spears

KIRYÛ:
  • "Team Encounter" side missions
  • can fight in the arena
  • can romance girls at Shine, JeweL, and Elise
  • can buy guns

I should make one final note--that you cannot access the "Dragon Palace" area
until satisfying certain requirements.  The Dragon Palace is located in the
middle of the northern end of the map, on Kôenmae Street, between the Hotel
District and Kamuro Bathhouse (it's pretty much to the north of JeweL on the
map).  Kiryû can visit his master, Komaki Sôtarô, there, but the main attraction
will be the casino and gambling hall.  The gambling hall is where you can play
all of the Japanese-style gambling games.
  Here is how to gain access to the Dragon Palace:

AKIYAMA - Befriend the homeless man near the West Park (on the north side of
  Kôenmae near its eastern end--near where you spy on Arai meeting with Shibata
  in Chapter 1)

SAEJIMA - Complete the side mission "Dragon Palace Bodyguard" made available in
  Part 2's Chapter 3, which requires you to have first completed "Brother and
  Sister 1," another side mission availabe in the same chapter.

TANIMURA - Complete the side mission "Gambleholic Blues" made available in Part
  3's Chapter 1.

KIRYÛ - Kiryû can enter the Dragon Palace after receiving a message from Komaki
  when he leaves New Serena after first arriving in Tokyo.


2a-VI.  Story Progression
-------------------------

The basic concept of this game is to head towards the blinking red dot on your
map.  That will be your next story point.
  But now that you know where you're going, why not take some time and mosey
around picking fights, romancing girls, playing mini-games, and taking care of
side stories?  There is no "real time" in this game, meaning that the "time of
day" is actually fixed by the point of the narrative you're at.  So, don't worry
if Kiryû says something like "Egad!  I better run back to New Serena right now!"
You still have time to mess around, it's just that your next goal is to get
back to New Serena to move the story.
  Speaking of the story, since you play as four protagonists, it is divided into
four parts.  Unlike games like Suikoden III, which allows you to choose the
character you'd like to focus on for the next part, you basically are forced to
play the four characters' stories in order.  You must first play Akiyama, then
Saejima, then Tanimura, and then Kiryû.
  To avoid spoilers, they've crafted the story so that the four parts actually
come sequentially.  In other words, you won't see the whole story as Akiyama,
then see the same events as Saejima, then again as Tanimura, or whatever.
You'll see the first part of the story as Akiyama, then the second as Saejima,
and so on.  In the end, our four heroes will find themselves together with a
common goal in a moment not unlike a "standard" JRPG's world opening up because
you have the airship.  You can end the story in the final part, or you can
go around and take care of everything you didn't do before.
  If you're going for 100% of everything in your play through the story, I must
warn you that they have, once again, made an error here, and crafted the story
so that it interferes with side material.  This time, thankfully, it only
effected Akiyama.  Because a major character leaves at the last bit of Akiyama's
part of the story, you MUST COMPLETE AKIYAMA'S SIDE MISSIONS BEFORE FINISHING
HIS PART OF THE STORY.  Otherwise, in the end, when you can select all four
characters, you'll probably find that some of his side missions still can't be
done because a major character involved in them is missing!  You'll have to
wait until Premium Adventure or Premium New Game plays to complete those side
missions.

• Go to the red dot to progress story, but remember not to rush it if you want
  to do side stuff.  Don't worry about time running out to reach the red dot.

• Five parts to the story.  You're locked with one protagonist until the last
  part.

• Time of day is locked at a set time depending on point of the story.  If you
  need to do something at a certain time of day like golf, and you're able to
  golf, you might not want to advance the story.  You can change the time of day
  in Premium Adventure and in the last part of the story manually.
    Things to note about time of day:
   = Golf is only available in "Morning" time.
   = Caffé Pronto has two different menus: one for "Morning" and "Evening," one
     for "Night."

• Weather is locked, depending on your point in the story.  If it's raining,
  some things will be unavailable:
   = Rooftop areas
   = Cabaret Girl "dates," apparently
   = Some characters for side missions will not appear

• If you miss side material you can take care of it at the final part of the
  story or in Premium Adventure.  MAKE SURE YOU DO AKIYAMA'S SIDE STORIES BE-
  FORE THE FINAL PART OF HIS FINAL CHAPTER, THOUGH!

• Your inventories are locked for your protagonist until the final part or a
  Premium New Game playthrough.  THIS INCLUDES COIN LOCKER KEYS.  If you want a
  certain character to have the item in the locker during his story part, you
  must leave that key on the map until you are playing as that character.
  In the final part and in a Premium New Game or Premium Adventure play, all
  four characters share items in storage, including Coin Locker Keys and this is
  a non-issue.


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

The fighting in this game is something close to a hybrid of a traditional
brawler like Final Fight, where you face many enemies at once, and a wrestling
game like Def Jam: Fight for New York, where you have limited options and
environment and try to wear guys down and defeat them with special moves.
  Controlwise, it's a lot like a "Musô/Warriors" game.  You have a basic, weak
attack string, and you can end it with a strong attack that varies depending on
which point of the string you were at.  The various string enders have different
properties and effects.
  Your basic goal in combat is, of course, to get your enemy's health gauge down
to nothing and not get yours knocked down to nothing.  You gain Heat Energy
from hitting opponents and through various conditions and actions as you build
your character up, such as taunting.  While avoiding enemy attacks and success-
fully landing your own, you'll want to get the enemy into a position where you
can spend your Heat Energy to perform Heat Moves, which do considerable damage.
  Besides barefisted striking, you can grapple enemies or use weapons to defeat
them.  One general thing to keep in mind with grapples is you will need to tap
the "throw" button a lot to successfully throw many of the heavier enemies.  You
will want to break opponent's grapples by tapping buttons immediately, too.
  As for weapons, I personally don't care too much for them usually but they
do offer you some benefits which vary from weapon to weapon.  For instance,
bladed weapons can't be guarded by most unarmed enemies--and you can similarly
pick up a weapon and use it to defend against an enemy's sword.
  Let me offer some information on the various techniques in the game:

WEAK ATTACK STRING ENDERS.  It's of the utmost importance that you understand
  your character's weak attack string enders...because this is your "bread and
  butter."  You'll be using these techniques the most.  Does the move make
  enemies collapse?  Does it knock them down?  Do they seem unable to guard it?
  If they do guard it, does it break their guard?  Does it "bound" enemies?
  If you're unsure what those mean, don't worry; I'll explain more later.
  One last thing to mention about weak string enders is that if you find enemies
  interrupting you often, keep in mind that you don't HAVE to finish a string
  with a heavy attack.  You can just stop at any time.  A lot of enemies will
  wait until you hit the heavy attack button and use that split second to hit
  you.  This is especially important to understand when fighting bosses or
  arena entrants, who often have moves that go right through attacks and must
  be guarded.  You'll usually hear a bell sound when they use them, and they'll
  usually unleash them when they're guarding your attack string.  Basically,
  you'll want to stop attacking and deal with their attack as it comes out be-
  cause if you go into your string ender, you'll probably get caught by the
  attack.

GUARD.  The most important thing to learn in any game with a combat engine is
  how to defend.  Learning great attacks is fine but learn to defend and you
  will learn to prepare for fights against many different enemies with many
  different strategies.
  In the Ryû ga Gotoku/Yakuza series, there are two main ways to defend:  to
  evade and to guard.  Here are a few pointers on the guard system:
    • You can generally only guard from the front.  When he has "Kali Stick"
      weapons equipped, Kiryû can guard from all directions.
    • One of the first things you should purchase for each character is the
      ability to reguard.  When your guard is broken by a heavy attack, you
      are susceptible to an attack unless you have the ability to guard again.
      Make sure you let go of the guard button and then press it again to
      guard the next attack.
    • Another thing to buy early on is the Status of the Dark Tortoise.  This
      will cause you to generate Heat Energy when successfully guarding.
    • Weapons can help you guard other weapons or attacks that normally break
      your guard, but they do lose a "use" every time they are used to guard an
      attack.
    • Some attacks just cannot be guarded.  This includes all "low" attacks,
      such as sweep kicks.
    • Tanimura is unique.  For a short time at the beginning of his guard ani-
      mation, he'll have an aura about him.  If he is attacked in this state, he
      will parry the enemy, shoving them off in the direction they were attack-
      ing.  Should they hit a wall, they'll be Wall Bound, take damage, and
      collapse.  If they hit other enemies, they'll damage the other enemy.
      He can even do this against mêlée-weapon-based attacks.
      After that brief, initial period, however, he guards just like everyone
      else.

EVADE.  The evasion system in this game is called "Swaying."  It basically lets
   you take a quick sidestep in one of the four cardinal directions.  If you
   time it right, you'll avoid almost every enemy attack if you Sway right when
   they're trying to hit you.  The good thing about this is that you can con-
   ceivably get behind your opponent and mess 'em up as they're left open.
   However, an important thing to note in Ryû ga GotokuLand is that most enemy
   attacks charge up before the attack comes out, and that during that time,
   they "track" you.  In other words, if an enemy comes running up with his head
   down and you know he's going for a shoulder charge, the time he's running up,
   he'll follow you as you sidestep!  The same goes for enemy attack strings.
   On the flip side, though, just so you know, the bulk of YOUR attacks will NOT
   track enemies.  You'll often notice that as you attack, enemies barely move
   to the side, without even a special technique like a Sway, and evade your
   attacks willy-nilly.  Don't worry, there are ways around it and the game is
   generally quite easy.
   What you want to do is to focus on swaying just as an enemy attacks to avoid
   the attack properly.  That doesn't include wind-up for moves that have one.
   You can avoid unblockables with Sway, too--including gunshots.

"SHIFTING."  Another thing about this game is the "Shifting" system, also known
  as the "Is there a lock-on or isn't there??" system.
  Shifting supposedly locks onto the nearest guy.  When pressing towards the
  guy during weak attack strings, you'll pretty much be achieving the same goal
  (even if you're not shifting) with the game's "soft lock-on" system.
  However, it's pretty poor.  Generally speaking, you WILL want to Shift with
  your one opponent in mind, especially if you want to reverse them.  But it's
  so bad that enemies can barely move and avoid your lock-on, making this more
  of a "strafe" system than anything else.
  So...just be prepared for enemies getting behind you.  When they do, you will
  pretty much have to let go of the Shift button and press towards and attack.
  Note that some moves only work while Shifting, and others when you are NOT
  Shifting.  So bear that in mind.
  This is one of the most aggravating points of the game's design.  It seems
  like one of the ways they make some enemies more difficult than others is to
  make them harder to lock onto.  Boxers, martial arts experts, and enemies with
  weapons are the most common offenders here.  You will often find it very hard
  to force your guy to attack the guy you want, and I'm positive it's by design.
  The best plan of attack is to do a big move that stuns, collapses, or knocks
  enemies down and clear the crowd a little before approaching enemies that are
  hard to focus on.

HEAT MOVES.  Your goal is to land Heat Moves, especially against bosses.  Heat
  Moves are basically your "super moves" and score big damage.  They also take
  you out of the action and into a small cut-scene-esque animation, during
  which time you are invulnerable.  I've actually used Heat Moves to get out of
  situations before.  The best is that even if opponents were attacking, when
  you come back from your Heat Move, you'll find that everyone's pretty much
  back to "just set on the map" status and their actions will be canceled.
  Here are some tips about Heat Moves:
    • Wait for the prompt.  It's possible to hit the Triangle button before you
      are prompted and just do a heavy attack.  For instance, when you throw an
      enemy down and want to stomp on his face with the Ultimate Pursuit move,
      if you mash the Triangle button, it's possible to get a normal stomp, or
      even a heavy attack that will just sail over their body.
    • ENEMIES IN MOTIONS OF ATTACKS, WIND-UPS, AND SWAYS CANNOT BE HIT WITH HEAT
      MOVES (except "reversal" type moves, of course).  You'll notice this most
      when you're going for weapon-based Heat Moves or Akiyama's Wall, Pole, and
      Rail Crush moves.
    • If you can't hit an enemy with a Heat Action because they were moving or
      you weren't prompted, you will not get a "missed" animation (like you do
      in fighting games when you miss a throw).  You will not use your Heat
      Energy.  Instead, you'll do a Triangle-button-based attack.  This is a
      relatively good thing about sharing the button with heavy attack.
    • If you want to do a Triangle-based attack instead of a Heat Action but a
      Heat Action is available, too bad.  This is the bad thing about sharing
      the button with heavy attack.  For instance, if you just want to stomp a
      guy to get him to stop lying on the ground all day long, and you don't
      want to waste your Heat Gauge on him, well...there's no way to different-
      iate the two attacks.
    • Certain Heat Actions can be followed up with an additonal attack when
      prompted on the screen.  Note that this uses up more Heat Energy, so it's
      not always advisable.
    • It's very rare, but certain boss-like enemies have Heat-Move-like attacks.
      You can sometimes avoid at least some of their effects by pressing the
      buttons that show up on screen, but you'll sometimes have to take the
      whole attack.  The characters who use these generally must be in certain
      ersatz Heat Modes, where they have auras about their bodies.  After they
      hit you with their Heat Move, they will generally lose the aura and
      status effects.
      Of course, almost all bosses have special actions that show up once per
      fight.  That's slightly different from what I was talking about, but the
      general principle is the same:  press the buttons as they appear on the
      screen.
    • Different Heat Moves do different damage, and they also take different
      amounts of Heat Energy.
    • Enemies have different hidden defense stats for Heat Moves than they do
      for regular moves.  Most common enemies are obliterated by one Heat Move,
      but you'll notice some of the harder bosses don't seem to take too much
      damage from that same Heat Move.
      Enemies also seem to have a second hidden stat:  defense against consec-
      utive uses of Heat Moves.  In other words, bosses tend to have a "vs.
      Heat Move" defense stat, and then a (much higher) "vs. 2nd time they use
      that move on me again" stat.
      IN ORDER TO DEFEAT BOSSES EASILY, IT'S ESSENTIAL TO VARY HEAT MOVES USED
      AGAINST THEM.  Against a tough boss?  Grab him, get him near a wall, use
      the Wall Smash Heat Action.  Is he down?  Use the Ultimate Pursuit.  Got
      him down again, and you're using someone with a Heat Move against rising
      opponents?  Wait for him to start to get up again and use that Heat Move
      rather than the Ultimate Pursuit.
      Otherwise, you'll notice the damage yielded by your Heat Move will drop
      dramatically.  Using the same Heat Action again and again after you've
      already hit with it before will still hit the enemy, but it's almost like
      throwing Heat Energy away if you can figure a way to use a different Heat
      Action.  Using different weapons is useful for this.
    • For fans of the series, I should note that although the first two titles
      gave you experience bumps for using Heat Actions, they kinda removed that
      in Kenzan!  It seems like you still are not rewarded in this way for using
      Heat Moves.

HEAT MODE.  When you fill your Heat Gauge to a certain point, you'll hear a
  "ding" and you'll get an aura about you.  You are now in Heat Mode, and you
  can use Heat Moves.
  Of course, you may want to refrain from Heat Moves, since they spend Heat
  Energy, and stay in Heat Mode, depending on the circumstances.  As you build
  up, your character will gain benefits from being in Heat Mode.  Generally
  speaking, you will be harder to knock down.  Fully built-up characters will
  not die when in Heat Mode, though be warned that when you are hit, you lose
  some Heat Energy and can potentially fall back out of Heat Mode (then, the
  next hit will kill you).
  It's rare, but some boss-like enemies have an ersatz Heat Mode (or two).  At
  certain points in fights against them, you will hear the tell-tale "ding" and
  see them get an aura about their body that will bestow some effects on them.
  This varies from boss to boss, of course, but they generally will lose the
  aura when they perform a certain powerful move or Heat-Move-like attack.  They
  can usually also lose the aura naturally after a certain amount of time has
  passed, so you can usually just stay away from them and see if it goes away
  by itself.
  Kiryû has a special "Red Heat" he can enter when he gets his Heat Gauge filled
  to the last two little bars.  This basically lets him use a few more, heavy-
  hitting Heat Moves.

REVERSALS.  There are a lot of moves that I'll write "with opponent's attack,"
  or "as opponent attacks," or something.  Just like evading enemy attacks with
  Sway, you will want to time these with an enemy attack.  Anyone who plays a
  lot of action games will probably be familiar with this concept.

RUNNING.  You will often be asked to "run" towards enemies.  Since pressing
  firmly on the analog stick makes you run, it just basically means you have to
  start moving towards them, so don't think you need to take a number of steps
  or anything.

GRAPPLES.  When you grab someone, you don't immediately throw them.  Instead,
  you hold them by the lapels (or whatever) and can drag them around and stuff.
  You can hit them with heavy attacks to knock them down, weak attacks to hit
  with a string, or with the grapple button to throw them.  Note that bigger
  enemies will require you to tap the button quickly when you try to throw them,
  or they'll fall on you, causing damage.  If you can't handle that, you might
  want to just hit them with heavy attack, or something, instead.
  Enemies can break your hold, just like you can break out with repeated tapping
  of the "X" button.  Some enemies can pop right out of it rather quickly.
  Some enemies are big strong brutes and will break your holds immediately with
  a special animation.  This is annoying, but Saejima is a big ol' bruiser him-
  self and can still grab almost all of these guys.
  One key thing to remember about being grabbed:  WHEN YOU ARE GRAPPLED BY AN
  ENEMY, EVEN IF THE ENEMY FAILS TO EXECUTE A THROW, YOU LOSE HEAT ENERGY
  RAPIDLY.
  You should also be aware of grapple reversals.  Kiryû and Tanimura can reverse
  grapples by either tapping the circle button for the Breaking Grapple move or
  hitting Triangle when in Heat Mode to execute the Ultimate Breaking Grapple
  Heat Move.

WEAPONS.  There are two types of weapons in this game:  items sitting around on
  the ground and items you already have in your inventory.  For the ones in
  your inventory, you'll have to equip those and assign them to either up,
  left, or right on the D-Pad so you can "ready" them.
  Pressing down on the D-Pad will put your weapon away or drop a weapon you
  picked up off the ground.
  I won't list the many, many different moves weapons have in the characters'
  sections.  All weapons are pretty much the same, in essence:  you hit Square
  to do weak attack strings, you hit Triangle to do a Heavy Attack, and you
  hit Triangle when prompted to do a Heat Action.  Circle will either do a
  special attack for equipped weapons or throw found weapons at opponents.
  For some weapons, you can hold down Triangle to charge the heavy attack, and
  others such as guns or sprays will have a special attack with Triangle that
  will exhaust their ammo.

COMBO-EXTENDING "BOUND" SYSTEM.  One of the biggest improvements to the battle
  system in Ryû ga Gotoku 3 was the addition of the "Bound" system.  I'll
  explain more when I talk about statuses below, but basically, when a body is
  being juggled/combo'ed, they can be struck with "Bound" moves that keep them
  combo-able.  A struck victim is either bounced off the ground slightly or
  thrown against a wall, which causes them to collapse.  This is a great addit-
  ion because before, you could stun someone, have them collapse in front of
  you, and you wouldn't really have much to do except maybe sneak in a kick.
  Since Ryû ga Gotoku 3, you can hit them while they collapse and bounce them
  slightly, and try to hit them so they fall againt a wall and start comboing
  over again.

KICKING STUFF.  See all the weapons around the stage you're fighting at?  Or,
  see, like, all those little rocks and cans and stuff that pop into existence
  when a fight starts?
  You can hit those with attacks that Bound or hit low...or just most attacks
  that don't aim high like jabs.  Primareily, you'll use your standing Triangle
  attack to hit these.
  Why?  Because you can knock items into enemies.  The item striking them is
  unblockable, and even though it can sometimes mess up set-ups, it can be very
  valuable against block-happy foes or to add damage to wall bound juggles.

STATUS.  There are several different "statuses" enemies and player characters
  are in during combat.  For instance, you can be collapsing, standing, Swaying,
  etc.  I'll give a brief run-down of them:
   • DOWNED.  Simply, a character lying on the ground.  You know, after you hit
     them with a heavy attack, or grab 'em and throw them down.  Characters can
     get from this, sometimes with attacks, but they can opt to just lie there
     for a while, too.  They won't stay down forever, though.
     Downed characters are basically only open to pursuit attacks and Ultimate
     Pursuit Heat Actions.
     A quick rule of thumb is if you hit 'em when they're down, they'll get up.
     Do a pursuit attack to make people get up.
   • KNOCKED DOWN.  This use of "down" is a bit confusing but I couldn't think
     of a better way to put it off the top of my head.  This is when someone
     is hit by something that sends them sailing through the air--a "knockdown."
     All playable characters except Saejima can learn ways to recover as they
     land from this state, otherwise they'll just end up downed.  Characters in
     "knocked down" state are airborn and susceptible to "Bound" attacks, which
     will basically leave them open for more attacks they will not be able to
     defend.  In other words, you can be knocked down, hit a wall, and then
     enter a collapse, during which time you are open to attacks that will make
     you back in a "knocked down" state.
   • RISING.  After a character has been knocked down, and they roll around and
     all that, then they get up.  During this time, they are invulnerable,
     except for certain Heat Moves against rising enemies.  Everyone except
     Akiyama can learn a Heat Move like this.  Note that enemies who automat-
     ically rise after eating a Heat Move or enemies who stand up from a nor-
     mal pursuit attack are not vulnerable to such Heat Moves, however.
   • COLLAPSE.  Gut punches and being smashed against walls will cause charac-
     ters to slowly slump over.  They'll eventually end up downed, but if they
     are hit (including your character) while like this, they will be "juggled,"
     and kinda bounced a bit through the air as though they suffered a knock-
     down.
   • BOUND.  There are two ways a character is "Bound:"  a ground bounce when
     they're hit with certain attacks when they've been knocked into the air
     and when they've been knocked down and hit a wall.  The latter is called
     "Wall Bound."  This basically extends the "airborn" or "knocked down"
     state and makes combos possible as characters have no defense when in the
     air.
   • STUN.  There are two different ways characters can be stunned or dizzied.
     They can be just stunned so that they are standing and open to another
     attack, or they can be stunned on the ground.  You'll notice that after
     enemies are in the "downed" state, they'll sometimes grab their stomach or
     whatever and roll around a bit.  That's the "downed stun" state.  In this
     state, they can usually not be hit with pursuit attacks, but bound attacks
     will work.
   • GUARD BREAK.  When guard is broken, the character staggers a bit.  When it
     happens to you, be sure to release the guard button and press it again, so
     long as you have the ability to re-guard.  Otherwise, characters are ren-
     dered helpless to a follow-up attack.
   • COWERING.  I hate this.  There are two types:  standing cowering and fall-
     ing cowering.  Standing enemies who cower are basically defenseless, while
     ones who fall down to the ground, annoyingly, are in a downed state and
     can only be hit with pursuit attacks or grabbed by Saejima or Kiryû.

RANDOM ENCOUNTERS.  Most of your fights will be confined to a small space.
  As you walk around town, guys will be all "OMG dude let's go!" and come run-
  ning up to get you.  Unlike true action titles like GTA or Darksiders or
  whatever, you cannot attack people until you're in "battle mode," so I think
  this aspect of random encounters makes the game more like an "action-RPG" than
  an action title.

ACTION STAGES.  The other way you'll be fighting is in certain points of each
  characters' story, when youwill be called to certain locations and have to
  make your way from one point of a special map to another.  These stages are
  few and far between (too few for my personal tastes), and even though they
  have healing items littered about them, you'll probably want to bring some
  with you.  Generally speaking, they have gates you'll have to break, waves of
  guys you'll have to beat, and a boss at the end.

DRUNKENNESS.  Unlike most games, you pretty much want to be inebriated.  When
  you order an alcoholic beverage at a restaurant/bar or at a cabaret club--or
  when you drink one you bought from a convenience store, or whatever--you get
  a little bottle symbol on the upper left-hand corner of the screen.  See it?
  It should be flashing red.  It flashes more as you get more drunk.
  When you reach maximum sloshed-icity, you will not be able to order drinks at
  a bar, but…other than that?  No big deal.  You won't end up spilling your guts
  all over the place like in most "sandbox" titles, you won't lose control of
  your dude (except it does blur your vision for billiards and darts).
  So what are the effects?  Oh, you'll get much, much more Heat Energy for hit-
  ting enemies.  Seriously, try fights sober and fights all drunked up.  I'll
  bet it's like 30% more, or something.  You can use drunkenness to abuse Heat
  Moves.  I've seen strategies for taking out the supposedly super-hard "extra
  bosses" involving bringing a lot of Japanese Sake with you.
  On top of that, it causes random encounters to appear more frequently!  If
  you wanna level up or just feel like busting some heads, being drunk sure
  helps.

ITEMS.  The last thing I wanted to mention about fighting is that if you want to
  use items such as Staminan, or you want to adjust your equipment, note that
  you cannot call up the pause menu unless you are standing still, downed, or
  rising.  That means if an enemy's hitting you with some crazy combo or what-
  ever, you will have to wait until it's over to use a healing item!


2b-I.  Akiyama
--------------

Called a "speedster" (or "speed star," rather) by the designers, Akiyama is a
pressure character.  He can unleash an almost unending string of attacks on his
enemies.
  Generally speaking, as Akiyama, you'll want to get his ability to cancel sway.
You can improve him so that he can cancel even in Heat Mode, unlike Kiryû, which
will let you attack, dodge, attack, dodge, attack almost ad infinitum with very
little window for enemies to interrupt.
  He's built for "zoning" enemies.  Using the rapid kicks at the end of his
weak attack string and cancels to keep it going, you can force enemies up
against "hazards" of the environment.  His Heat Actions generally focus on get-
ting enemies to stand at certain places.  For instance, his Wall Crush, Pole
Crush, and Rail Crush all demand that you get the enemy near one of those
respective hazards.  The Ultimate Wall Leap needs you to get a bunch of enemies
relatively grouped together.  The Ultimate Vaulting has a rail between you and
the enemy.  The Ultimate Bull's-Eye requires an enemy attack you from behind.
  All of these mean you want to situate yourself and the enemy in various locat-
ions.  So luckily, his seemingly endless strings can be used to force people in
certain directions.
  Another great thing about Akiyama is that he can get Heat Energy very quickly
once you've built him up some.  He can taunt in various situations, and he gets
a substantial boost for doing certain taunts.  The most useful is probably the
Chastising Glare, which is performed while grappling an enemy.  This gives him a
nice boost, but it also lets him throw enemies against hazards.  You have to
wait a second to grab them again or perform a Heat Action, tho', so they can get
out of the animation from being pushed back.

Here is a brief sketch of good moves for Akiyama:

 • SLASH KICK (alpha, beta).  Akiyama can unleash a huge flurry of kicks on his
   opponents.  After stunning or bounding enemies with the second or third
   Finish Kick to his combo and getting them over to a wall, it's great to
   unleash the Slash Kick (especially when you've powered it up with Saigô
   training) and hit them a kajillion and a half times (give or take).  You
   can end the Slash Kicks with the final Finish Kick, too, of course.
 • RIGHT HORIZONTAL EXTENDED SPIN KICK.  Or, the Finish Kick after his first
   weak attack.  This has a wide range and makes enemies collapse.  Essential
   when trying to get good combos.  Enemies also rarely guard against this when
   they're getting off the ground.  You can beat almost any character once
   they've been knocked on their back by starting the combo while they're in-
   vulnerably rising from the ground and then using this attack right when they
   get up.
 • LEFT NAERYEO CH'AGI.  This is the Finish Kick after the second attack in his
   weak string.  It basically bounds foes by knocking them to the ground in a
   special way, which leaves their feet up in the air.  During this time, they
   can still be combo'd.
 • RIGHT HEEL LANCE, RIGHT OVERHEAD KICK, RIGHT SIDE KICK.  This is his Triple
   Finish Kick.  When juggling a guy against a wall with a Slash Kick combo,
   this is a fitting end.  You can pause it at the Right Overhead Kick to Bound
   the enemy.
 • COUNTER KICK - This didn't come into play as much as I would have thought
   when I played the game, but it's worth mention that Akiyama is the only one
   of the "new guys" to get a move that's basically the same as Kiryû's Tiger
   Killer reversal.
 • CANCEL SWAY, CANCEL SWAY+.  When he learns Cancel Sway+, the "you must not be
   in Heat Mode" restriction is removed and Akiyama can cancel attacks at almost
   any time to sidestep and start over again, making him ridiculously powerful.
 • WALL CRUSH, GUARDRAIL CRUSH, POLE CRUSH.  These three Heat Moves are great
   weapons.  Akiyama can force people against hazards in a few ways, and so long
   as you hit the Triangle button right as the enemy is not performing an action
   and they're against a hazard, you can drain a lot of health.  This is great
   for "big guys" who instantly break throws because you don't need to grapple
   them to use the environment against them for Heat Actions.
 • ULTIMATE WALL JUMP.  Got a bunch of chowderheads in your way?  Run towards
   them in Heat Mode and hit Triangle to hit three opponents at once.  It's not
   the most damaging Heat Move on the planet, but it's nice to take care of some
   of the rabble.
 • ULTIMATE BULL'S-EYE.  Trying to think of a way to keep damaging a boss now
   that you've already used the Ultimate Pursuit?  Consider this move.  It works
   wonders against Minami.

Here is a list of Akiyama's moves:

- Strikes -
Move:  Left Side Kick
Command:  Square

Move:  Right Horizontal Extended Spin Kick
Command:  Square, Triangle
Collapses foes.

Move:  Right Knee
Command:  Square, Triangle, Triangle
Knock-down.  Guard Break.
Must be purchased with Skill Souls.

Move:  Right Side Kick
Command:  Square, Square

Move:  Left Naeryeo Ch'agi
Command:  Square, Square, Triangle
Special Knock-Down (like a Bound).

Move:  Rising Right Spinning Back Kick
Command:  Square, Square, Triangle, Triangle
Special Knock-Down (like a Bound).
Must be purchased with Skill Souls.

Move:  Right Naeryeo Ch'agi
Command:  Square, Square, Square

Move:  Turning Right Side Kick
Command:  Square, Square, Square, Triangle
Knock-down.

Move:  Jumping Right Naeryeo Ch'agi
Command:  Square, Square, Square, Triangle, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  First Slash Kick
Command:  Square, Square, Square, Square

Move:  Slash Kick
Command:  Square, Square, Square, Square, (tap Square)
More hits can be done after learning alpha and beta versions by Saigô Training.

Move:  Right Heel Lance
Command:  (During First Slash Kick or Slash Kick), Triangle
Special Knock-Down (like a Bound).

Move:  Right Overhead Kick
Command:  (During First Slash Kick or Slash Kick), Triangle, Triangle
Bound.
Must be purchased with Skill Souls.

Move:  Right Side Kick
Command:  (During First Slash Kick or Slash Kick), Triangle, Triangle, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Rise Kick
Command:  When downed Square
Knock-down.  Unblockable.

Move:  Blow Kick
Command:  Triangle
Bound.

Move:  Double Blow Kick
Command:  Triangle, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Turn Kick
Command:  While Shifting, Back + Triangle

Move:  Kick Counter
Command:  While Shifting, Triangle with enemy attack from the front
Knock-down.  Invulnerable.

Move:  Dash Kick
Command:  While running Triangle
Must be learned through Saigô Training.

Move:  Dash Kick Double
Command:  While running Triangle, Triangle
Special Knock-Down (like a Bound)
Must be learned through Saigô Training.

Move:  Dash Kick Triple
Command:  While running Triangle, Triangle, Triangle
Bound.
Must be learned through Saigô Training.

Move:  Face Stomp
Command:  Near downed foe Triangle (not in Heat Mode)

Move:  Reversal Sliding
Command:  When landing from a knock-down Triangle
Knock-down.  Invulnerable.  Unblockable.
Must be purchased with Skill Souls.

Move:  Sway
Command:  (direction, neutral) + X

Move:  Double Sway
Command:  (direction, neutral) + X, (direction, neutral) + X
Must be purchased with Skill Souls.

Move:  Shoulder Charge
Command:  Forward + X, Triangle
Must be purchased with Skill Souls.

Move:  Horizontal Spin Kick
Command:  (Left or Right) + X, Triangle
Must be purchased wiht Skill Souls.

Move:  Retreating Straight Kick
Command:  Back + X, Triangle
Standing Stuns.

Move:  Cancel Sway
Command:  during most strikes, (direction, neutral) + X
Purchase with Skill Souls when powering up.  First purchase will allow you to
use move only when NOT in Heat Mode; purchase of Cancel Sway+ grants ability to
use move whenever.

Move:  Downed Recovery
Command:  When landing from a knock-down X
Must be purchased with Skill Souls.

Move:  Taunt
Command:  R2

Move:  Heat Charge
Command:  Hold R2
Must be purchased with Skill Souls.

Move:  Mocking Crouch
Command:  Near downed foe R2
Must be purchased with Skill Souls.

Move:  Rousing Rise
Command:  When downed R2

- Grapples -
Move:  Grapple
Command:  Circle
Ends in grappling state.

Move:  Grapple Elbow
Command:  Grappling Square
Ends in grappling state.

Move:  Grapple Stomach Punch
Command:  Grappling Square, Square
Ends in grappling state.

Move:  Grapple Wild Hook
Command:  Grappling Square, Square, Square
Knock-down.

Move:  Grapple Turn Kick
Command:  Grappling Back + Square
Ends in grappling state.

Move:  Grapple Side Kick
Command:  Grappling Triangle
Knock-down.

Move:  Shoulder Throw
Command:  Grappling Circle
Downs foe.

Move:  Chastising Glare
Command:  Grappling R2
Must be purchased with Skill Souls.

Move:  Throw Break
Command:  When grappled rapidly tap X

- Heat Moves -
NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
Move:  Ultimate Environment Attack
Command:  Grappling near hazard, Triangle

Move:  Ultimate Weapon
Command:  With weapon equipped, Triangle

Move:  Ultimate Pursuit
Command:  Near downed foe, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Guardrail Crush
Command:  Near enemy who is standing near guardrail, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Pole Crush
Command:  Near enemy who is standing near pole or tree, Triangle
Must be purchased with Skill Souls.

Move:  Wall Crush
Command:  Near enemy who is standing near wall, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Adversity
Command:  When guard is broken, Triangle
Learn through Revelation.

Move:  Ultimate Bull's-Eye
Command:  As enemy attacks from behind, Triangle
Learn through Revelation.

Move:  Ultimate Wall Jump
Command:  Running towards 3 or more enemies, Triangle
Learn through Revelation.

Move:  Ultimate Pole Dance
Command:  When drunk, running towards enemy, Triangle
Sobers up about 1/2 maximum possible drunkennness.
Learn by beating final stage of IF7-R.

Move:  Ultimate Vaulting
Command:  When standing with guardrail between you and enemy, Triangle
Learn by beating final stage of IF7-R.

- Weapons -
Here are the character-specific weapons Akiyama can and cannot use:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  No
Sword:  Yes
Knife:  Yes
Kali Sticks:  Yes
Nunchaku:  Yes
Tonfa:  No
Brass Knuckles:  No
Spear:  No
Gun:  No (except Golden Gun)
Shotgun:  No
Machine Gun:  No

Character-Specific Weapon Heat Actions:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  No
Sword:  Same as "single-handed weapon"
Knife:  Yes
Kali Sticks:  Yes (unique)
Nunchaku:  No
Tonfa:  No
Brass Knuckles:  No
Found Weapon Pole:  Yes, same as Saejima
Spear:  No
Portable Stove:  No


2b-II.  Saejima
---------------

Saejima is the "big dude."  He's what the Japanese would call "chikara makase;"
he's an overpowering bruiser rather than a technical wizard.  His greatest
assets are being able to pick up huge objects and huge enemies (including those
"auto-throw-break" enemies), and his "super-armor"-like ability to take hits
and not be interrupted if he's attacking or charging attacks.  The latter is, of
course, only available after building him up a bit.
  He does have some big weaknesses you may find yourself struggling with, how-
ever.  For one thing, he's very slow.  Especially after playing as Akiyama, you
will probably feel like you're floating on the moon or fighting underwater, or
something.  This really doesn't matter as much once you can "absorb" hits with
your "super armor," though.
  Another problem with Saejima is his Heat Gauge is relatively short.  You'll
definitely want to play IF7-R with him to extend his gauge as much as possible.
The good thing is that he seems to build Heat Energy quickly with his heavy
hits, so even if you use up your Heat to bust out some crazy super move, you'll
probably be able to get it back rather quickly.  He also has an extra little
burst, once you've built him up, at the end of his "hold R2 to charge Heat"
thing that gives him a healthy boost of Heat Energy.
  The final really handicap I'd like to point out in his design is that he has
no "recovery" options from falling.  Other guys can land on their feet or even
retaliate with an attack, but he just has to fall flat on his back.
  Even with his shortcomings, I think his "pluses" are actually ridiculously
powerful.  I'd go so far as to say Saejima has the easiest time fighting in the
game.  I think the best tip is probably to go ahead and make use of his Status
of the Vajra and just combo the snot out of groups of guys, or use the Wind-Up
Top to clear out groups of them, and when people are bounding around maybe throw
out an Ultimate Power Lariat or Ultimate Temple Bell Ringer.  Against powerful
single enemies such as bosses or in the arena, Wind-Up Top and Great Mt. Fuji
are indispensible attacks.
  Saejima has a lot of Kiryû's moves.  This is because both are basically big
bruisers, when it comes down to it.  I did find the Ultimate Stacking Throw and
Ultimate Face Smashing fairly useful, but for some reason I didn't end up using
the foot grab or pick-up ground throws as much with him.  The Ultimate Herculean
Strength and Ultimate Double-Header are not as useful as Kiryû's versions be-
cause, rather than build to Red Heat, you must be low on health to use them.

Here is a brief sketch of good moves for Saejima:

 • WILD OVERHEAD HOOK PUNCH.  This is his charged heavy attack ender after the
   first weak attack.  It bound enemies, so you can easily use the Ultimate
   Power Lariat Heat Move as a follow-up.
 • RISING KNEE, DOUBLE HAMMER HOOK, DOUBLE HAMMER UPPERCUT.  This is his
   Triple Charge Finish.  Great when you have a crowd, since with the Status of
   the Vajra he will not be interrupted and complete the combo, generally, and
   it knocks down.  After the second hit (Double Hammer Hook), you can pause and
   follow with the Ultimate Power Lariat, but you must be facing them so it
   sometimes is a little hard to get the game to recognize what you're doing.
 • FACE ELBOW, BODY STRIKE, RIGHT KNEE.  These are his "uncharged" heavy attack
   string enders.  Each is useful in their own way and if you have a crowd of
   people, it's not a bad idea to throw out Right Knees or Face Elbows to keep
   moving without pausing to charge an attack.
 • FOCUS: WIND-UP TOP.  A great move that has relatively short charge time, the
   Wind-Up Top is useful for cutting through multiple enemies.  Smaller enemies
   will stagger around.  It's possible to get multiple hits on the same enemy
   with this great move.
 • ULTIMATE FOCUS: GREAT MT. FUJI.  Tiger Uppercopyright infringement!  This is
   unblockable and knocks enemies down.  It also yields a lot of Heat Energy.
   A nice thing to do is to follow up with an Ultimate Pursuit.  Great against
   tough single enemies like Adabana.
 • REPELLING.  Simply a great move, part of Kiryû's repertoire, this offers
   Saejima some options when people come charging in with attack strings.
 • CHARGE KNEE KICK.  This is a great move that can be followed up with two
   attacks just like the normal Rising Knee.  It's just as useful.  You can use
   it to set up Ultimate Temple Bell Ringers, too.  Just take the guy a step or
   so away from a wall so it doesn't do a normal Ultimate Wall Toss, face it,
   and Charge Knee Kick him into it.  Press towards him if you have to, and
   hit the Triangle Button as he collapses from the Wall Bound.
 • ULTIMATE POWER LARIAT.  Besides just throwing guys, smashing their faces
   with the Ultimate Pursuit, and bashing them with weapon Heat Actions, this is
   Saejima's "go to" super move.  There are a number of ways to Bound opponents,
   just…it's a little hard to land the super afterwards sometimes because he'll
   end up staggering past them if they are near a wall or another enemy often.
   To correct this, pick a move that really bounces them high, and then press
   towards them just a litle to turn towards them and wait until they are just
   about to hit the ground.
 • ULTIMATE TEMPLE BELL RINGER.  This is almost a variant of the Ultimate Power
   Lariat, only it's a bit harder to set up as you need to Wall Bound them.
   Again, press towards them a little and wait for them to almost hit the ground
   from the collapse and it should work out OK.
 • ULTIMATE SUPER-HEAVY WEAPON.  Well, this and using super-heavy weapons at
   all.  Other characters have to try kicking heavy items at enemies, but he can
   just pick 'em up and abuse them.  If there's a crowd around you and an oil
   drum is just sitting around, pick it up and swing away to clear 'em out.
   Use the Ultimate Super-Heavy Weapon Heat Move for a ton of damage.
 • ULTIMATE PIERCING CRUSH.  Originally, I thought this would be a bad move
   because most enemies that guard a lot only did so when you were attacking
   them in previous games, it seemed.  But this is a great move actually; you'd
   probably be surprised to see how many guys want to come up to Saejima's face
   and just start guarding.
 • ULTIMATE FACE SMASHING.  As with the other three guys with a similar move,
   the ability to hit rising foes with a Heat Move is great because it gives you
   another option besides just Ultimate Pursuit.
 • ULTIMATE STACKING THROW.  This is a nice way to damage two guys at once.
 • DOWN GRAPPLE.  It's worth mentioning that Saejima has the Down Grapple, just
   like Kiryû.  Knocked a guy down but don't want to Ultimate Pursuit him?  Just
   grab his foot and toss him back down--or pick him up by goin to his head's
   side, if he's a boss.  Bosses and many stronger enemies break the foot grab
   automatically.
 • ULTIMATE SWING.  In addition to having various Heat Actions from swinging
   the guy into various hazards, you can also clear crowds by doing an Ultimate
   Swing out in the open.

Here is a list of Saejima's moves:

- Strikes -
Move:  Right Body Blow
Command:  Square

Move:  Face Elbow
Command:  Square, Triangle
Collapse.

Move:  Wild Overhead Hook
Command:  Square, hold Triangle, release
Bound.

Move:  Right Uppercut
Command:  Square, hold Triangle, release, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Left Body Blow
Command:  Square, Square

Move:  Body Strike
Command:  Square, Square, Triangle
Knock-down.

Move:  Right Body Hook
Command:  Square, Square, hold Triangle, release
Collapse.

Move:  Straight Kick
Command:  Square, Square, hold Triangle, release, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Right Hook
Command:  Square, Square, Square

Move:  Right Knee
Command:  Square, Square, Square, Triangle
Collapse.

Move:  Rising Knee
Command:  Square, Square, Square, hold Triangle, release
Bound.

Move:  Double Hammer Hook
Command:  Square, Square, Square, hold Triangle, release, Triangle
Knock-down, Bounds air foes.
Must be purchased with Skill Souls.

Move:  Double Hammer Uppercut
Command:  Square, Square, Square, hold Triangle, release, Triangle, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Bound Kick
Command:  Triangle
Bound.

Move:  Turn Kick
Command:  While shifting Back + Triangle

Move:  Focus: Wind-Up Top
Command:  Hold Triangle until Saejima grunts, release
Mutli-hit.  Knocks down.
Must be learned through Hermit Training.

Move:  Ultimate Focus: Great Mt. Fuji
Command:  Hold Triangle until Saejima changes stance, release
Knock-down.  Unblockable.
Must be learned through Hermit Training.

Move:  Dash Tackle
Command:  While running Triangle
Must be purchased with Skill Souls.
Knock-down.

Move:  Charge Tackle
Command:  In Heat Mode, while running hold Triangle
Throws opponent down.  Heat cost.
Must be purchased with Skill Souls.

Move:  Pursuit Stomp
Command:  Near fallen enemy, Triangle (not in Heat Mode)
Makes opponent rise after hit.

Move:  Repelling
Command:  Holding R1, after successful guard without guard break, Triangle

Move:  Roll (or Hop Back)
Command:  (direction or neutral) + X

Move:  Taunt
Command:  R2

Move:  Heat Charge
Command:  Hold R2
Must be purchased with Skill Souls.

Move:  Heat Boost
Command:  Hold R2 until Saejima grunts, release
Must be purchased with Skill Souls.

- Grapples -
Move:  Grapple
Command:  Circle
Ends in grappling state.

Move:  Grapple Elbow
Command:  Grappling Square
Ends in grappling state.

Move:  Grapple Stomach Punch
Command:  Grappling Square, Square
Ends in grappling state.

Move:  Grapple Wild Hook
Command:  Grappling Square, Square, Square
Knock-down.

Move:  Grapple Turn Kick
Command:  Grappling Back + Square
Ends in grappling state.

Move:  Grapple Right Knee
Command:  Grappling Triangle
Knock-down.

Move:  Charge Knee Kick
Command:  Grappling hold Triangle, release
Bound.
Must be purchased with Skill Souls.

Move:  Double Hammer Hook
Command:  Grappling hold Triangle, release, Triangle
Knock-down, Bounds air foes.
Must be purchased with Skill Souls.

Move:  Double Hammer Uppercut
Command:  Grappling hold Triangle, release, Triangle, Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Military Press to Body Slam
Command:  Grappling Circle
Downs foe.

Move:  Grappled Backfist
Command:  When grappled from the front, Square

Move:  Grappled Face Kick
Command:  When grappled from behind, Square

Move:  Throw Break
Command:  When grappled rapidly tap X

Move:  Down Grapple - Ankle Hold
Command:  Near downed foe's feet, Circle
Ends in Ankle Hold.
Must be purchased with Skill Souls.

Move:  Down Grapple - Pick-Up
Command:  Near downed foe's head, Circle
Makes foe stand up.
Must be purchased with Skill Souls.

Move:  Ankle Hold Back Kick
Command:  Holding enemy's foot, Back + Square
Must be purchased with Skill Souls.

Move:  Stomach Hip Kick
Command:  Holding enemy's foot, Triangle (not in Heat Mode)
Knocks-down.
Must be purchased with Skill Souls.

Move:  Ankle Hold Flapjack
Command:  Holding enemy's foot, Circle
Downs foe.
Must be purchased with Skill Souls.

- Heat Moves -
NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
Move:  Ultimate Environment Attack
Command:  Grappling near hazard, Triangle

Move:  Wall Toss
Command:  Grappling near wall, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Specific Heat Action, part of Ultimate Environment Attack Heat Move, listed
twice because of follow-up.

Move:  Ultimate Weapon
Command:  With weapon equipped, Triangle

Move:  Ultimate Pursuit
Command:  Near downed foe, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Swing
Command:  Holding enemy's foot, Triangle
Normal version hits nearby enemies, can be performed near hazard for various
Heat Actions.
Must be purchased with Skill Souls.

Move:  Ultimate Herculean Strength
Command:  When life is low so bar flashes red, Grappling Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Double-Header
Command:  When life is low so bar flashes red, Grappling near other foe Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Mount
Command:  When life is low so bar flashes red, near downed foe Triangle
Follow button-tapping prompt to prolongue attack.
Must be purchased with Skill Souls.

Move:  Ultimate Stacking Throw
Command:  Grappling near downed fow Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Piercing Crush
Command:  Near guarding opponent, Triangle
Learn through Revelation.

Move:  Ultimate Temple Bell Ringer
Command:  Near opponent hitting the ground from collapse of a Wall Bound,
  Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Learn through Revelation.

Move:  Ultimate Power Lariat
Command:  Near opponent hitting hte gruond from a Bound status, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Learn through Revelation.

Move:  Ultimate Super-Heavy Weapon
Command:  With super-heavy weapon equipped, Triangle
Learn through Revelation.

Move:  Secret Sword: Ensnaring Kite Slash
Command:  With sword weapon equipped, as enemy attacks from the front, Triangle
Learn by purchasing Wooden Musashi Figurine at Ebisuya.

Move:  Secret Sword: Raging Bull
Command:  With sword weapon equipped, shifting, facing a far away enemy,
  Triangle
Follow up by tapping Square when prompted.
Learn by purchasing Wooden Musashi Figurine at Ebisuya.

Move:  Mighty Sword: Making Flies Cry
Command:  With hammer weapon equipped, near opponent near a wall, Triangle
Learn by purchasing Wooden Musashi Figurine at Ebisuya.

Move:  Ultimate Human Ten-Pin
Command:  When life is low so bar flashes red, grappling facing 3 more enemies,
  Triangle
Learn by beating final stage of IF7-R.

Move:  Ultimate Face Smashing
Command:  As opponent rises from downed, Triangle
Learn by beating final stage of IF7-R.

- Weapons -
Here are the character-specific weapons Saejima can and cannot use:
Heavy Objects (such as motorcycles, oil drums):  Yes
Hammer:  Yes
Sword:  Yes, unique style
Knife:  Yes
Kali Sticks:  No
Nunchaku:  No
Tonfa:  No
Brass Knuckles:  Yes
Spear:  No
Gun:  Yes
Shotgun:  Yes
Machine Gun:  No

Character-Specific Weapon Heat Actions:
Heavy Objects (such as motorcycles, oil drums):  Yes (unique)
Hammer:  Yes
Sword:  Same as "single-handed weapon," plus 2 "Secret Sword" Heat Action
Knife:  Yes
Kali Sticks:  No
Nunchaku:  No
Tonfa:  No
Brass Knuckles:  Yes (unique Heat Action against standing enemies)
Found Weapon Pole:  Yes, same as Akiyama
Spear:  No
Portable Stove:  Yes


2b-III.  Tanimura
-----------------

Tanimura is a technical character.  His basic premise is to reverse people and
tangle them up in locks and holds to break their bones and make them submit.
  At the start of his guard animation, there is a rather generous window (that
can be lengthened) in which he glows a bluish white.  In this defensive mode, he
parries any attack that comes to him except gunshots.  He will push the attacker
forward while turning to face them as they race past.  While staggering, the
parried character will hit into others in his path to damage them, or against
walls and hazards for a wall bound collapse.  When you unlock Parry Strengthen-
ing, Tanimura can parry enemies without fear of other enemies hitting him in
the second or so he recovers.
  Successfully parrying will grant a built-up Tanimura Heat Energy and make the
enemy back-turned.  He can also initiate a Heat Move at this point (Ultimate
Parrying Arm Lock) and might be able to get a Wall Bound, which he can follow
with Bound attacks or a quick Jumping Knee combo (Square, Square, Triangle).
When an opponent is back-turned, Tanimura has a good chance to grapple the
victim from behind and initiate the Ultimate Stun Heat Move.  A fully built-up
Tanimura has a long Heat Gauge and can then Ultimate Arrest the sunned foe,
basically killing them.
  But even with that very powerful defensive technique, Tanimura's attack string
is quite powerful.  That's because once he has purchased the Ultimate Additional
Attack Heat Move, he can quickly and easily go into Heat Moves at the end of his
normal combo strings.  Since the Heat Move at the end of each heavy attack
combo ender is considered its own Heat Action, he has a lot of options.

Here is a brief sketch of good moves for Tanimura:

 • BACKHAND CHOP.  This is the heavy attack finisher after his first weak
   attack.  It has decent range and stuns enemies, plus with the button held
   down, he will use the "Lingering Mind" technique to charge up his Heat Gauge.
   On block-happy opponents, making the first attack whiff and then landing the
   chop is a good way to get the Ultimate Additional Combo Attack Heat Move in.
 • JUMPING KNEE.  This is the heavy attack finisher after his second attack in
   his weak attack string.  A quick and effective knock-down, it's fairly safe
   to use this when enemies have been parried into a wall, generally speaking.
   Since many enemies don't guard this move very well, this is a very easy way
   to sneak in the Ultimate Additional Combo Attack Heat Move.
 • JUMPING RIGHT SIDE KICK.  Or, the Additional Combo Attack.  The heavy attack
   ender to Tanimura's built-up string.  What's so great about it?  If you can
   start his string and guide it towards enemies, the whole string is a pretty
   reliable way to build up from 0 Heat Energy to Heat Mode, and then you can
   toss out an extra Triangle to go into the Ultimate Additional Attack Combo
   Heat Move for a very damaging string.
 • PARRY.  One of his greatest combat features, he can parry just about all
   mêlée attacks.  As I discussed above, send people into walls or into each
   other...or, just use this for a defensive maneuver!  It's great when you're
   surrounded by enemies because he can parry an attack from any direction and
   easily deal with weapon-wielding foes or sweeping attacks.
 • RETREATING STRAIGHT KICK.  This is his "Sway Attack" while retreating (back
   or neutral + X).
   What's so great about that, you ask?  Well, the move dizzies opponents,
   which basically sets them up for AN INSTANT KILL IN HEAT MODE (provided you
   purchase the "Ultimate Arrest" Heat Move).
 • BREAKING THROW.  A great move from Kiryû's repertoire, you can reverse any
   enemy grapple just about by tapping Circle.  It feels good to give the
   computer a taste of its own medicine, considering a lot of bosses and arena
   entrants auto-reverse throws.
 • ARM LOCK.  I should note that Tanimura doesn't throw people when you hit (or
   tap, with big guys) the Circle button.  Instead, he switches to another hold,
   which has its own set of attacks.  The most useful is the throw, a directed
   wrist lock (kotegaeshi).  During the attack, Tanimura is invulnerable and
   the enemy being jostled and eventually toppled can hit other enemies and
   knock them down once you've built it up.
 • ULTIMATE ADDITIONAL COMBO ATTACK.  Right next to parrying, this is Tanimura's
   second-best weapon.  Why?  Because it's almost a sure thing!  I'm sure you
   will get on the offense sometimes and start wailing on guys with weak attack
   strings, even if you intend to use Tanimura as a defensive tactician.  But
   don't let that bother you!  You can use the Ultimate Additional Combo Attack
   to score huge damage.  Another great thing about this Heat Move?  Since there
   are five variants, you can use it on tough enemies, such as bosses, to vary
   your Heat Actions.  You know, if you use the same Heat Action on the same
   boss more than once, it does way less damage than the first time, right?
 • ULTIMATE ARREST.  This is a way to kill a foe in one hit.  You'd be amazed at
   how easy it is to stun enemies with the Retreating Straight Kick.  A lot of
   big, tough guys with long life bars actually can be stunned by that move, and
   since Ultimate Arrest works both on standing and downed stunned opponents,
   you can take care of some pretty tough customers easily this way.  It's great
   against down stunned foes, too, of course, but they usually have such low
   health that a normal Ultimate Pursuit would have killed them, anyway.
   It costs a little more to make the window for the QTE-esque button prompt
   long enough that you'll have a really easy time using this move, but it's
   definitely worthwhile to do so.
 • ULTIMATE THROWN LEG DROP.  This is useful against crowds of people since it
   damages two opponents at once.
 • ULTIMATE PARRYING ARM LOCK.  This is a nice option from parrying an opponent
   because if you have a lot of Heat Energy (and Tanimura gets the longest Heat
   Gauge, by the way), you can perform this Heat Move and then end up in the
   arm lock position.  From there, you can do the Ultimate Crotch-Reaching
   Throw, but be warned that enemies who normally instantly break your grapple
   will just pull their arm out of the lock once you hit them with this Heat
   Action.
 • ULTIMATE CROTCH-REACHING THROW.  Really, the greatest thing about this is the
   fact that you can do it after the Ultimate Parrying Arm Lock and basically
   combo two Heat Moves together--provided you have a lot of Heat Energy to
   spare.
 • ULTIMATE ARMBAR.  This basically offers another way to damage downed foes.
   Use it as an alternative to Ultimate Pursuit against boss-like enemies that
   take way less damage from a Heat Action's consecutive uses.
 • ULTIMATE FORCIBLE SEIZURE.  The nice thing about this move is that you steal
   the opponent's weapon on a successful hit.  I mean, it won't work for fire-
   arms or two-handed weapons, but there are some enemies that love their
   weapons and it's nice to just take 'em from them willy-nilly and leave them
   to come up with new strategies.  Kiryû used to be able to do this to most
   sword-wielding enemies in KENZAN!, and I used to use it to really mess up the
   boss-like wanted criminals.  Nice to see a total badass reduced to "generic
   brawler."  Ah...memories.
 • ULTIMATE BREAKING THROW.  Tanimura gets one of Kiryû's best Heat Actions, in
   my opinion, in this move.  When an opponent tries to grab you and you're in
   Heat Mode?  Whoops, looks like they're eating a bunch of damage.

Here is a list of Tanimura's moves:

- Strikes -
Move:  Left Jab
Command:  Square

Move:  Backhand Chop
Command:  Square, Triangle
Collapse.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).

Move:  Right Overhead Hook
Command:  Square, Square

Move:  Jumping Knee
Command:  Square, Square, Triangle
Knock-down.

Move:  Left Body Blow
Command:  Square, Square, Square

Move:  Left Side Kick
Command:  Square, Square, Square, Triangle
Collapse.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).

Move:  Left Hook
Command:  Square, Square, Square, Square

Move:  Jumping Right Overhead Punch
Command:  Square, Square, Square, Square, Triangle
Knock-down.

Move:  Right Roundhouse
Command:  Square, Square, Square, Square, Square
Must be purchased with Skill Souls.

Move:  Jumping Right Side Kick
Command:  Square, Square, Square, Square, Square, Triangle
Knock-down.  Hold Triangle for "Lingering Mind" (charges Heat Gauge).
Must be purchasd with Skill Souls.

Move:  Rise Kick
Command:  When downed Square
Knock-down.  Unblockable.
Must be purchased with Skill Souls.

Move:  Bound Kick
Command:  Triangle
Bound.

Move:  Drop Kick
Command:  Running Triangle
Knock-down.
Must be purchased with Skill Souls.

Move:  Pursuit Attack
Command:  Near downed foe Triangle
Makes opponent rise from downed.

Move:  Sway
Command:  (direction or neutral) + X

Move:  Shoulder Charge
Command:  Forward + X, Triangle

Move:  Hook
Command:  (Left or Right) + X, Triangle

Move:  Retreating Forward Kick
Command:  (Back or neutral) + X, Triangle
Stuns.

Move:  Downed Recovery
Command:  While landing from a knock-down, X

Move:  Parry
Command:  Tap or Hold R1 (only for the first few moments of animation)

Move:  Taunt
Command:  R2

Move:  Heat Charge
Command:  Hold R2
Must be purchased with Skill Souls.

- Grapples -
Move:  Grapple
Command:  Circle
Ends in grappling state.

Move:  Grapple Elbow
Command:  Grappling Square
Ends in grappling state.

Move:  Grapple Stomach Punch
Command:  Grappling Square, Square
Ends in grappling state.

Move:  Grapple Wild Hook
Command:  Grappling Square, Square, Square
Knock-down.

Move:  Grapple Turn Kick
Command:  Grappling Back + Square
Ends in grappling state.

Move:  Grapple Side Kick
Command:  Grappling Triangle
Knock-down.

Move:  Arm Lock
Command:  Grappling Circle
Ends in arm lock.

Move:  Arm Hyperextension
Command:  In arm lock Square
Ends in arm lock.
Must be purchased with Skill Souls.

Move:  Double Arm Hyperextension
Command:  In arm lock Square, Square
Ends in arm lock.
Must be purchased with Skill Souls.

Move:  Final Arm Hyperextension
Command:  In arm lock Square, Square, Square
Downs foe.
Must be purchased with Skill Souls.

Move:  Arm Lock to Hook Kick
Command:  In arm lock Triangle
Knock-down.

Move:  Breaking Kotegaeshi
Command:  In arm lock Circle
Downs foe.

Move:  Grappled Backfist
Command:  When grappled from the front, Square

Move:  Grappled Face Kick
Command:  When grappled from behind, Square

Move:  Throw Break
Command:  When grappled rapidly tap X

Move:  Breaking Throw
Command:  When grappled rapidly tap Circle
Downs foe.
Learn through Nair Training.

- Heat Moves -
NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
Move:  Ultimate Environment Attack
Command:  Grappling near hazard, Triangle

Move:  Ultimate Weapon
Command:  With weapon equipped, Triangle

Move:  Ultimate Pursuit
Command:  Near downed foe, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Arrest
Command:  Near stunned or down stunned foe, Triangle, follow prompt
Removes foe from battle (kills foe).
Must be purchased with Skill Souls.

Move:  Ultimate Additional Combo Attack - 1
Command:  Square, Triangle, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Additional Combo Attack - 2
Command:  Square, Square, Triangle, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Additional Combo Attack - 3
Command:  Square, Square, Square, Triangle, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Additional Combo Attack - 4
Command:  Square, Square, Square, Square, Triangle, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Additional Combo Attack - 5
Command:  Square, Square, Square, Square, Square, Triangle, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Armbar
Command:  As opponent rises from downed, Triangle
Must be purchasd with Skill Souls.

Move:  Ultimate Parrying Arm Lock
Command:  After successful parry, Triangle
Learn through Nair training.

Move:  Ultimate Forcible Seizure
Command:  As opponent armed with one-handed weapon attacks, Triangle
Learn through Nair training.

Move:  Komaki-Style Harquebus Muffler
Command:  Near opponent armed with firearm, Triangle
Learn through Nair training.

Move:  Ultimate Thrown Leg Drop
Command:  Grappling near another enemy, Triangle
Learn by Revelation.

Move:  Ultimate Crotch-Reaching Throw
Command:  In arm lock Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Learn by Revelation.

Move:  Ultimate Stun
Command:  Grappling opponent from behind Triangle
Stuns.
Learn by Revelation.

Move:  Ultimate Breaking Grapple
Command:  When grappled Triangle
Learn by defeating final level of IF7-R.

Move:  Ultimate Reversal
Command:  Downed near opponent Triangle
Learn by defeating final level of IF7-R.

- Weapons -
Here are the character-specific weapons Tanimura can and cannot use:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  No
Sword:  Yes
Knife:  Yes
Kali Sticks:  Yes
Nunchaku:  No
Tonfa:  Yes
Brass Knuckles:  No
Spear:  Yes
Gun:  No (except Golden Gun)
Shotgun:  No
Machine Gun:  No

Character-Specific Weapon Heat Actions:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  No
Sword:  Same as "single-handed weapon"
Knife:  Yes
Kali Sticks:  No
Nunchaku:  No
Tonfa:  Yes (unique)
Brass Knuckles:  No
Found Weapon Pole:  Yes (unique)
Spear:  Yes
Portable Stove:  No


2b-IV.  Kiryû
-------------

Anyone who has played the other Ryû ga Gotoku/Yakuza games has played as Kiryû.
If you played the other three modern-day titles, you'll already be kinda famil-
iar with his techniques.  In fact, if you played 3, you'll pretty much only
notice that two of his "when prompted during boss fights" moves are now avail-
able during normal battles with slightly different parameters, and that he's
lost two moves, but gained two Heat Moves.
  That, and it's easier to completely build him up.  Getting moves took a bit
more effort in the previous titles.  A lot of Kiryû's abilities you'd have to
purchase with other characters are already purchased for Kiryû, which is nice.
His cavalcade of Heat Moves generally cost a single Skill Soul, too.
  If Saejima is supposed to be the "powerhouse" wrestler, Kiryû's a bit more of
a well-rounded, brawling wrestler type.  He doesn't have as many ways to dis-
miss crowds of people as Saejima does, nor does he have the ability to hoit
hefty motorbikes and such, but he's still a bruiser who retains an awful lot of
power moves.  On top of that, he can use all weapons and has the great ability
to reverse throws you might have experienced as Tanimura.
  The king of Kiryû's attacks is the Hammer Hook.  Square x 3, Triangle, Tri-
angle.  The computer A.I. often finds it indefensible, and if both Triangles hit
(which is usually the case), most enemies will Bound and be ready for a Bound
Kick or two, or a Shoulder Charge to push them towards a wall.  Hit a wall?
Start comboing again.  Landed on the ground?  Pick 'em up from their head's
side and you'll be behind them.  You can generally just start comboin again
right there.
  Kiryû has another great weapon--or rather, set of weapons:  reversals.  He can
Tiger Killer people for a quick and devastating knock-down that shoves them so
far back they usually wall bound.  He's invulnerable during it and can hit just
about any kind of mêlée attack with it.  Against punches and mêlée weapon
attacks (not lows, tho'), he can generally use the Flowing Catch.  This stuns
the foe and leaves them open for one of his most devastating Heat Moves, if he's
in Red Heat.  Someone going crazy on Kiryû and attacking like a madman?  Spam-
ming attacks while you stand there, guarding?  Repel 'em with Triangle after a
successful guard to stop 'em.  And against a group of peons, just stop Shifting
and stand there.  In Heat Mode, when they attack, you can reverse them with
Triangle for a nice chunk of health with the Ultimate Unarmed Reversal.
  Kiryû has the unique ability to get into an extra Heat Mode, the Red Heat.
The last two segments of his Heat Gauge will cause him to enter it, and the
bluish aura of regular Heat Mode will be replaced with a red one.  This basic-
ally gives him a few more Heat Moves--Heat Moves that do a LOT of damage.
Two of them involve stunning enemies, making the Flowing Catch, Retreating
Forward Kick, and Down Reversal indispensible attacks.
  Incidentally, in case you were wondering, the two moves they removed from him
this time are the Rise Kick (why?--not that it really makes that much a differ-
ence) and the Hell on the Floor move, a Heat Action that was only available
against bosses and involved him chaining various holds together à la mixed
martial arts.

Here is a brief sketch of good moves for Kiryû:

 • HAMMER HOOK.  This is seriously his bread-and-butter.  I think you could
   actually beat most opponents in the game by just spamming this over and over.
   This is the Double Finish Blow to his third attack in his weak attack string.
   The first hit is a knock-down; the second bounds the opponent.  For some
   reason the computer doesn't seem to be able to guard the second hit.
   Follow the bound up with Bound Kicks or by Shoulder Charging them into a
   wall to continue the combo, or just pick them up when they land, standing at
   their head's side, to be behind them.
 • RIGHT BODY HOOK.  This is the heavy attack finisher to his attack string
   after two weak attacks.  It has decent range and collapses guys so you can
   step forward and combo 'em again to juggle.  Or, you could just Bound Kick
   'em.
 • LEFT UPPERCUT.  This is the Double Finish Blow after a single weak attack.
   I usually step forward and do this after a collapse move to juggle the
   opponent, then hold the Triangle button to use the "Lingering Mind" tech-
   nique and charge Heat Energy.
 • ABISEGERI.  This is his final Double Finish Blow.  A bound attack, this is
   very useful in areas where you'll be juggling people up, like the arena (with
   its cramped walls).
 • KOMAKI-STYLE TIGER KILLER.  A reversal with Triangle, Kiryû is invulnerable
   during its animation and counters all mêlée attacks with it.  This is a great
   knock-down that can blast opponents into a wall since it quickly knocks them
   pretty far away.  It gives Kiryû a considerable amount of Heat Energy, too.
 • KOMAKI-STYLE FLOWING CATCH.  I use this more than the Tiger-Killer, person-
   ally, because it has a bigger window and stuns foes, setting them up for
   more comboing or the Ultimate Komaki-Style Dragon King Heat Move, which does
   a ton of damage.  It won't counter kicks, low attacks, or missile attacks
   (naturally) but most enemies charge in with punches, anyway.
 • KOMAKI-STYLE REPELLING.  When you successfully guard an attack, hit Triangle
   to punish the attacker.  Great for times it seems like there's a hail storm
   of attacks raining down on you.
 • BREAKING THROW.  Tap Circle to throw people who grapple you.  This is great
   because enemies are often very grab-happy, and it feels good to give boss-
   like characters who automatically reverse your throws a taste of their own
   medicine.  Pretty much the only guy who grabs you you won't be able to use
   this on is Komaki, as he goes into his throw really quickly and you won't
   have time to respond.
 • BOUND HOLD.  This costs Heat Energy, but it's worth mentioning because it's
   a sure-fire way to get those silly big guys down (you know, the guys you
   can't normally grapple).
 • ULTIMATE FORWARD ROLL.  Got Heat Energy?  Some guy driving you crazy?  Roll
   towards them and mash Triangle.  Sure, it won't work while they're in their
   attack animation, but the animation for the roll is invulnerable and actual-
   ly pretty lengthy and you're almost sure to hit every enemy with this attack.
 • ULTIMATE UNARMED REVERSAL.  When attacked by an unarmed opponent while you
   are not Shifting, hit Triangle in Heat Mode to land one of four Heat Actions
   against them, depending on where they're standing in relation to you.  Great
   for crowds.
 • ULTIMATE SURPRISE.  Run towards a group of enemies in Heat Mode and hit
   Triangle, then follow the on-screen prompts to attack them all.  Good for
   crowds.
 • ULTIMATE STACKING THROW.  Grab an enemy and drag him to a downed one and hit
   Triangle in Heat Mode to kill two birds with one stone.  Thin the herd out a
   little.
 • ULTIMATE DOUBLE-HEADER.  Same as above, but the other guy doesn't need to be
   on the ground, which makes it easier to land.
 • ULTIMATE HERCULEAN STRENGTH.  If you're in Red Heat, just grab a guy and hit
   Triangle.  So long as you aren't near a hazard, so you don't get the Ultimate
   Environment Attack, you'll do a lot of damage to him.
 • ULTIMATE BREAKING GRAPPLE.  Kiryû can use Heat Energy when in Heat Mode to
   counter any opponent grappling him and cause them a great deal of pain.
 • ULTIMATE SMOKING.  This is a fun way to take care of an enemy and, like the
   Ultimate Weapon Heat Move, doesn't require you to grapple the enemy, or any-
   thing like that.  Just stand near them smoking.
 • ULTIMATE PROVOCATION.  Same as above but easier to land.
 • ULTIMATE PICK UP.  Picking up a face-up opponent with the Down Grapple at
   their head's side is actually quite easy to do, considering they land that
   way from most bound combos.  If they're landing face-down, try and hit a
   Sway Hook to make them flip over onto their back.  Then, with Heat Energy,
   just pick 'em up and use your Heat Move to do a lot of damage.
 • ULTIMATE KOMAKI-STYLE DRAGON KING.  You'll be landing a lot of Flowing Catch
   moves, I think.  If you're in Red Heat after landing one, stand in front of
   the dizzied guy and use this move to do a LOT of damage.
 • ULTIMATE EXTREMENESS.  This move is so great it used to be hard to unlock!
   Standing stun an enemy.  You can do this by the Down Reversal, Retreating
   Forward Kick (sway back + Triangle), a lot of weapon attacks, or just by
   beating them until they're down stunned and then picking them up.  Then,
   stand in front of them in Red Heat and hit Triangle to really let 'em have
   it.  This is a very damaging move.

Here is a list of Kiryû's moves:

- Strikes -
Move:  Lead Jab
Command:  Square

Move:  Right Overhead Hook
Command:  Square, Triangle
Knock-down.  Guard break.

Move:  Left Uppercut
Command:  Square, Triangle, Triangle
Knock-down.  Hold Triangle for "Lingering Mind," which charges Heat Energy.
Must be purchased with Skill Souls.

Move:  Flapjack
Command:  In Heat Mode Square, Triangle, Circle
Throws opponent down.  Costs Heat Energy.  Triangle must hit.
Must be purchased with Skill Souls.

Move:  Right Hook
Command:  Square, Square

Move:  Right Body Hook
Command:  Square, Square, Triangle
Collapse.

Move:  Right Knee
Command:  Square, Square, Triangle, Triangle
Knock-down.  Guard Break.
Must be purchased with Skill Souls.

Move:  Fireman Carry to Bodyslam
Command:  Square, Square, Triangle, Circle
Throws opponent down.  Costs Heat Energy.  Triangle must hit.
Must be purchased with Skill Souls.

Move:  Left Overhead Hook
Command:  Square, Square, Square

Move:  Double Hammer Uppercut
Command:  Square, Square, Square, Triangle
Knock-down.  Hold Triangle for "Lingering Mind," which charges Heat Energy.

Move:  Hammer Hook
Command:  Square, Square, Square, Triangle, Triangle
Bound.  Hold Triangle for "Lingering Mind," which charges Heat Energy.
Must be purchased with Skill Souls.

Move:  Mini Giant Swing
Command:  Square, Square, Square, Triangle, Circle
Throws opponent down.  Costs Heat Energy.  Triangle must hit.
Must be purchased with Skill Souls.

Move:  Right Kick
Command:  Square, Square, Square, Square

Move:  Left Side Kick
Command:  Square, Square, Square, Square, Triangle
Knock-down.  Hold Triangle for "Lingering Mind," whcih charges Heat Energy.

Move:  Abisegeri
Command:  Square, Square, Square, Square, Triangle, Triangle
Bound.
Must be purchased with Skill Souls.

Move:  Bound Kick
Command:  Triangle
Bound.

Move:  Charge Kick
Command:  Hold Triangle until Kiryû grunts, release
Special knock-down (like a bound).

Move:  Lotus House Flashing Energy Palm
Command:  Hold Triangle until Kiryû changes stance, release
Collapse.  Unblockable.  Invulnerable.  Kiryû charges Heat while charging and
  also does not break out of the charge when hit during it.
Must be purchased with Skill Souls.

Move:  Forward Kick
Command:  Shifting Triangle

Move:  Turn Kick
Command:  Shifting Back + Triangle

Move:  Drop Kick
Command:  Runing Triangle
Knock-down.

Move:  Komaki-Style Tiger Killer
Command:  Shifting towards enemy, with enemy's attack Triangle
Knock-down.  Invulnerable.
Must be purchased with Skill Souls.

Move:  Pursuit Attack
Command:  Near downed foe Triangle
Makes opponent rise.

Move:  Down Reversal
Command:  When landing from a knock-down, Triangle
Invulnerable.  Stuns.
Must be purchased with Skill Souls.

Move:  Komaki-Style Flowing Catch
Command:  Shifting towards enemy, with enemy's punch or weapon attack Triangle
Special standing stun.  Invulnerable at the start.
Must be purchased with Skill Souls.

Move:  Sway
Command:  (direction or neutral) + X

Move:  Cancel Sway
Command:  during most strikes, (direction, neutral) + X
Can only be performed when NOT in Heat Mode.

Move:  Shoulder Charge
Command:  Forward + X, Triangle
Must be purchased with Skill Souls

Move:  Sway Hook
Command:  (Left or Right) + X, Triangle
Must be purchased with Skill Souls

Move:  Retreating Forward Kick
Command:  (Back or neutral) + X, Triangle
Stuns.
Must be purchased with Skill Souls.

Move:  Komaki-Style Dharma Evasion
Command:  (Direction) + X during Sway

Move:  Komaki-Style Catflip
Command:  When landing from a knock-down, X

Move:  Taunt
Command:  R2

Move:  Heat Charge
Command:  Hold R2
Must be purchased with Skill Souls.

Move:  Cigarette Lighting
Command:  Down on the D-Pad

- Grapples -
Move:  Grapple
Command:  Circle
Ends in grappling state.

Move:  Grapple Elbow
Command:  Grappling Square
Ends in grappling state.

Move:  Grapple Stomach Punch
Command:  Grappling Square, Square
Ends in grappling state.

Move:  Grapple Wild Hook
Command:  Grappling Square, Square, Square
Knock-down.

Move:  Grapple Turn Kick
Command:  Grappling Back + Square
Ends in grappling state.

Move:  Grapple Side Kick
Command:  Grappling Triangle
Knock-down.

Move:  Seoinage
Command:  Grappling Circle
Throws opponent down.

Move:  Grappled Backfist
Command:  When grappled from the front, Square

Move:  Grappled Face Kick
Command:  When grappled from behind, Square

Move:  Breaking Throw
Command:  When grappled rapidly tap Circle
Must be purchased with Skill Souls.

Move:  Throw Break
Command:  When grappled rapidly tap X

Move:  Down Grapple - Ankle Hold
Command:  Near downed foe's feet, Circle
Ends in Ankle Hold.

Move:  Down Grapple - Pick-Up
Command:  Near downed foe's head, Circle
Makes foe stand up.

Move:  Ankle Hold Back Kick
Command:  Holding enemy's foot, Back + Square

Move:  Stomach Hip Kick
Command:  Holding enemy's foot, Triangle (not in Heat Mode)
Knocks-down.

Move:  Ankle Hold Flapjack
Command:  Holding enemy's foot, Circle
Downs foe.

- Heat Moves -
NOTE:  You must be in Heat Mode to use these attacks.  They cost Heat Energy.
Move:  Ultimate Environment Attack
Command:  Grappling near hazard, Triangle

Move:  Wall Crush
Command:  Grappling near wall, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Specific Heat Action, part of Ultimate Environment Attack Heat Move, listed
twice because of follow-up.

Move:  Ultimate Weapon
Command:  With weapon equipped, Triangle

Move:  Ultimate Pursuit
Command:  Near downed foe, Triangle
Use a certain amount of times to learn follow-up attack, which is performed by
following button prompt on screen and costs more Heat Energy.
Must be purchased with Skill Souls.

Move:  Ultimate Stacking Throw
Command:  Grappling near downed fow Triangle

Move:  Ultimate Swing
Command:  Holding enemy's foot, Triangle
Normal version hits nearby enemies, can be performed near hazard for various
Heat Actions.

Move:  Ultimate Double-Header
Command:  When in Red Heat Mode, Grappling near other foe Triangle

Move:  Komaki-Style Unarmed Reversal
Command:  When not Shifting, as unarmed opponent attacks, Triangle
Must be purchased with Skill Souls.

Move:  Komaki-Style Harquebus Muffler
Command:  Near opponent armed with firearm, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Mount
Command:  When life is low so bar flashes red, near downed foe Triangle
Follow button-tapping prompt to prolongue attack.

Move:  Ultimate Extremeness
Command:  In Red Heat Mode, in front of a standing stunned enemy, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Herculean Strength
Command:  When in Red Heat Mode, Grappling Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Smoking
Command:  With cigarette in mouth from Cigarette Lighting, Triangle

Move:  Komaki-Style Pot Smash
Command:  Grappling foe near bench-height platform hazard, Triangle
Basically Ultimate Environment Attack Heat Action, but listed twice.

Move:  Komaki-Style Swordless Reversal
Command:  As enemy armed with a sword attacks from the front, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Komaki-Style Dragon King
Command:  In Red Heat Mode, in front of enemy stunned by Flowing Catch, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Vaulting
Command:  When standing with guardrail between you and enemy, Triangle
Must be purchased with Skill Soiuls.

Move:  Ultimate Breaking Grapple
Command:  When grappled Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Self-Destruction
Command:  As enemy with super-heavy weapon attacks, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Pole Dance
Command:  When drunk, running towards enemy, Triangle
Sobers up about 1/2 maximum possible drunkennness.

Move:  Ultimate Surprise
Command:  Running towards a group of 3 or more enemies, Triangle
Follow button prompts to complete move.
Must be purchased with Skill Souls.

Move:  Ultimate Reversal
Command:  Downed near opponent Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Forward Roll
Command:  (direction or neutral) + X, (forward or neutral) + X, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Drunken Iron Mountain
Command:  When drunk, Shifting, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Face Smashing
Command:  As opponent rises from downed, Triangle
Must be purchased with Skill Souls.

Move:  Ultimate Human Ten-Pin
Command:  When in Red Heat Mode, grappling facing 3 more enemies, Triangle
Must be purchased with Skill souls.

Move:  Ultimate Provocation
Command:  R2, Triangle
Does not work on boss-like enemies.
Learn by Revelation.

Move:  Ultimate Pick Up
Command:  Near face-up downed foe's head, Circle, Triangle
Learn by Revelation.

Move:  Secret Sword: Ensnaring Kite Slash
Command:  With sword weapon equipped, as enemy attacks from the front, Triangle
Learn by clearing the Second Komaki Training and receiving Black Text.

Move:  Secret Sword: Raging Bull
Command:  With sword weapon equipped, shifting, facing a far away enemy,
  Triangle
Follow up by tapping Square when prompted.
Learn by clearing the Second Komaki Training and receiving Black Text.

Move:  Sure-Kill Swords: Dancing Cat
Command:  With kali sticks weapon equipped, shifting, facing a far away enemy,
  Triangle
Learn by buying Red Text at Ebisuya after clearing Komaki training.

Move:  Sure-Kill Swords: Twin Heavens
Command:  With kali sticks weapon equipped, in Red Heat, Triangle
Learn by buying Red Text at Ebisuya after clearing Komaki training.

Move:  Mighty Sword: Making Flies Cry
Command:  With hammer weapon equipped, near opponent near a wall, Triangle
Learn by buying Blue Text at Ebisuya after clearing Komaki training.

Move:  Combined Kodachi - Illusory Wolf
Command:  With knife weaponn equipped, running towards 4 enemies, Triangle
Follow button prompts to complete move.
Learn by clearing the Third Komaki Training and receiving White Text.

- Weapons -
Here are the character-specific weapons Tanimura can and cannot use:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  Yes
Sword:  Yes
Knife:  Yes
Kali Sticks:  Yes
Nunchaku:  Yes
Tonfa:  Yes
Brass Knuckles:  Yes
Spear:  Yes
Gun:  Yes
Shotgun:  Yes
Machine Gun:  Yes

Character-Specific Weapon Heat Actions:
Heavy Objects (such as motorcycles, oil drums):  No
Hammer:  Yes
Sword:  Yes (unique)
Knife:  Yes (plus special Actions against wall and against platforms)
Kali Sticks:  Yes
Nunchaku:  Yes
Tonfa:  Yes
Brass Knuckles:  Yes (Pursuit version only)
Found Weapon Pole:  Same as Spear
Spear:  Yes (unique)
Portable Stove:  Yes


2b-V.  General Battle Advice
----------------------------

== 2b-Va.  Easy Reference Commands List ==

Character Differences:
Technique                     Akiyama    Saejima   Tanimura   Kiryû
Various Taunts                  Yes         No        No        No
Super-Heavy Weapons              No        Yes        No        No
Parry                            No         No       Yes        No
Red Heat                         No         No        No       Yes
Inventory Guns                   No        Yes        No       Yes
Inventory Spears                 No         No       Yes       Yes
Kali Sticks                     Yes         No        No       Yes
Nunchakus                       Yes         No        No       Yes
Tonfa                            No         No       Yes       Yes
Grappled Turn Kick               No        Yes       Yes       Yes
Rise Kick                       Yes         No       Yes        No
Downed Recovery                 Yes         No       Yes       Yes
Downed Reversal                 Yes         No        No       Yes
Turn Kick                       Yes        Yes        No       Yes
Downed Grapple                   No        Yes        No        No
Throw Reversal                   No         No       Yes       Yes
Cancel Sway                     Yes         No        No       Yes

LEGEND:  S = Square, T = Triangle, X = X, O = Circle, (H) = in Heat Mode,
  (R) = in Red Heat Mode, (L) = Low Health, (S) = Shifting (locked on)
  Downed Foe = Near a downed enemy.  Falling = While landing from being knocked
  down.  Hazard = Near a hazard.  2nd Foe = Near another enemy.
  2nd Downed Foe = near another enemy who is downed.  3 Foes = facing 3
  enemies.  4 Foes = facing 4 foes.  Attack = reverses an enemy's attack.
  * = There are more button prompts after the move is initiated.

Akiyama                               Saejima
S                                     S
S,T,T                                 S,T
S,S                                   S, hold T,T
S,S,T,T                               S,S
S,S,S                                 S,S,T
S,S,S,T,T                             S,S, hold T,T
S,S,S,S,(Sx12)                        S,S,S
S,S,S,S,T,T,T                         S,S,S,T
S,S,S,S,(Sx12),T,T,T                  S,S,S, hold T,T,T
Downed S                              T
T                                     Hold T
T,T                                   Hold T (longer)
Run T,T,T                             Run T
(S)Back + T                           (H)Run hold
Near Downed Foe T                     (S)Back + T
Falling T                             Near Downed Foe T
(S)Attacked T                         X
X                                     R2
X,T                                   Hold R2
X,X                                   Hold R2 (longer)
during attack X                       O
Falling X                             O,S,S,S
R2                                    O,Back + S
Hold R2                               O,T
Downed R2                             O,hold T
Near Downed Foe R2                    O,hold T,T,T
O                                     Near Downed Foe's head O
O,S,S,S                               Near Downed Foe's feet O,Back + S
O,Back + S                            Near Downed Foe's feet O,Back + S
O,T                                   Near Downed Foe's feet O,T
O,O                                   Near Downed Foe's feet O,O
O,R2                                  Grappled S
(H)O, near Hazard T                   (H)O, near Hazard T
(H)Armed T                            (H)O, near Wall T*
(H)Near Downed Foe T*                 (H)Armed T
(H)Foe near Wall T*                   (H)Armed w/Super-Heavy Weapon T
(H)Foe near Pole T                    (H)Near Downed Foe T
(H)Foe near Rail T*                   (H)(L)Near Downed Foe T*
(H)Attacked from rear T               (H)(L)O,T
(H)3 Foes, Run T                      (H)(L)O, Near 2nd Downed Foe T
(H)Guard broken T                     (H)Near Downed Foe's feet O,T
(H)Drunk Run T                        (H)Near Guarding Foe T
(H)Foe on other side of rail T        (H)Bound T*
                                      (H)Wall Collapse T*
                                      (H)(L)O,3 Foes T
                                      (H)Rising Foe T
                                      (H)Armed w/Sword, Attacked by Sword T
                                      (H)Armed w/Sword, (S) Far T*
                                      (H)Armed w/Hammer, foe near Wall, T
                                      After successful guard with L1, T

Tanimura                              Kiryû
S                                     S
S,T (+ hold T)                        S,T
S,S                                   S,T,T (+ hold T)
S,S,T                                 (H)S,T,O
S,S,S,T (+ hold T)                    S,S,T
S,S,S,S,T                             S,S,T,T
S,S,S,S,S,T (+ hold T)                (H)S,S,T,O
Downed S                              S,S,S,T (+ hold T)
T                                     S,S,S,T,T (+ hold T)
Run T                                 (H)S,S,S,T,O
Near Downed Foe T                     S,S,S,S,T (+ hold T)
X                                     S,S,S,S,T,T
X,T                                   T
Downed X                              Hold T
Attacked L1                           Hold T (longer)
R2                                    (S) T
Hold R2                               (S) Back + T
O                                     Run T
O,S,S,S                               Near Downed foe T
O,Back + S                            X
O,T                                   X,T
O,O                                   X,X
O,O,S,S,S                             during most attacks X
O,O,T                                 R2
Grappled tap O                        Hold R2
(H)O, near Hazard T                   After successful guard with L1, T
(H)O, near 2nd Foe T                  Falling X
(H)Armed T                            Falling T
(H)Near Downed Foe T                  (S)Attacked T
(H)Near Stunned Foe T*                (S)Attacked by punch or weapon O
(H)Behind foe O,T                     O
(H)O,O,T*                             O,S,S,S
(H)Attacked L1 T                      O,Back + S
(H)Attacked L1 T,S,S,S                O,T
(H)Attacked L1 T,T                    O,O
(H)Attacked L1 T,O                    Near Downed Foe's head O
(H)Attacked L1 T,(H) T*               Near Downed Foe's feet O
(H)S,T,T*                             Near Downed Foe's feet O,Back + S
(H)S,S,T,T*                           Near Downed Foe's feet O,T
(H)S,S,S,T,T*                         Near Downed Foe's feet O,O
(H)S,S,S,S,T,T*                       Grappled tap O
(H)S,S,S,S,S,T,T                      (H)O, near Hazard T
(H)Attacked by armed foe T            (R)O, near 2nd Foe T
(H)Near Foe Armed w/gun T             (H)O, near Wall T*
(H)Rising Foe T                       (H)O, near bench-height Hazard T
(H)Grappled T                         (H)Armed T
(H)Downed near foe T                  (H)Armed w/sword (S) far T
                                      (H)Armed w/sword attacked by sword T
                                      (H)Armed w/Kali Sticks (S) far T
                                      (R)Armed w/Kali Sticks T
                                      (R)O,T
                                      D-Pad Down
                                      (H)D-Pad Down,T
                                      (H)R2,T
                                      (H)Run 4 Foes T*
                                      (H)Drunk run T
                                      (H)O, near 2nd Downed Foe T
                                      (H)Near Downed Foe's feet O,T
                                      (H)X,Forward + X,T
                                      (H)Unarmed attacked T (not Shifting)
                                      (H)Armed w/knife run 4 Foes T*
                                      (H)Near Downed Foe T*
                                      (H)Near Downed Foe's head O,T
                                      (H)Downed near foe T
                                      (H)Grappled T
                                      (H)Rising Foe T
                                      (H)Attacked by sword T
                                      (H)Near Foe armed w/gun T
                                      (R)Near Stunned foe T
                                      (R)(S)Attacked w/weapon, punch O,T


== 2b-Vb.  Strategies for Enemies by Type ==

Here are the main types of enemies you'll face and a few notes on how to hand
'em their butts:

THREE-HIT THUG.  This is your "standard" foe.  He kinda hunches down a bit with
  his arms at his side, folded so his fists are near his face.  There are both
  big and small guys with this fighting style, so, as usual, be ready to tap
  the Circle button like mad if you wanna hurl him.
    I call these guys "three-hit thugs" because they do this canned, three-hit
  combo almost all the time.  It's an overhead punch, a turning face kick, and
  another wild overhead hook that makes them stagger a bit.  Note that durin
  their attack string they duck like mad so you might not hit them too easily
  with your normal Square-button moves.
    The other thing they like to do is grab you.  I think they're almost mainly
  put in the game as cannon fodder to just grab you so you'll lose Heat Energy
  real fast and so that other guys will have a chance to whup you one upside
  your defenseless little head.
    They like to slowly circle you.  Even on EX Hard difficulty, they don't
  really attack too often.  Their string is slow, but that also makes it a
  little annoying to counter sometimes because there's an awful lot of wind-up
  involved and so you have to wait to time reversals or side-steps.
    But overall these are the easiest guys in the game.  You'll encounter a LOT
  of them.  You can almost just lay into 'em and combo away, or just grab 'em
  and huck 'em around.
    When you do shocking things like beat everyone else in the encounter, this
  type of enemy will grovel in fear.

BRAWLERS.  These are pretty much boxers.  They stand with their left side
  towards you and kinda hop in place with their hands near their face.  I've
  lumped boxers and the bigger guys together in one because most of the time,
  boxers are big dudes in this game, and big dudes seem to have a lot of the
  boxing moveset anyway.
    Almost all of their attacks are punches, so you can reverse them with Kiryû
  fairly easily with Circle.
    Since these guys are almost all big, it's annoying because they don't
  generally get knocked down.  They just stagger a bit.  However, that does
  mean you can shove them against walls and combo their faces off, generally.
  Boxers will duck under Square attacks often, but you can use your stun move
  (usually Square, Square, Triangle, but just one Square then Triangle for
  Akiyama) to hit at a wide range and interrupt them.
    Perhaps the best thing to do to these guys, tho', is to just grab 'em.  Hit
  'em with the three-hit Square combo to get a good amount of Heat Energy.  Un-
  like HUGE rikishi-esque guys, they normally won't automatically break your
  grapple.
    They like to rush towards you, too, and do a shoulder charge.  The only
  real thing to keep in mind about this is that you must sidestep or counter as
  their shoulder attack comes out; if you counter too early while they're run-
  ing up, you'll mess up and get hit.
    When you do something shocking like beat everyone else in the encounter or
  taunt these guys, they get angry and start constantly attacking.  It's hard to
  hit them with a lot of Heat Actions if they're constantly moving around, but
  you can sidestep or reverse them just fine.

RIKISHI (SUMO WRESTLER).  These guys aren't really ALL sumo wrestlers, of
  course.  I just call them this because they were rikishi in Ryû ga Gotoku
  KENZAN!
    They're really, really big.  Because of this, only Saejima can grab them.
  Having played the old games, though, it's great to have a character who can
  grab them finally as they usually just do this automatic throw-break move!
    They have three main attacks:  headbutts, punch rush combos, and a strange
  charge move that ends in a kabuki pose.
    The headbutts are slow wind-up attacks.  You might notice your jabs just
  sail right over their heads as they do this.  You'll probably want to refrain
  from attacking them and watching for this move so you can counter it and not
  get caught.  Heabutts will often make your character slowly collapse, so don't
  get hit by 'em.
    The punch rush is basically the same thing enemies with Brass Knuckles do.
  Each punch can break guards so be careful and re-guard after you see your
  character stagger.  After the initial flurry of attacks, they wind up and toss
  out a big ol' haymaker.  So long as you pause and pay attention so you don't
  counter too soon, you can exploit this to get around 'em or reversal them.
    The kabuki charge isn't really worth mentioning almost.  It's similar to the
  one the big dudes use, but they linger in a strange kabuki pose for a while
  after the attack in a defenseless stagger.
    The main strategy with these guys is to pummel them.  You'll just make 'em
  stagger with your attacks; you won't knock 'em down so much.  However, they
  generally aren't too defensive and (except for ones in the arena, maybe), they
  won't counter you too well.  Getting them down is nice, and it does take a
  little more than other enemies, but it is possible.  For instance, Kiryû can
  use the Bound Hold attacks to throw 'em down at the ends of combos.  Reversals
  can wall Bound 'em or knock 'em down.  Be aware that many of their attacks are
  actually not interruptable; you will not make them flinch as you attack them
  if they're doing things, so try and get behind them and unleash your combos.
    I mean, they really are much easier this time around.  In KENZAN!, some of
  these guys could reverse you as you attacked, but they also had a quick reach
  that resulted in a uwatenage throw.  YOU COULD NOT DEFEND OR BREAK THIS
  TECHNIQUE.  Man, that was annoying…I used to Shift with my back to them so
  they'd end in a back throw, instead, which could be defended (or reversed).
    These guys also get angry and attack more if you do something like taunt
  them or beat all other enemies.

KICKBOXERS.  You don't see many of these guys, unless you fight in the arena.
  They basically act like normal big brawler types, but one thing you should
  bear in mind about them is that they have a roundhouse kick that will leave
  you standing stunned.
    They also have a couple of low attacks, and a rush that ends with a low, so
  be aware that you will have to counter that some way othe than guarding (ex-
  cept for Tanimura's parry guard, of course).
    These guys generally get angry when you defeat other enemies.

MARTIAL ARTS EXPERTS.  These are mostly karate guys, but there are a few notable
  wu-shu-esque kung fu fighters in the arena, too.  Those guys generally just
  flip around a lot and evade, so you'll have to keep the pressure on them or
  grapple them.
    But the karate guys will be a little tougher.  You'll notice them slowly
  walking sometimes, in a slightly different stance.  Do not attack them during
  this time.  They will reverse your attacks--even your throws, generally!
    Another annoying thing these guys do is to use "combo breakers."  If you see
  them guarding during a weak string--or when you use a heavy string finisher--
  you'll probably hear a "ding!" sound and see a reddish aura about them as they
  do an attack.  This attack is generally invulnerable.  They use this when you
  are pressuring them.  Although it sounds bad, this is actually their biggest
  weak point because you can do a couple of weak hits and wait for the sound,
  then sidestep or counter the attack and they'll be open.
    Note that these guys generally do not flinch when you land attacks during
  their attacks, so you'll probably want to make sure you keep moving and get
  behind them.
    These guys generally get angry when you defeat all other enemies or taunt
  them.

LUCHADORES.  These guys are very similar to kickboxers but be aware that they
  will do a charge with a plancha/body splash at the end.  And be aware that if
  this move connects, you will be auto-thrown in a kind of a swing DDT.  They
  also leap towards you and do a frankensteiner throw with their legs.  So avoid
  those two attacks.

GUNMEN.  Besides Tanimura's final battle?
    Kill these guys first.
    Kill these guys first.
    All work and no play makes Patrick a dull boy.
    KILL THESE GUYS FIRST.
    Don't even be like Schwarzenegger and be all like "You're a funny guy I'll
  kill you last, heh heh heh" just kill them.  It's annoying to keep listening
  for vocal cues and sidestepping during fights, which is what you basically
  have to do.

BASEBALL BAT DUDES.  I know enemies grab all sorts of items around the stages,
  and that's cool and all, but I thought I'd point out one particular weapon you
  should be careful with.
    When enemies have baseball bats, they have a combo that stuns you.  It stuns
  you, and then they hit you with a powerful homerun swing.
    The problem?  It's much more common to not hit you with the last swing, but
  to end with you stunned.  Then, they'll do it again.  And again.  They can
  conceivably just do that until you die (don't worry, they usually won't).
    So my solution is to take care of these guys first!  Or…second, after gun-
  men.


-----------------
2c.  Chase Battle
-----------------

In the last title, they inroduced a new element to the game called "Chase
Battle."  This is basically an homage to all those old-school detective/cop/
action films and whos, where the detective has to chase down the informant or
criminal or run from a threat.
  Fortunately, it's become much easier.  In the old game, you could easily get
stuck on things.  You had to press a "gas pedal" button to run faster and use up
your meter.  There was a particularly annoying Chase Battle inserted in the
middle of an action stage, which took place before you could build your gauge up
at all.  Oh yeah--you had to build your gauge up.
  Lots of annoyances in Chase Battle's first appearance, but they've largely
been fixed!  People who groaned at Chase Battle in the last installment will be
happy to know it's been made quite easy this time around.  Others who want a
challenge might not be so glad to hear that, considering this game is actually
pretty easy except for completing the "mini-games" list, but…that's the way the
cookie crumbles?
  Anyway, there are two types of chase battle (ignoring a unique action mode in
Tanimura's story):  running after someone and running from someone, basically.
You'll almost always be running after someone.
  Here's the basic premise:  you have a Chase Endurance Gauge.  This builds up
as you level up.  If it runs out, you're pretty much out of luck and lose.
  On the right side of the screen is a little gauge showing you how far away
you are from your target or those pursuing you.
  On the ground, you'll see a path drawn out.  It turns red as you get farther
away from your quarry or your goal and turns green as you get closer.  Follow
and generally make sure you take corners tightly.  Jump over obstacles with X.
Grab stuff on the ground with the blue aura around it to recharge your Chase
Endurance Gauge.

WHEN RUNNIN' DOWN THE TRASH.
  When you chase guys, you can do shoulder checks with Square.  Hit them with
  this to damage their Endurance Gauge.  The basic idea is to get close to them,
  hit 'em with Square, and then empty their gauge and tackle 'em with Square.
    You can also hit them with thrown weapons.  These are the things all over
  the ground with orange auras around them.  As you run over them, your charac-
  ter will automatically pick 'em up (unless he already has one in his hand).
  Press Circle to throw the weapon at your enemy.  It's best to do this on a
  straightaway because if there's a corner, they can usually take it and avoid
  the object.  As it strikes, they'll lose some Endurance Gauge.
    You can even knock guys out with a weapon throw, provided their Gauge has
  been exhausted and they're just kinda staggering around.
    Another thing to be aware of while chasing guys down is that you can take
  corners with a tight, 90-degree leap by pressing left or right on the Left
  Analog and htiting R1.  This is your way to close in on guys.  Seriously, take
  a step or forward instead of turning with the corner, and then do this so you
  leap towards the enemy.  You'll close the distance a bit.
    Oh one last thing--when you bring a guy down to 50% energy, he'll almost
  always trigger a cut scene.  This is always the same.  Hit the buttons on the
  screen as they appear.  It's supposed to be fast, but if you know what buttons
  are coming, it's no big deal right?  Hit X, Square, Square, Square, Triangle,
  Triangle.  When you're done, the guy will stagger around a bit for a brief
  moment and if you're close enough you can get in a shoulder charge.

WHEN THE MAN'S PESTERIN' YOU.
  People tryin' to run you down, eh?  You scamp.
    When you're running from guys, you can jump with X as usual, but your
  Square no longer does a shoulder charge.  Instead, you roll.  This is so you
  can try to avoid guys as they tackle you from behind.
    The other action you have in "run from the guys OMG" mode is the "Heat
  Action"-esque move by hitting Triangle if someone's right on your tail.  Hit
  the button on the screen to punch the guy and delay him.
    You can only use your special, Triangle attack ONCE PER CHASE BATTLE.


------------------------------
3.  IN-DEPTH STORY WALKTHROUGH
------------------------------

-----------------
3a.  Introduction
-----------------

NOTE:  BEFORE YOU BEGIN, unless you like watching the same cut scene like 300
  times when you die or whatever, go to the options menu and turn the "Skip
  Cinemas" option on.  Then you can skip them with Start.  You can also race
  through dialogue by holding R1 and the "Confirm" button (Circle in the Japan-
  ese version, probably X in the U.S. version).  You can't skip animation, tho',
  so a cut scene with Akiyama in the beginning of his story and a rather lengthy
  one with Tanimura cannot be skipped.  Sorry about that.

Here is a bit of background information for those who did not play the first
three modern-day Ryû ga Gotoku/Yakuza titles.
  You are in Kamuro, a fictional district in Tokyo based very closely upon the
real life Kabuki District of Shibuya, Tokyo.  There's all sorts of dirty deal-
ings going on, as this is the town of "night life" such as hostess clubs, where
you basically pay to drink and eat with a female companion (employed by the
club).  A lot of stuff going on here is adult entertainment and is, therefore,
run by the yakuza.  So, it's a bit of a yakuza metropolis.
  This game takes place 25 years after an incident with two rival gangs of the
area, the Tôjô Association (a large collective of yakuza families) and the
Ueno Seiwa Association, a smaller group.  After being discharged from prison,
Ueno Yoshiharu, the association's chairman, went to eat ramen with some 17 of
his top-ranking yakuza underlings.  These 18 men were then shot in an assault by
Saejima Taiga, lieutenant of the Tôjô Association's Sasai Group.
  In the 25 years Saejima has been in prison, a lot has happened in Kamuro.  A
young orphan entered the Tôjô under the wing of a man who had become a father to
him, Kazama Shintarô.  Kazama belonged to the Dôjima Group, led by Dôjima Sôhei,
who eventually became chairman of the entire association.
  The orphan's name was Kiryû Kazuma, and he became one of the most promising
young members of the association--and one of the most revered yakuza of all
time.  A folk hero who took care of his association and who understood the needs
of the people in his area, Kiryû was on his way to becoming lieutenant--or
more--when his childhood friend, Nishikiyama Akira, got in a dispute with Chair-
man Dôjima because Dôjima assaulted the target of his affections, Sawamura Yumi.
  During the confrontation, Nishikiyama shot the chairman to death.  Kiryû, who
cared deeply both for Yumi and Nishikiyama, decided to take the blame for the
shooting so that Nishikiyama could still make a name for himself.  He was
sentenced to jail for 10 years, despite protests by one of the main detectives
on the case, Date Makoto.  Date's career was basically destroyed as he would not
let the case alone and always suspected what was truly behind the shooting.
  After 10 years in prison, Kiryû returned to the streets of Kamuro to find that
the Tôjô Association had once again been thrown into turmoil after the assassin-
ation of then-chairman Sera Masaru and the theft of 10 billion yen (roughly
a hundred million U.S. dollars) from its banks.  Despised as a "father-killer"
for killing the chairman, Kiryû became a target for the warring Tôjô factions,
who were at the same time trying to chase down the money and to find a success-
or, since Sera seemed to have left no will.
  Kiryû found a reason to keep going:  a young girl named Haruka.  The rival
yakuza factions were after this child, who was apparently involved in the theft.
  In the end, it turned out that the reason the money was missing was because
Chairman Sera and Kazama Shintarô (Kiryû's father figure) were laundering it for
a mysterious shadow government military man named Jingu Kyôhei.  Jingu, as it
turned out, had married Kiryû's childhood love, Sawamura Yumi, and the two had
a daughter--Haruka.
  Jingu was not an honorable man.  Fearing Jingu, Yumi conspired with Kazama
Shintarô to abscond with the money.  She left the key to the vault with the
cash with Haruka and had her placed in the same orphanage that reared Kiryû,
the Sunflower.  Sera knew of this and realized that the association might fall
into the wrong hands, such as Jingu's, and decided to write a will before he
ended up getting shot.  This will was given to Kiryû, who showed it to all atop
the town's towering landmark, the Milennium Tower.  It stated that Kiryû was to
be the fourth chairman of the Tôjô Association.
  After a bloody battle, Kiryû defeated Jingu and the Tôjô groups against him.
Standing in front of the money itself in the Milennium Tower, he had to fight
one last foe:  his old friend, Nishikiyama, who had turned against him because
he felt that Kiryû had forced him to live the live he was living.  When Jingu
showed up wounded at the scene and tried to shoot Kiryû, Yumi stood to protect
him and was shot.  Nishikiyama detonated a bomb attached to the money and the
result was that Haruka and Kiryû were the only ones left alive on scene, while
the money rained down on the people of the Kamuro District.
  Kiryû almost immediately resigned from the post of chairman so he could live
the good life with Haruka.  With Date's help, he was able to leave the scene
without going to jail.  He eventually moved with Haruka to Okinawa and opened
an orphanage there, the Morninglory, to take care of fellow orphans as the
Sunflower had taken care of him.  Although there were more plots against the
Tôjô Association that required Kiryû to step in and take care of business, he
basically left things in the hands of Dôjima Daigo, son of the old chairman,
Dôjima Sôhei.
  Also during this time, the Tôjô Association seems to have become allies with
the Ueno Seiwa Association whose leader their member, Saejima, had shot so many
years ago.
  After the shooting, one of the major detectives on the team was shot to death.
His son, Tanimura Masayoshi, spends his life looking for his killer as a detec-
tive in the Tokyo Police's Public Safety Division.  He is based in the Kamuro
area.
  All of these events are somehow connected to a mystery woman, Lili.  When
this woman shows up at the office of a former-homeless loan shark named Akiyama
Shun, it looks like the events of the past will surely be stirred up in another
caper looming on the horizon.


--------------------------
3b.  Part 1:  Akiyama Shun
--------------------------

Akiyama is a loan shark.
  Well, he wouldn't use those words to describe himself, but that's basically
what he is.
  He's a moneylender.  There are a lot of these guys in Japan who make small
loans and come visiting you to collect.  It's a little more informal than "pay-
day" loans here, but it's basically the same thing, plus they'll come around to
your place and stick their noses in to see if you'll pay them back.
  A former homeless man, Akiyama lends money out to whomever he sees fit.  He
lends to people who others wouldn't, but makes them pass unique tests and gives
them special conditions on their loans.  This is the way the writers paint him
as a kind of hero of the streets, showing that he does what he can for people
who have little hope to help them out, but also tries to help people reform and
be better.  They even say he has the nickname "The Refuge of Kamuro.  He still
hangs out with homeless people and displays bizarre work ethics, often leaving
all the work to his assistant/secretary/office manager, a chubby young woman
named Hana.
  A smooth talker, he's quick to approach women.  That's not a bad trait, con-
sidering he owns a cabaret club in town, Elise, and often takes a personal hand
in management of the place.
  They don't explain how he has fighting prowess but it's mostly kicking, like
Taegweondo.  He also uses his jocular nature in fights, since he can taunt in a
few more ways than other characters.


3b-I.  Chapter 1:  The Mysterious Moneylender
---------------------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

The game starts with an aerial view of the "entrance" to the Kamuro District.
You're at the soutwest of the map, on Tenkaichi Street ("Tenkaichi," incident-
ally, means "Best in the World").  The Kamuro District is a fictional district
in Tokyo, based off the real-life neighborhood called "Kabuki" in the Shibuya
area of Tokyo.  It's March 1st, 2010, and the building we're looking at in our
nice little establishing shot contains the Sky Finance office.  This is where
our intrepid hero works.
  Of course the term is used loosely as you can see.  That's Akiyama there,
reading a local gossip rag.  There's an article about a serial killer in the
Kamuro District.  "Scary stuff!" remarks Akiyama, who tosses it on the table and
rolls over to nap.
  In fact, he naps right through the phone ringing.  And yes, he's supposed to
be at work.
  For some reason his personal cell phone on vibrate is enough to rouse him.
It's Hana, his assistant--the same person, of course, who was trying to call the
office phone just a few seconds earlier.
  Hana ain't so happy with Akiyama lazily sleeping all over the sofa (go
figure!) during business hours.  So she berates him and asks if he's even out
of the office, like he should be, on that day.
  She asks, "You DO remember what day this is, right?"
  Akiyama guesses, "Um…is it, like, your birthday, or somethin'…?"
  "NO!" shouts Hana.  "Look at the wall calendar!!"
  Ahh!  Collections day!  Today's the day Akiyama has to go around the neighbor-
hood and knock on doors to see if anyone's gonna finally give him the money they
owe him.
  "Well," he says, "I was GONNA go out, but…you know, something came up."
  "'Something came up?'  Such as…?" asks Hana.
  "Well, I mean, it's raining today!" says Akiyama, who looks out the window and
sees that it must have stopped raining some time ago.
  With no more excuses, he agrees to go out and collect while Hana stays out,
picking up some special kalbi lunch sets from the Tokyo-style Korean BBQ res-
taurant, Han Rae.  She likes that fatty food (maybe a little too much, as you'll
see).
  So out he steps, looking like the Joker with the purple jacket and black hair
that looks green because of the weird graphics.  And guess what?  It starts to
rain again.  It figures, right?
  Akiyama figures he'll go north to the Hotel District.  It'll appear on your
map as the flashing red dot.  That dot is your friend.  For almost the entire
game, it will guide you.  Don't know where to go for the main story?  Follow
that dude--he knows what's up.
  On your first playthrough, you get the self-musings of Akiyama and away you
go.  On consecutive ones, tho', if you got mail from Bob by completing lists,
you'll get interrupted by those mails again now.  All you can do is wait for
them to shut up.  If you have a lot of them to go through, try running to your
first event while they're going off!  I've only made it as far as Volcano be-
fore.  You can enter Poppo and Matsuya along the way and get one mail, then the
barrage will stop for a bit, if you want.  Nothing too interesting but…getting
24 messages to your phone takes a while and is kinda uninteresting as it is.
  Also on your first playthrough, you'll see a weird dude hanging out with his
arms folded in the middle of the street just north of Sky Finance.  He has a
workout towel on his shoulders (even in the rain), wears fingerless gloves, and
has a ponytail and bizarre goatee.  This is Komaki Sôtarô, someone who will
come up again in Kiryû's part of the story.  For now, he just randomly stops you
to tell you that you look like you have physical prowess and mentions he runs a
dojo.  Joining a dojo doesn't really sound like Akiyama's cup of tea, but Komaki
gives him a Memo Pad with some stuff about fighting jotted down in it.  If you
find people with blue arrows over their head (as opposed to the normal, green
arrow people get when you can talk to them), talking to them will give you tips
on how to play the game that will go down on that pad.  You'll also get exper-
ience points, and there's a Trophy for getting all the tips around town.
  So off you go towards the Hotel District.  Run past Matsuya at the end of
Tenkaichi and you'll have to turn right onto Taihei Street for a bit, then turn
left to go north again in the southern part of Theater Street.  This is the
southeast part of the Theater Square area.
  Go north past Volcanic Volcano (a pachinko parlor) and you'll automatically
be approached by three goons hanging out near the railing of Theater Square.
  These guys are rival moneylenders from an organization called "Loans Kamuro."
They're gonna get in your way and claim Akiyama has unfair business practices.

*Fight Music:  "Speed Star" by Shôji Hidenori, off soundtrack vol. 1*

  Basically, you gotta resolve this with your fists.  This is your first fight,
and it's a tutorial.  Follow the directions on the screen and you'll get exper-
ience for each goal.  First, you have to hit them with weak attacks (the Square
button).  You can link together weak attacks to make an attack string, and you
can end it with a Triangle (heavy attack).  What point of the string you are at
when you hit Triangle changes the end attack.
  That's your second goal:  land Heavy Attack Finishes.
  Your third goal is to grab an enemy with Circle and then land grapple attacks.
Square gives you a 3-hit string, Triangle a knock-down heavy hit, and Circle
throws the guy.  I recommend using the Square button to finish it quickly.
  Your final goal is to pick up a weapon lying about the stage with Circle and
hit the enemy with it, using Square for an attack string, Triangle for a heavy
hit, or Circle to toss it.  I recommend the bicycles as you can hit more than
one enemy at once with their swings (which counts for more than one hit), but
you can also pick up the pylons and such.
  Then, beat those three chowderheads the heck up.
  Start to go north along Theater Street and you'll come to a big fat dude in
the middle of the street.  This is Kamiyama Renji, a guy who modifies weapons in
his little shop in the northeast.  Don't worry about him yet; you can't go over
there just now.  He gives you a catalog.  This has "recipes" for equipment.
When you want to build equipment with him you will need recipes and ingredients
so you can have him make something for you.  Again, this isn't too important at
this stage of the game.
  Now, continue north to Shichifuku, then slight west a little and north some
more.  This is the Hotel District's west alley, and it houses M Store and the
Yoshida Batting Cages.
  It also houses Kanemura Industries, which sounds like a nice business but is
actually a lesser yakuza family in the Tôjô Association that owns the streets in
the Kamuro area.
  As you approach, a guy named Kido Takeshi runs past Akiyama.  Akiyama seems to
know him, so he figures he'll follow him to their headquarters to have a look-
see.
  Inside the office we see Kido in a foul mood.  He's looking for his superior,
the second-in-command of Kanemura Industries, a man named Arai Hiroaki, who is
unfortunately out with the head of their parent yakuza organization, Shibata
Kazuo.  Seems they're inspecting the progress of the construction of a building
they have interests in, the Kamuro Hills building.
  One of his subordinates asks what's wrong.  It seems some guys from a rival
organization, the Ueno Seiwa Association, are drinking at a cabaret club in
their turf called "Elnard."  I'm not sure what the significance of it all is,
but Elnard is the name of an old Enix RPG on the Super Famicom.  Maybe they
named it that as some kind of hommage…?
  His underling doesn't see the problem.  I mean, they're not necessarily there
to cause trouble or anything!  Maybe they're just there for a drink!
  Of course, a rival group drinking on your turf is, itself, a problem.  Kido
tries to explain it to his underling.  The Ueno Seiwa Association is allied with
the Tôjô Association, the umbrella organization over the Shibata Group, which is
in turn over the Kanemura Industries family.  But they aren't really equals.  In
exchange for not invading the Ueno land and taking over, Ueno pays the Tôjô,
just the same as Shibata or Kanemura does.  But then, here they are coming into
the Tôjô land themselves.
  Kido says the relationship between the Tôjô and Ueno is kinda like the Tôjô
Association is the U.S., while Ueno is like Japan.
  The underling really isn't following very well, and interrupts Kido, who yells
at him.  But then he regains his composure a bit and shrugs it off, saying that
even if they know about the Ueno men being there, there's not much a little
organization like them can do about it.
  So the underling thinks about it.  "Aniki," he says, using a term that means
"big brother" but is said to people you respect of higher rank in yakuza terms,
"so, if the Tôjô and Ueno have this relationship you're talking about...then,
well, if they come and drink here, then it's no problem, right?"
  Kido is less than impressed with this logic.
  "Well I mean, if the Tôjô and Ueno are allied, they can come in our land and
drink in our clubs, right?"
  Kido kicks the table.  "Are you an imbecile?!?  This is why you're useless to
us!"
  And then along came Akiyama….
  "Yo!" he says.
  "Oh…Akiyama-san."
  Akiyama wonders if he came at a bad time?  Of course, to be polite, Kido tells
him it's OK and invites him in.  As he's collecting right now, Akiyama figured
he should come by and see how things are with Kanemura.  Kido tells him that
Kanemura's not in, and Akiyama guesses his lieutenant, Arai, is out, too, which
Kido confirms.
  Akiyama leans back in the couch.  "Well?  Aren't we going to continue that
conversation?  Aren't you going to teach your underlings why you can't have
others come drinking on your turf?"
  Kido asks if Akiyama was eavesdropping and Akiyama explains that anyone could
hear them, they were shouting so loud!  He then addresses the clueless underling
and asks him about himself.  Hearing the guy has only been there three months,
he quickly sizes him up as a punk who was just pulling petty crimes around town
and saw how cool Arai was and thought he would like a taste of that life, so he
joined.
  Kido tells Akiyama they're busy and Akiyama nods.  "Yeah, I see….  'Really
busy,' huh…?" he says, and gets up to leave.
  As he gets to the door, he pauses in front of the clueless underling.  "Man,
you guys are really in trouble!"  he notes.  The underling seems confused still
by his comment, so he starts to explain.
  "Don't you know what it means in your line of work when the 'lower guys' come
into the territory of the higher-ups?  Whether it's a direct relationship or an
allied relationship--it's the same thing!  I mean, say you wanted to get a
drink.  You wouldn't go off to Shibata land to do it--the land of the boss of
your boss, would you?  Like some big shot?"
  The underling responds, "N-No, that's crazy!"
  "That's right!" says Akiyama.  "That's crazy.  I mean, it would cause a lot of
embarrassment for Kanemura--and then, I don't think I need to tell you what a
chewing out you'd get from Arai, right?"
  "This is the same," he explains.  "I mean, Ueno guys coming in, waving their
Ueno lapel pins around like some big shots, breaking promises and invading the
Tôjô land like that--this is, in itself, a funny story!  Do you know what that
means?"
  Kido tries to stop Akiyama, but the underling asks, "What…what does it mean?"
  "Well," says Akiyama, "it means you Kanemura guys are really the lowest of
the low!"
  "What?" asks the underling.
  "I mean, I'm sure the Ueno guys are saying 'Oh that's Kanemura turf, so, it's
OK!'  Man, even for a third-rate organization like you guys--who are not only
under the Tôjô, but even farther below that, under the Shibata--that's going a
little too far.  Man!"
  The underling gets mad.  "Hey, *****, you making fun of us?!"
  Akiyama smiles.  "Finally, you get it.  This is the way it should be!  Being a
yakuza isn't just about how big that family crest pin is on your lapel.  There's
no use for a yakuza who doesn't get mad at anyone who makes fun of that crest!"
  "So, you know, give it your best shot, man!" he says.  "If you guys don't do
your job, then people like me can't do ours, you know?"
  As he goes to leave, he suddenly pauses again.  "Oh, Kido-chan!  Could you
give your boss a message for me?"
  He then steps back into the room and speaks loudly to the back door.  "If you
let people mock you and your organization without responding, your life as a
gangster is over!  I won't lend any more money to a guy who's a gangster only
in name like that!  Please remember to uphold the 'terms' you agreed to when I
lent you money!"
  Then he leaves.
  Out of the back office comes Kanemura, to the surprise of the confused under-
ling.  "That little punk, Akiyama, clear outta here?" he asks.  "Well, we do
have a problem.  What're we gonna do?"
  Kido promises to call up Arai and keep leaving messages.  He's sure that Arai
can handle it in a peaceful way; it'd be best to avoid trouble.
  After Kanemura goes back into his office, the underling asks Kido who on earth
this Akiyama dude is, anyway, and Kido explains.
  "He's a 32-year-old guy running a moneylending businss called 'Sky Finance.'
People call him the 'Kamuro District Refuge.'  You could say he's a loan shark,
but he doesn't see it that way.  He does differ from other moneylenders with his
tests and special terms he makes people agree to."
  "Where's the merit in that kind of action?" asks the underling, but Kido has
no idea.  He doesn't even understand how Akiyama makes loans like that!  He also
notes that people who borrow money from him never do it again, though he doesn't
know why that is, either.
  He ends by warning the underling it's best to stay away from that weirdo.
  As he explains, we see Akiyama buying beer and such.  He pays a visit to some
of his old homeless buddies, drinking with them at the eastern end of Kôenmae
("In Front of the Park") Street, near the entrance to the West Park, where the
future Kamuro Hills building is under construction.
  Out of the site come Arai and Shibata.  Arai's cell phone rings, but Shibata
doesn't seem upset.  Instead, he gives Arai some money and tells him to get
something to eat for his hard work.  Arai answers the phone as Shibata leaves,
frowns, and says "Elnard, right?  I'll handle it."
  You're now back in control.  Yes, this is a cut-scene-heavy game.  That's why
I told you to turn on the "event skip" option in the options menu, because if
you ever mess up, you'll have to swim through all this stuff again.
  So Akiyama decides to head on over to Elnard and stick his nose in this busi-
ness.  The area is marked on your map, on east Shichifuku.  Go west down Kôen-
mae and then south down the alley between Han Rae and the Shichifuku Parking
Lot.
  When you come to the corner of the back alley and Kôenmae, guess what?  Those
three moneylenders you beat up earlier?  They're back, but with their big
brother!  He'll learn you!
  This is another tutorial.  First, hold down R1 and move around to "Shift,"
which is an ersatz lock-on that ends up being more like a "strafe" button most
of the time.  Next, use L1 to guard enemy attacks.  Hit X and you can "Sway,"
which is basically a semi-invincible side step.  You can direct the Sway with
the left analog stick.
  Now, the game prompts you to build up Heat Energy until you are in Heat Mode.
Heat builds principally by taunting and attacking.  If you're playing after
beating the game with the War God Talisman equipped and have infinite Heat, you
should take it off before this part.  If you waited too long, do a Heat Move
to waste your energy after removing it.  Then, once you have no Heat Energy,
simply equip it again to get in Heat Mode.  Don't worry about that if you don't
know what I'm talking about.
  Lastly, do Heat Moves.  When you first start off, you pretty much only have
the Heat Move where you grab a guy, get near an environmental hazard such as a
wall or railing, and hit Triangle when prompted, and the one where you pick up a
weapon and get near a guy and hit Triangle when prompted.
  Now beat the last guys up.
  So, it's time to finally get down to Elnard.  You guys wanna cruise over to
Elnard?  Get some Elnard action?
  …
  As you get to the club, one of the waiters there stops you as you enter.  He
apologizes for the inconvenience, but it seems that some yakuza are in there
causing trouble.  Unfazed, Akiyama goes right ahead on in.
  In the club, the two Ueno Seiwa Association members are, indeed, causing
trouble.  They've drunk a considerable amount of alcohol and are treating the
girls roughly.  The more ridiculous-looking of the two, the guy with sunglasses
on his head and an outlandish purple suit with ugly shirt underneath, yells at
the waiter.  "Where are those 100 bottles of champagne we ordered??  It's been
ten minutes!"
  This annoying fellow is Ihara Masaru.  The other guy, with blonde hair, is
Mishima Yutaka.
  Mishima mocks the waiter.  "What, does this club wait until people order
drinks before getting 'em in stock?"
  Akiyama approaches.  He coolly dismisses the two, looking at the empty
bottles with scrutiny.  He complains that they just wasted the precious, fine
alcohol just gobbling it down like glutons, instead of savoring them.
  Ihara asks who he is, but Akiyama ignores him.  Mishima gets up and yells at
him at this, but Akiyama further ignores him!  He takes a swipe at Akiyama, who
deftly ducks out of the way and responds by breaking an empty bottle over Mi-
shima's head.
  Ihara looks confused.  "What??  This isn't the way it was supposed to go
down!" he says, to which Akiyama gives a puzzled look.
  Just then, in comes Kido.  Seems Arai's still on his way.  Ihara suddenly
bursts out, "So!  You're trying to start a war with us, huh?"
  Akiyama asks him "What's all this weird stuff you keep saying, man?"
  But Ihara seems unflappable.  He says, "If you hurt us here, we'll strike
back!  We'll kill your whole gang!!"
  So, Kido steps in.  "Who do you think you are, *****, coming around to other
peoples' turf and saying **** like that??"
  Akiyama stops him from getting into the fight, though.  He explains, "This is
my fight.  I'm a moneylender, running Sky Finance.  I have nothing to do with
any yakuza family.  If it's a fight, it's just me and these guys, go tit?"
  Ihara doesn't seem to have a problem with that.

*Fight music:  "Rebellions" by Takagi Yasuhiro off soundtrack vol. 1*

  Welcome to your first boss fight!  Aren't you thrilled?  Eh, this guy's not
exactly enthralling, I know.  If you're struggling, don't forget you can kick
the items around the floor at him with Triangle, or you can pick 'em up and
smash his face in.  When you get him low enough, you'll trigger your first
special Heat Action, a "Quick-Time-Event"-like cinema where you must hit the
buttons as they appear on screen to finish it properly.  After you get to a
certain point, the game will explain these special moments to you and give you
a certain amount of time to build up Heat Energy, which is done, in this case,
by following the button prompts as they appear on the screen.  Once you've got a
full gauge, it will prompt you with Triangle to perform a devastating attack.
  So you beat him up, and in comes Arai.  Akiyama gives him an almost-disturbing
look of admiration.  He tells him, "Arai…seems you're a little late!" to which
Arai responds, "Yeah, and I see you're as tough as ever."
  Akiyama apologizes for beating up someone that was their business, offering
the rather lame excuse that they just rubbed him the wrong way.  He reaches to
get a cigarette, and there's Arai, offering him one of his own.  Akiyama praises
Arai, saying that he always understands him, but Arai says it was just a matter
of habit, since he had it beaten into him by his superiors when he was younger
to always have a cig or lighter handy when they needed one.
  Akiyama tells him that's not what he was talking about.  He meant that Arai
didn't even ask him why he picked a fight with those guys.  Arai responds that
he figured it had something to do with the special terms he set for the loan to
their boss, Kanemura, which it did.  After all, Akiyama doesn't make loans with-
out special terms.  Akiyama asks if he knows what the special term is this time
and Arai says that although Kanemura didn't tell him directly, he thinks it must
have been a request that Kanemura retire.
  It was such a request.  It seems that Akiyama wants Arai to inherit the Kane-
mura Industries family and make a name for himself.  He believes Arai can be as
famous a yakuza as the former fourth chairman of the Tôjô Association, Kiryû
Kazuma.
  But Arai's not so sure.  After all, he and Kiryû have completely different
circumstances.  Kiryû was formerly in the Dôjima Group, whose boss was actually
chairman at the time, while as for himself, he's just in the lowly Kanemura
Industries family.
  Akiyama thinks he's mistaken.  He points out that he became all that he is now
because money literally fell down on him from the sky when he was homeless.  He
believes people have chances just rain down upon them randomly by fate, and
what is necessary in life is to just take those chances, make the most of them,
and rise up.
  He says even if it's from a lower-league group such as the Kanemura, being a
Group Head in the yakuza is still being a Group Head.  If you're going to one
day make something of yourself in that world, it's not such a bad thing, really.
  Just then, Ihara props himself up and draws his pistol.  Akiyama curses at
him, but Arai reminds him that this is, after all, his business.  He asks Ihara
if he has the courage to pull that trigger, knowing that there will definitely
be a response from his family.  Ihara tells him it's a matter of the Ueno Seiwa
Association's pride, and Arai says he understands, but if Ihara shoots, then he
will shoot back.  He tells Ihara that if he hands over the gun they'll let them
leave, no questions asked.
  Ihara starts to lower his gun and Arai walks forward and puts his hand on it,
too.  As the gun lowers, it goes off, shooting Arai in the stomach.  As Akiyama
and Kido come to Arai's aid, Ihara grabs Mishima and high-tails it out of there.
  It's just a flesh wound.  Seems the bullet grazed off of Arai's side.  He
sends Kido out after Ihara but tells him not to get carried away if he does find
him.
  Like a split second later, he gets a call from Kido and he's like "What's
that??  Oh, man…well, OK.  I'll go looking for him, too."
  So, what was that, like 10 seconds Kido looked before he calls Arai and tells
him he lost his trail?  Oh well who am I to question the logic of Ryû ga Gotoku
World, right?
  Off he goes, and you're left alone.  I don't know why, but they don't auto-
matically put you out of Elnard.  You're still inside, but…there's, like,
nothing for you to do here.  So go on out!
  Once outside, Akiyama gets yet another call from Hana.  Apparently, she's
tried to call him 30 times!  She asks him to please head on back to the office.
It's already past midnight!  The day's changed!
  It's not fair that she should have to do all the chores, in her opinion, if he
can just come and go as he pleases.  She starts to list off the chores she has
to do like cleaning up the office and ordering supplies, and then she mentions
that she has to go get food and he responds by saying, "Hey, that has nothing to
do with it!  You just want to eat, that's why you go buy food all the time."
  He further explains he doesn't understand why she didn't just go home herself.
I mean, she has a key!  Why did she wait around for him?
  But she says that she couldn't go home because something scary was going on.
Seems some punks were outside in a street fight, and she was afraid!  What if
she was raped?
  Akiyama starts chuckling.  "Raped?  YOU??"
  "Did you laugh just now!?" she asks.
  He apologizes and asks what's so special about these guys.  She says they had
a handgun, and one of them mentioned "Ueno."
  Dun-dun-DUNNNNN!!

CAPTION:  Head to Sky Finance

*Background music:  "Nervousness" by Takagi Yasuhiro off soundtrack vol. 1*

  So head over there.  Along the way, you'll probably notice the game has start-
ed spawning people who will stop you and get into fights.  These are the random
encounters of the game.  You'll want to fight them, probably, as you need to
get lots of experience points to level your dudes up.  I dunno, it's up to you.
If you want to avoid them, just run past them and don't let them get too close.
  As soon as you get close to Sky Finance, an event will automatically happen.
Someone will shoot someone.  Akiyama heads to the back alley near his office,
around the corner, and finds Arai standing above a fallen Ihara, who has a
bullet between his eyes.  "Looks like I won't be able to take that chance you
were trying to give me," he says, and runs away.
  Some guy in a blue "Members-Only"-esque jacket pushes past Akiyama and starts
to investigate Ihara's dead body.  He remarks that one bullet straight to the
head is an execution-style killing, and tells Akiyama to run.  After all, if he
sticks around, the cops will think he's the killer, and he thinks that some of
the bad guys down at the station might beat a confession out of him.
  Hana yells down to Akiyama, but it's too late.  Cops are there.  They arrest
him, and the man in the blue jacket tells him to hang in there.  Sugiuchi's
interrogations are kinda famous.  It seems Akiyama knows this Sugiuchi guy.
  As he's dragged away, he calls to Hana.  Hana calls back to him.  Poor guy.


3b-II.  Chapter 2:  The Fateful Lady
------------------------------------

Missions activated in this chapter:
  • The Cost of Restructuring
  • Request to Become an Apprentice
  • Gourmet Reporter
  • A Recruiter's Guide
  • Project Geek Makeover
  • The Way to Use Money
  • Cabaret Club Walkthrough, Akiyama Edition
Coin Keys made accessible in this chapter:
  Taihei Lockers keys (46/50):
    A1 through D1, D4 through E2, E4 through H4, I1 through J5
    (basically, all except:  D2, D3, E3, and H5)
  Kamuro Subway Shopping Lockers keys (34/50):
    A1 through A4, B1, B2, B4, C1 through D1, D3 through D5, E2, E3, E5, F1,
    F4 through G1, G5 through H3, I1, I2, I4 through J1, J4, J5
    (all except:  A5, B3, B5, D2, E1, E4, F2, F3, G2 through G4, H4, H5, I3, J2,
     and J3)
Side games made available in this chapter:
  All mini-games and gambling games
  Allies (Befriending system)
  Cabaret club girls Mizutani Noa and Aihara Elena at JeweL, Rio at Shine

1.  Enter Sky Finance, gain Hideout
2.  Exit Sky Finance, get phone call from Kido
3.  Meet Kido on roof of Club SEGA at Theater Square, defeat Shibata Group
  members
4.  Chase Battle:  run from police to roof of Sky Finance


3b-III.  Chapter 3:  Trouble in the Tôjô Association
----------------------------------------------------

Missions activated in this chapter:
  • The Whereabouts of 300 Billion Yen
  • Hana-chan's Depression
  • The Fake Ticket
  • Defiance of an Apprentice
  • A Wife's Feelings
  • Make Money with FX
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Head towards Theater Square, defeat men harassing girl
2.  Chase Battle:  catch pickpocket
3.  Talk to Saigô
4.  Enter Sky Finance, conversation with Sugiuchi
5.  Take Lili to Milestone (in Kamuro Subway Shopping Area), talk to worker,
  select a dress
6.  Take Lili to Le Marche, talk to worker, select a necklace
7.  Enter Elise (across the street from the Milennium Tower), dress up Lili
8.  Go to Theater Square, get call from Elise's manager, meet Lili
9.  Go with Lili to the entrance to the Champion Mall from north Senryô,
  event
10.  Defeat Shibata Group yakuza


3b-IV.  Chapter 4:  Promises
----------------------------

Missions activated in this chapter:
  • Retry
  • Beware of Imitations
  • Cabaret Club Training
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Phone call with Elise's manager
2.  Take Lili to Elise, receive 100,000 yen business account, dress up Lili,
  walk around Elise until Akiyama says he's heard enough, return to the back
  room, repeat
3.  Go to Marimba, a club in the southwest corner of the Champion Mall,
  event
4.  Talk to transvestite outside Club Deva
5.  Look at points of interest:
  • Clothes
  • Lighter
  • (Corpse)
  • (Floor)
6.  Exit
7.  Enter Sky Finance
8.  Talk to Mack Shinozuka, pass first Revelation by zooming in on the girl
  across on the other roof, correctly hitting the three buttons when prompted,
  then choosing top option
(8A.  Talk to high school students near Sky Finance on Tenkaichi, talk to
  female office worker on the southwest corner of Tenkaichi and Taihei)
9.  Talk to man in front of Coin Lockers near Milennium Tower on Taihei
10.  Talk to bums in front of escalator in Theater Square Underground area
11.  Enter back door to Milennium Tower underground from south side of Shichi-
  fuku
12.  Go left, then up stairs to Milennium Tower Electrical Room
13.  ACTION STAGE:  defeat Hatsushiba Group members, break gate, run upstairs,
  hit X when prompted (the bum named "Sukegawa" joins as an ally), defeat
  enemies until you come to a closed door, examine door, run back to room with
  escalator where you meet Sukegawa, find the bum named "Kakuta," go back to
  door, defeating enemies on the way, examine door, progress up stairs, defeat-
  ing enemies and examining door to call Kakuta over again and again, find
  Hatsushiba members harrassing Minamita, defeat enemies, enter Hatsushiba
  Group Headquarters, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 1 (gun), defeat
  Hatsushiba Group members, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 2 (chainsaw)
14.  Return to Sky Finance, Akiyama decides to go to Elise
15.  Enter Elise, train Lili, walk around Elise until Akiyama decides he's heard
  enough, go back to back room, repeat
16.  Return to Sky Finance, get call from Elise's manager
17.  Enter Milennium Tower
18.  Enter elevator, answer "yes"
19.  Cut scene, telephone conversation with Hana, telephone conversation with
  Elise's manager
20.  Return to Sky Finance, talk to Hana
21.  Chase Battle:  pursue Hana (you cannot catch her; just follow her to Jidô
  Park on West Shichifuku)
22.  Telephone conversation with Elise's manager
23.  Enter Elise, DEFEAT BOSS:  MINAMI DAISAKU


---------------------------
3c.  Part 2:  Saejima Taiga
---------------------------

3c-I.  Chapter 1:  Run to the Truth
-----------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Defeat inmates
  Tutorial:  Use Charge Heavy Attack Finsher, defeat remaining enemies
2.  Talk to Kamiyama next to save point
3.  Talk to guys in a group of three in the nothwest
4.  Talk to Kataoka, third member of the trio in the northwest
5.  Defeat inmates within 1 minute
6.  Talk to Kamiyama
7.  Talk to group of two men in the east
8.  Talk to Kawana, the man standing more to the east of the two
9.  Talk to man smoking in the south, Ozaki
10.  Talk to Kawana
11.  Talk to guard near gate in the east, walk to the south, pick up lighter
  (flashing light)
12.  Talk to Kawana
13.  Defeat inmates within 1 minute
14.  Talk to Kamiyama
15.  Talk to Hamazaki
16.  Check spot in northeast, place grappling hook under panel
17.  ACTION STAGE:  Defeat prison guards, defeat prison guards, hit Triangle
  when prompted, run up stairs, hit Circle when prompted, hit X when prompted,
  hit X when prompted, DEFEAT BOSS:  SAITÔ, examine body to pick up key, exam-
  ine panel next to exit door to use key, defeat enemies, go to the roof,
  avoid sniper while breaking gates, enter stairwell, go down, defeat enemies,
  go to yard, go to corner with grappling hook, DEFEAT BOSS:  SAITÔ (plus other
  enemies)


3c-II.  Chapter 2:  The Tiger and the Dragon
--------------------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  DEFEAT BOSS:  KIRYÛ KAZUMA  (big chapter, huh…?)

3c-III.  Chapter 3:  Twenty Five Years Wasted
---------------------------------------------

Missions activated in this chapter:
  • Older Sister, Younger Brother 1
  • The Thing Caught When Fishing
  • The Cats and the Homeless Men
  • The Woman With Men After Her
  • Remains of Chivalry
  • Ryûgûjô Bodyguard
  • The Bodyguard
  • Older Sister, Younger Brother 2
  • Cause for Retribution
  • Parent and Child
  • Disturbance at the Address
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Talk to old man in alley near Works Kamiyama by the east end of Kôenmae
(1A.  Talk to old man near the coin lockers in Kamuro Subway Shopping Area
  without any alcoholic beverages in your possession)
2.  Purchase Japanese Sake or other alcoholic beverage from a convenience store
3.  Talk to old man near the coin lockers in Kauro Subway Shopping Area with
  alcoholic beverage in your possession, choose to give it to him
4.  Enter Champion Mall, event with Kido
5.  Chase Battle:  catch Kido!
6.  Meet Kido at the entrance to the Theater Square Underground Area by the
  coin lockers on Taihei (follow him if you want or wait for him to get there),
  meet Kido at the escalator down to the undergound area (follow him or wait
  for him to get there), go to Hatsushiba Headquarters, enter.  This is now
  your Hideout.
7.  Take escalator to Theater Square Underground area, automatically trigger
  event with Ken (a homeless man) leading you to help The Hermit
8.  Choose to help The Hermit, defeat enemies
9.  Talk to the homeless man across the bridge in the Central Sewer area, on
  the west side
10.  Go north and to the east, take exit from sewer areas
11.  Go to the restrooms in the entrance to the West Park area on east Kôenmae,
  to the last stall in the men's room, event
12.  Talk to Tsurumi, the construction worker on the northeast corner of the
  intersection near M Store and the Yoshida Battin Cages, promise not to tell
13.  Go to the manhole in Jidô Park, defeat gang members
14.  Go into the sewers, take path to the Sai no Kawara underground area
15.  Go to Hanaya's mansion and enter, event
16.  Talk to Hanaya in front of the arena gates, say you're ready
17.  DEFEAT BOSS:  IVAN IBRAHIMOVIC


3c-IV.  Chapter 4:  The Brothers' Oath
--------------------------------------

Missions activated in this chapter:
  • Everyone Had His Own 25 Years
  • Older Sister, Younger Brother 3
  • Older Sister, Younger Brother 4
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Leave Sai no Kawara underground through manhole to sewers to Jidô Park
2.  Answer Sodachi; either way, you'll end up in his dojo
3.  Leave Sodachi dojo, go to the west end of Theater Square, take staircase to
  roof of Club SEGA, run to exit from West Rooftops to Sky Finance, meeting
  Kamiyama along the way
4.  From outside Sky Finance, go towards the Third Park and enter Kamuro Under-
  ground Parking, run across to exit to Pink Street Back Alley, down the alley
  to the stairs to the East Rooftops, to the exit to the Pink Street Back
  Alley near Kyûshû Ichibanboshi Ramen, north along Senryô to Shichifuku Parking
  Lot, take manhole to the Milennium Tower Underground, take elevator up to
  Milennium Tower Back Entrance on Shichifuku, stay on the south side of the
  street and head to entrance to Theater Square Underground Area, down escalator
  and into Hideout
5.  Enter Hideout again, talk to Kido, choose to rest until night
6.  Exit Hideout, up escalator, north to exit to Shichifuku, east to back
  entrance to Milennium Tower Underground, up to Shichifuku Parking Lot, down
  Senryô to staircase to East Rooftops, down to Underground Parking, manhole to
  Central Sewer, exit to Milennium Tower's gardens, enter Milennium Tower.
7.  Defeat Majima Group members, DEFEAT BOSS:  MINAMI DAISAKU
8.  DEFEAT BOSS:  MAJIMA GORÔ


--------------------------------
3d.  Part 3:  Tanimura Masayoshi
--------------------------------

3d-I.  Chapter 1:  The Kamuro District Tick
-------------------------------------------

Missions activated in this chapter:
  • Gambling Addiction Blues
  • Be My Boyfriend, Please
  • Cabaret Club Walkthrough, Tanimura Edition
  • Let's Go on a Group Date
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Enter Luk Laan Jong, talk to shopkeep, talk to young man at mahjong table
2.  Either gain enough points in mahjong to trade them in for 2 Silver Plates,
  or go to nearby Ebisuya Pawn Shop and buy 2 Fake Silver Plates
3.  Give 2 Silver Plates or 2 Fake Silver Plates to young man in Luk Laan Jong
4.  Go to Shichifuku Parking Lot, talk to "Try and Hit Me!" guy, defeat him
  Tutorial:  Parry attacks, defeat remaining enemy
5.  Leave Shichifuku Parking Lot, get dipatch message over radio
6.  Automatically change scenes to Theater Square, defeat thugs, talk to
  Akaishi, get phone call from Zhao
7.  Go to the Chinese restaurant on east Taihei Street, on the north side,
  between Pink and Senryô, cinemas, talk to Zhao, get phone call from Midori's
  manager, gain Hideout
8.  Go to Midori in the alleys to the east of Nakamichi
9.  Defeat Shibata Group Members
10.  Take taxi to the Docks
11.  ACTION STAGE:  Defeat Shibata Group Members, run along path, hit Triangle
  when prompted, defeat enemies, hit X when prompted, defeat enemies, avoid
  slipping on oil by Shifting and not Swaying, hit Square when prompted, defeat
  enemies, break gate, defeat enemies, Hit Circle when prompted, defeat
  Shibata Group Members


3d-II.  Chapter 2:  The Real Culprit
------------------------------------

Missions activated in this chapter:
  • Another Case
  • The Clue
  • Witness
  • A View From Above
  • L'Étranger
  • Auto Break-In
  • The Stolen Bribe
  • The Silent Majority
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Talk to Yasuko and Zhao, talk to Nair outside, automatically move to aban-
  doned space Nair uses for a base, talk to Nair
2.  Go to Underground Parking
(2A.  Check car in space 101, fight yakuza)
(2B.  Check car in space 402, defeat punks)
3.  Check car in space 307
4.  Exit Underground Parking Lot, get Unknown Number call, get picture message
5.  Go to the East Rooftops, to the western edge where you can see the view in
  the picture and talk to homeless man there
6.  Talk to Katsuragi on the phone
7.  Go back to Hideout in Hometown in Asian Alley
8.  Talk to Zhao in Hometown, agree to rest until morning
9.  Go to the garden in front of the Milennium Tower, strolling conversation
  event with Katsuragi
10.  ACTION STAGE:  (Defeat Ueno Seiwa Association Members), run to where path
  is blocked near Kotobuki Pharmacy, defeat Ueno Seiwa Association Members,
  lose attache case and defeat more Ueno Seiwa Association Members, Chase Bat-
  le:  catch fleeing Ueno Seiwa Association Member, defeat Ueno Seiwa Associat-
  ion Members, Chase Battle:  Flee to west entrance to Asian Alley, defeat
  Ueno Seiwa Association Members


3d-III.  Chapter 3:  The Door to the Truth
------------------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Talk to Hisai, agree to go to Police Headquarters
2.  Examine shelves closest to Hisai and read about the case 25 years ago
3.  Return to Hometown, talk to Zhao (NOTE:  If you have not done the side
  mission "Another Case," it will be automatically triggered when you try to
  enter Hometown.  Follow it until you rescue Zhao near Karaoke-Kan and he will
  be back at Hometown so you can continue the story)


3d-IV.  Chapter 4:  What Makes a Detective
------------------------------------------

Missions activated in this chapter:
  • Dangerous Play
  • The True Identity of the Bridge
  • That Which Is Inherited
  • Mei-hua's Letter
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Go to Sky Finance, talk to Akiyama
2.  Take a taxi to the Docks to meet Mishima
3.  Special Chase Battle:  chase down Sugiuchi's boat, ramming it with Square
  and shooting with Triangle when reticle turns red
4.  DEFEAT BOSS:  SUGIUCHI JUNJI


--------------------------
3e.  Part 4:  Kiryû Kazuma
--------------------------

3e-I.  Chapter 1:  Meeting Again
--------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Gain use of Hideout in Morninglory Orphanage, talk to Haruka on the beach
2.  Talk to Hamazaki in front of Morninglory Orphanage, say you're ready to go
3.  ACTION STAGE:  Defeat prison guards including Saitô, go down, defeat guards,
  breaking barriers, go downstairs, hit Circle when prompted, DEFEAT BOSS:
  SAITÔ

3e-II.  Chapter 2:  To the Kamuro District
------------------------------------------

Missions activated in this chapter:
  • Yûya's Way
  • That Incorrigible Guy
  • Color Gangs
  • The Return of a Wily Man
  • Kôtarô Goes Job Hunting
  • Cabaret Club Walkthrough, Kiryû Edition
  • Curry Chase
  • Town Hero (note:  Mission cannot be completed in Part 4, Chapter 2)
  • Duel Between Master and Apprentice
  • The White Lie
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Go to New Serena, event, enter New Serena
2.  Talk to Date, gain use of Hideout in New Serena, leave New Serena, talk to
  Date
3.  Go near garden in front of Milennium Tower


3e-III.  Chapter 3:  A Chance Encounter
---------------------------------------

Missions activated in this chapter:
  (None)
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Return to New Serena, enter, talk to Date, exit
2.  Walk north up Tenkaichi, see Yasuko, go to intersection near Matsuya, see
  Yasuko, go to alley running to southwest Theater Square, see Yasuko, go into
  Theater Square, see Yasuko, go to Shichifuku, see Yasuko, enter manhole in
  Jidô Park
3.  DEFEAT BOSSES:  AKIYAMA SHUN and TANIMURA MASAYOSHI
4.  Follow path to Sai no Kawara Underground, told by bum to open manholes
  along the way, gaining access to underground areas, go to Hanaya's Mansion,
  event


3e-IV.  Chapter 4:  A Chain of Betrayals
----------------------------------------

Missions activated in this chapter:
  • The Condition of Family
  • A Doctor's Soul
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Talking scenes at New Serena, exit, phone call from Hanaya
2.  Go to the entrance to the West Park through the toilets at the eastern end
  of Kôenmae, enter through last stall in men's room
3.  ACTION STAGE:  Defeat Ueno Seiwa Association Members, enter Kamuro Hills
  building, press Square when prompted, keep moving up and breaking barricades
  and defeating enemies until you get to an elevator and defeat all waves of
  enemies, defeat enemies in the maze of corridors then in a room, then when
  you enter the next room hit X when prompted, defeat enemies, when you come
  to a gap in the floor hit X when prompted, in the dark room hit X when promp-
  ted, defeat enemies, examine glitter of light near fallen enemy to pick up
  key, unlock and exit door, defeat four boss-like enemies, go up stairs


--------------------------------
3f.  The Final Chapter:  Requiem
--------------------------------

Missions activated in this chapter:
  • Green-Colored Shadow
  • Kiryû Day Care
  • The Language of Flowers
  • The Hills Rumor
  • Amon
Coin Keys made accessible in this chapter:
  (None)
Side games made available in this chapter:
  (None)

1.  Talk to Date and say you're ready
2.  DEFEAT BOSS:  ARAI HIROAKI as Akiyama
3.  DEFEAT BOSS:  KIDO TAKESHI as Saejima
4.  DEFEAT BOSS:  DÔJIMA DAIGO as Kiryû
5.  DEFEAT BOSS:  MUNAKATA SEISHIRÔ and underlings (recommended to defeat under-
  lings first) as Tanimura


----------------------------------
4.  STEP-BY-STEP STORY WALKTHROUGH
----------------------------------

Part 1:  Akiyama Shun
---------------------

Part 1, Chapter 1:  The Mysterious Moneylender
----------------------------------------------
1.  Run north on Tenkaichi
(1A.  Receive Memo Pad from Komaki; only happens first playthrough)
2.  Go to Theater Square, fight three moneylenders
  Tutorial:  use weak attacks, use heavy attack string finishers, use grapple
    attacks, use weapon attacks, defeat remaining enemies
3.  Run north, near Shichifuku, receive "Kamiyama Weapons Catalogue" from
  Kamiyama.
4.  Near M Store, event
5.  (automatically placed on east end of Kôenmae)  Run west then south along
  west edge of Shichifuku Parking, defeat three enemies plus yakuza
  Tutorial:  Shift, Sway, enter Heat Mode, use Heat Actions, defeat remaining
     enemies
6.  Go to Elnard, cabaret club on Shichifuku, enter, DEFEAT BOSS: IHARA MASARU
7.  Telephone conversation with Hana, then go near Sky Finance, automatically
  enter event.

Part 1, Chapter 2:  The Fateful Lady
------------------------------------
1.  Enter Sky Finance, gain Hideout
2.  Exit Sky Finance, get phone call from Kido
3.  Meet Kido on roof of Club SEGA at Theater Square, defeat Shibata Group
  members
4.  Chase Battle:  run from police to roof of Sky Finance

Part 1, Chapter 3:  Trouble in the Tôjô Association
---------------------------------------------------
1.  Head towards Theater Square, defeat men harassing girl
2.  Chase Battle:  catch pickpocket
3.  Talk to Saigô
4.  Enter Sky Finance, conversation with Sugiuchi
5.  Take Lili to Milestone (in Kamuro Subway Shopping Area), talk to worker,
  select a dress
6.  Take Lili to Le Marche, talk to worker, select a necklace
7.  Enter Elise (across the street from the Milennium Tower), dress up Lili
8.  Go to Theater Square, get call from Elise's manager, meet Lili
9.  Go with Lili to the entrance to the Champion Mall from north Senryô,
  event
10.  Defeat Shibata Group yakuza

Part 1, Chapter 4:  Promises
----------------------------
1.  Phone call with Elise's manager
2.  Take Lili to Elise, receive 100,000 yen business account, dress up Lili,
  walk around Elise until Akiyama says he's heard enough, return to the back
  room, repeat
3.  Go to Marimba, a club in the southwest corner of the Champion Mall,
  event
4.  Talk to transvestite outside Club Deva
5.  Look at points of interest:
  • Clothes
  • Lighter
  • (Corpse)
  • (Floor)
6.  Exit
7.  Enter Sky Finance
8.  Talk to Mack Shinozuka, pass first Revelation by zooming in on the girl
  across on the other roof, correctly hitting the three buttons when prompted,
  then choosing top option
(8A.  Talk to high school students near Sky Finance on Tenkaichi, talk to
  female office worker on the southwest corner of Tenkaichi and Taihei)
9.  Talk to man in front of Coin Lockers near Milennium Tower on Taihei
10.  Talk to bums in front of escalator in Theater Square Underground area
11.  Enter back door to Milennium Tower underground from south side of Shichi-
  fuku
12.  Go left, then up stairs to Milennium Tower Electrical Room
13.  ACTION STAGE:  defeat Hatsushiba Group members, break gate, run upstairs,
  hit X when prompted (the bum named "Sukegawa" joins as an ally), defeat
  enemies until you come to a closed door, examine door, run back to room with
  escalator where you meet Sukegawa, find the bum named "Kakuta," go back to
  door, defeating enemies on the way, examine door, progress up stairs, defeat-
  ing enemies and examining door to call Kakuta over again and again, find
  Hatsushiba members harrassing Minamita, defeat enemies, enter Hatsushiba
  Group Headquarters, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 1 (gun), defeat
  Hatsushiba Group members, DEFEAT BOSS:  MIDORIKAWA TAKUMI phase 2 (chainsaw)
14.  Return to Sky Finance, Akiyama decides to go to Elise
15.  Enter Elise, train Lili, walk around Elise until Akiyama decides he's heard
  enough, go back to back room, repeat
16.  Return to Sky Finance, get call from Elise's manager
17.  Enter Milennium Tower
18.  Enter elevator, answer "yes"
19.  Cut scene, telephone conversation with Hana, telephone conversation with
  Elise's manager
20.  Return to Sky Finance, talk to Hana
21.  Chase Battle:  pursue Hana (you cannot catch her; just follow her to Jidô
  Park on West Shichifuku)
22.  Telephone conversation with Elise's manager
23.  Enter Elise, DEFEAT BOSS:  MINAMI DAISAKU


Part 2:  Saejima Taiga
----------------------

Part 2, Chapter 1:  Run to the Truth
------------------------------------
1.  Defeat inmates
  Tutorial:  Use Charge Heavy Attack Finsher, defeat remaining enemies
2.  Talk to Kamiyama next to save point
3.  Talk to guys in a group of three in the nothwest
4.  Talk to Kataoka, third member of the trio in the northwest
5.  Defeat inmates within 1 minute
6.  Talk to Kamiyama
7.  Talk to group of two men in the east
8.  Talk to Kawana, the man standing more to the east of the two
9.  Talk to man smoking in the south, Ozaki
10.  Talk to Kawana
11.  Talk to guard near gate in the east, walk to the south, pick up lighter
  (flashing light)
12.  Talk to Kawana
13.  Defeat inmates within 1 minute
14.  Talk to Kamiyama
15.  Talk to Hamazaki
16.  Check spot in northeast, place grappling hook under panel
17.  ACTION STAGE:  Defeat prison guards, defeat prison guards, hit Triangle
  when prompted, run up stairs, hit Circle when prompted, hit X when prompted,
  hit X when prompted, DEFEAT BOSS:  SAITÔ, examine body to pick up key, exam-
  ine panel next to exit door to use key, defeat enemies, go to the roof,
  avoid sniper while breaking gates, enter stairwell, go down, defeat enemies,
  go to yard, go to corner with grappling hook, DEFEAT BOSS:  SAITÔ (plus other
  enemies)

Part 2, Chapter 2:  The Tiger and the Dragon
--------------------------------------------
1.  DEFEAT BOSS:  KIRYÛ KAZUMA  (big chapter, huh…?)

Part 2, Chapter 3:  Twenty Five Years Wasted
--------------------------------------------
1.  Talk to old man in alley near Works Kamiyama by the east end of Kôenmae
(1A.  Talk to old man near the coin lockers in Kamuro Subway Shopping Area
  without any alcoholic beverages in your possession)
2.  Purchase Japanese Sake or other alcoholic beverage from a convenience store
3.  Talk to old man near the coin lockers in Kauro Subway Shopping Area with
  alcoholic beverage in your possession, choose to give it to him
4.  Enter Champion Mall, event with Kido
5.  Chase Battle:  catch Kido!
6.  Meet Kido at the entrance to the Theater Square Underground Area by the
  coin lockers on Taihei (follow him if you want or wait for him to get there),
  meet Kido at the escalator down to the undergound area (follow him or wait
  for him to get there), go to Hatsushiba Headquarters, enter.  This is now
  your Hideout.
7.  Take escalator to Theater Square Underground area, automatically trigger
  event with Ken (a homeless man) leading you to help The Hermit
8.  Choose to help The Hermit, defeat enemies
9.  Talk to the homeless man across the bridge in the Central Sewer area, on
  the west side
10.  Go north and to the east, take exit from sewer areas
11.  Go to the restrooms in the entrance to the West Park area on east Kôenmae,
  to the last stall in the men's room, event
12.  Talk to Tsurumi, the construction worker on the northeast corner of the
  intersection near M Store and the Yoshida Battin Cages, promise not to tell
13.  Go to the manhole in Jidô Park, defeat gang members
14.  Go into the sewers, take path to the Sai no Kawara underground area
15.  Go to Hanaya's mansion and enter, event
16.  Talk to Hanaya in front of the arena gates, say you're ready
17.  DEFEAT BOSS:  IVAN IBRAHIMOVIC

Part 2, Chapter 4:  The Brothers' Oath
--------------------------------------
1.  Leave Sai no Kawara underground through manhole to sewers to Jidô Park
2.  Answer Sodachi; either way, you'll end up in his dojo
3.  Leave Sodachi dojo, go to the west end of Theater Square, take staircase to
  roof of Club SEGA, run to exit from West Rooftops to Sky Finance, meeting
  Kamiyama along the way
4.  From outside Sky Finance, go towards the Third Park and enter Kamuro Under-
  ground Parking, run across to exit to Pink Street Back Alley, down the alley
  to the stairs to the East Rooftops, to the exit to the Pink Street Back
  Alley near Kyûshû Ichibanboshi Ramen, north along Senryô to Shichifuku Parking
  Lot, take manhole to the Milennium Tower Underground, take elevator up to
  Milennium Tower Back Entrance on Shichifuku, stay on the south side of the
  street and head to entrance to Theater Square Underground Area, down escalator
  and into Hideout
5.  Enter Hideout again, talk to Kido, choose to rest until night
6.  Exit Hideout, up escalator, north to exit to Shichifuku, east to back
  entrance to Milennium Tower Underground, up to Shichifuku Parking Lot, down
  Senryô to staircase to East Rooftops, down to Underground Parking, manhole to
  Central Sewer, exit to Milennium Tower's gardens, enter Milennium Tower.
7.  Defeat Majima Group members, DEFEAT BOSS:  MINAMI DAISAKU
8.  DEFEAT BOSS:  MAJIMA GORÔ


Part 3:  Tanimura Masayoshi
---------------------------

Part 3, Chapter 1:  The Kamuro District Tick
--------------------------------------------
1.  Enter Luk Laan Jong, talk to shopkeep, talk to young man at mahjong table
2.  Either gain enough points in mahjong to trade them in for 2 Silver Plates,
  or go to nearby Ebisuya Pawn Shop and buy 2 Fake Silver Plates
3.  Give 2 Silver Plates or 2 Fake Silver Plates to young man in Luk Laan Jong
4.  Go to Shichifuku Parking Lot, talk to "Try and Hit Me!" guy, defeat him
  Tutorial:  Parry attacks, defeat remaining enemy
5.  Leave Shichifuku Parking Lot, get dipatch message over radio
6.  Automatically change scenes to Theater Square, defeat thugs, talk to
  Akaishi, get phone call from Zhao
7.  Go to the Chinese restaurant on east Taihei Street, on the north side,
  between Pink and Senryô, cinemas, talk to Zhao, get phone call from Midori's
  manager, gain Hideout
8.  Go to Midori in the alleys to the east of Nakamichi
9.  Defeat Shibata Group Members
10.  Take taxi to the Docks
11.  ACTION STAGE:  Defeat Shibata Group Members, run along path, hit Triangle
  when prompted, defeat enemies, hit X when prompted, defeat enemies, avoid
  slipping on oil by Shifting and not Swaying, hit Square when prompted, defeat
  enemies, break gate, defeat enemies, Hit Circle when prompted, defeat
  Shibata Group Members

Part 3, Chapter 2:  The Real Culprit
------------------------------------
1.  Talk to Yasuko and Zhao, talk to Nair outside, automatically move to aban-
  doned space Nair uses for a base, talk to Nair
2.  Go to Underground Parking
(2A.  Check car in space 101, fight yakuza)
(2B.  Check car in space 402, defeat punks)
3.  Check car in space 307
4.  Exit Underground Parking Lot, get Unknown Number call, get picture message
5.  Go to the East Rooftops, to the western edge where you can see the view in
  the picture and talk to homeless man there
6.  Talk to Katsuragi on the phone
7.  Go back to Hideout in Hometown in Asian Alley
8.  Talk to Zhao in Hometown, agree to rest until morning
9.  Go to the garden in front of the Milennium Tower, strolling conversation
  event with Katsuragi
10.  ACTION STAGE:  (Defeat Ueno Seiwa Association Members), run to where path
  is blocked near Kotobuki Pharmacy, defeat Ueno Seiwa Association Members,
  lose attache case and defeat more Ueno Seiwa Association Members, Chase Bat-
  le:  catch fleeing Ueno Seiwa Association Member, defeat Ueno Seiwa Associat-
  ion Members, Chase Battle:  Flee to west entrance to Asian Alley, defeat
  Ueno Seiwa Association Members

Part 3, Chapter 3:  The Door to the Truth
-----------------------------------------
1.  Talk to Hisai, agree to go to Police Headquarters
2.  Examine shelves closest to Hisai and read about the case 25 years ago
3.  Return to Hometown, talk to Zhao (NOTE:  If you have not done the side
  mission "Another Case," it will be automatically triggered when you try to
  enter Hometown.  Follow it until you rescue Zhao near Karaoke-Kan and he will
  be back at Hometown so you can continue the story)

Part 3, Chapter 4:  What Makes a Detective
------------------------------------------
1.  Go to Sky Finance, talk to Akiyama
2.  Take a taxi to the Docks to meet Mishima
3.  Special Chase Battle:  chase down Sugiuchi's boat, ramming it with Square
  and shooting with Triangle when reticle turns red
4.  DEFEAT BOSS:  SUGIUCHI JUNJI


Part 4:  Kiryû Kazuma
---------------------

Part 4, Chapter 1:  Meeting Again
---------------------------------
1.  Gain use of Hideout in Morninglory Orphanage, talk to Haruka on the beach
2.  Talk to Hamazaki in front of Morninglory Orphanage, say you're ready to go
3.  ACTION STAGE:  Defeat prison guards including Saitô, go down, defeat guards,
  breaking barriers, go downstairs, hit Circle when prompted, DEFEAT BOSS:
  SAITÔ

Part 4, Chapter 2:  To the Kamuro District
------------------------------------------
1.  Go to New Serena, event, enter New Serena
2.  Talk to Date, gain use of Hideout in New Serena, leave New Serena, talk to
  Date
3.  Go near garden in front of Milennium Tower

Part 4, Chapter 3:  A Chance Encounter
--------------------------------------
1.  Return to New Serena, enter, talk to Date, exit
2.  Walk north up Tenkaichi, see Yasuko, go to intersection near Matsuya, see
  Yasuko, go to alley running to southwest Theater Square, see Yasuko, go into
  Theater Square, see Yasuko, go to Shichifuku, see Yasuko, enter manhole in
  Jidô Park
3.  DEFEAT BOSSES:  AKIYAMA SHUN and TANIMURA MASAYOSHI
4.  Follow path to Sai no Kawara Underground, told by bum to open manholes
  along the way, gaining access to underground areas, go to Hanaya's Mansion,
  event

Part 4, Chapter 4:  A Chain of Betrayals
----------------------------------------
1.  Talking scenes at New Serena, exit, phone call from Hanaya
2.  Go to the entrance to the West Park through the toilets at the eastern end
  of Kôenmae, enter through last stall in men's room
3.  ACTION STAGE:  Defeat Ueno Seiwa Association Members, enter Kamuro Hills
  building, press Square when prompted, keep moving up and breaking barricades
  and defeating enemies until you get to an elevator and defeat all waves of
  enemies, defeat enemies in the maze of corridors then in a room, then when
  you enter the next room hit X when prompted, defeat enemies, when you come
  to a gap in the floor hit X when prompted, in the dark room hit X when promp-
  ted, defeat enemies, examine glitter of light near fallen enemy to pick up
  key, unlock and exit door, defeat four boss-like enemies, go up stairs

The Final Chapter:  Requiem
---------------------------
1.  Talk to Date and say you're ready
2.  DEFEAT BOSS:  ARAI HIROAKI as Akiyama
3.  DEFEAT BOSS:  KIDO TAKESHI as Saejima
4.  DEFEAT BOSS:  DÔJIMA DAIGO as Kiryû
5.  DEFEAT BOSS:  MUNAKATA SEISHIRÔ and underlings (recommended to defeat under-
  lings first) as Tanimura


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

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

What would an action-RPG-esque game be without a lot of side quests, right?
  Well, this series is kinda famous for having lots of side quests to do.  I
mean, besides the other side material like all the messing around town with
cabaret club girls and playing darts and such, your characters will run into a
bunch of people around town who need you to do something for them.  In this
installment, there are the lowest number of side missions in the entire series.
Having said that, there are still more side missions than in most games out
there, by far.
  In the past, they made it pretty convoluted.  You had to activate missions by
being at exact points in the story or by using a taxi service a certain number
of times and you had to make sure to have certain things in your inventory and
that it was the right time of day and all this.
  Well, the time of day is back, but that's neither here nor there….
  My point is, they very obviously did TRY this time to get rid of that stuff.
In the final chapter, since you can freely roam around as whatever character you
please and change the time of day by resting on the couch, and since missions
with requirements such as "win at billiards X number of times" were removed, I
think it's pretty clear they wanted to make it so that you could race up to the
very end and then take care of business as you pleased.
  In that light, just so you know, I'm going to list these missions first in the
order they appear in the list from the various characters' start-button-pause
menu, then I'm going to give you how to do them in order they occur.  The thing
is, when they're presented in relation to the main story's chronology, it's a
bit misleading because it can be interpreted that you HAVE to do them AT THAT
SPECIFIC POINT.  YOU DO NOT.  You can do the missions later on if you wish.
  With ONE EXCEPTION.  AKIYAMA.  IF YOU WANT TO DO ALL OF AKIYAMA'S SIDE
MISSIONS IN THE MAIN STORY INSTEAD OF WAITING UNTIL YOU CAN USE YOUR SAVE DATA
IN PREMIUM ADVENTURE, YOU MUST DO ALL OF HIS SIDE MISSIONS BEFORE GETTING THE
MONEY TO LILI IN PART 1, CHAPTER 4.  I guess they didn't quite work out all the
kinks, but, well…"A-" for effort?
  Another thing to note is that side missions probably will not be available
when it rains, and that they almost always require you to be going around alone.


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

These are how they appear from the start menus of each of the four characters.
Note that the official English translation will be different.  If you're missing
missions, use this list to figure out what's missing, then look in the follow-
ing, character-specific sections to find them, though those sections will have
them by chapter so be aware you might need to hunt a bit.

AKIYAMA
-------
The Whereabouts of 300 Billion Yen
The Fake Ticket
The Cost of Restructuring
Request to Become an Apprentice
Defiance of an Apprentice
A Wife's Feelings
Retry
Gourmet Reporter
A Recruiter's Guide
Make Money With FX
Beware of Imitations
Project Geek Makeover
Cabaret Club Training
The Way to Use Money
Hana-chan's Depression
Cabaret Club Walkthrough, Akiyama Edition

SAEJIMA
-------
Ryûgûjô Bodyguard
Green-Colored Shadow
Older Sister, Younger Brother 1
Older Sister, Younger Brother 2
Older Sister, Younger Brother 3
Older Sister, Younger Brother 4
The Bodyguard
Everyone Had His Own 25 Years
Disturbance at the Address
Parent and Child
The Thing Caught When Fishing
The Cats and the Homeless Men
Cause for Retribution
The Woman With Men After Her
Remains of Chivalry

TANIMURA
--------
Be My Boyfriend, Please
Dangerous Play
Another Case
The Clue
The True Identity of the Bridge
That Which Is Inherited
A View From Above
Let's Go on a Group Date
Witness
L'Étranger
Auto Break-In
Gambling Addiction Blues
Mei-Hua's Letter
The Stolen Bribe
The Silent Majority
Cabaret Club Walkthrough, Tanimura Edition

KIRYÛ
-----
The White Lie
Kiryû Day Care
The Condition of Family
Yûya's Way
A Doctor's Soul
Color Gangs
The Language of Flowers
Return of a Wily Man
The Hills Rumor
Kôtarô Goes Job Hunting
Cabaret Club Walkthrough, Kiryû Edition
Town Hero
That Incorrigible Guy
Curry Chase
Duel Between Master and Apprentice
Amon*

*--The mission "Amon" does not "count" for Kiryû's total as far as the
  Completion Lists aspect goes and does not appear on his list until all other
  missions for all characters have been completed.


5a-II.  Akiyama Missions
------------------------

IMPORTANT NOTE!:  If you're trying to get all of Akiyama's side missions done in
  story mode, you MUST do all of his missions before going to get the money for
  Lili in Chapter 4.  After you get her money, an important character who
  appears in many of Akiyama's missions leaves.

Part 1, Chapter 2
-----------------
- After talking to Lili at Sky Finance -
THE COST OF RESTRUCTURING
Time of Day:  Daytime
Required Missions:  None
Activates:  Request to Become an Apprentice
1.  Get phone call from Hana outside Sky Finance
2.  Enter Sky Finance, automatically enter event talking to Shiohara
3.  Any response; repeat until out of choices
4.  Go to West Shichifuku, talk to president of Paradise Expansion in front of
  the soba shop "Umamoto"
5.  Talk to Shiohara in Jidô Park
6.  Defeat man
Reward:  Action Star's Posthumous Work, 5,000 Experience

REQUEST TO BECOME AN APPRENTICE
Time of Day:  Daytime
Required Missions:  The Cost of Restructuring
Activates:  Defiance of an Apprentice (Part 1, Chapter 3 mission)
1.  Go near Naomi's Mansion on Tenkaichi, automatically bump into Shiohara
2.  Defeat man
Reward:  5,000 Experience

GOURMET REPORTER
Time of Day:  Daytime
Required Missions:  None
Activates:  None
1.  Examine fallen man on east Taihei near Kotobuki Pharmacy
2.  Go to Atenshi in the Champion Mall, talk to Mikawa, answer questions about
  barbecue restaurant:
  • Han Rae
  • Special Top-Quality Roast
  • Special Top-Quality Tender Diaphragm Meat
3.  Leave Champion Mall, return to Atenshi, talk to Mikawa, receive reward
4.  Talk to Mikawa, answer questions about ramen shop:
  • Kyushu Ichibanboshi on the Back Alley Near Pink Street
  • Homestyle Rich Pork Bone
  • Mentaiko straight from Kyushu
5.  Leave Champion Mall, return to Atenshi, talk to Mikawa, receive reward
Reward:  50,000 yen x 2, Diamond, 5,000 Experience

A RECRUITER'S GUIDE
Time of Day:  Daytime
Required Missions:  None
Activates:  None
1.  Talk to recruiter standing in front of Elise
2.  In 5 minutes, get three or more girls to agree to come to interviews.  Here
  are the five girls who will say "yes:"
  • Sexy, Beautiful Woman (you have to fight a yakuza to get her to agree)
  • Gorgeous Girl
  • Womanly Girl (tell her "You should have an alluring job")
  • Unfaithful Girl (you have to fight a man to get her to agree)
  • Modern Woman ("Because you're attractive!")
Reward:  5,000 Experience

PROJECT GEEK MAKEOVER
Time of Day:  Daytime
Required Missions:  None
Activates:  Cabaret Club Training (Part 1, Chapter 4 mission)
1.  Get close to nerd hiding near Elise
2.  Meet Taniguchi at garden in front of Milennium Tower (he's in a suit)
3.  Any answer
4.  Any answer
5.  Any answer, but finish with "Read the atmosphere"
Reward:  Sprakling Love Shine!, 5,000 Experience

THE WAY TO USE MONEY
Time of Day:  Daytime
Required Missions:  None
Activates:  The Whereabouts of 300 Billion Yen (Part 1, Chapter 3 Mission)
1.  Get near the woman near Matsuya Tenkaichi
2.  Talk to woman (Yôko)
3.  Return to Sky Finance, talk to Yôko
4.  Go to Sushiya Gin, see Yôko, enter shop, talk to chef
5.  Go to Le Marche, see Yôko, enter shop, talk to worker
6.  Go to Adam, a host club in the east-west alley in the Hotel District
7.  Defeat Yakuza
8.  Go to Sky Finance and talk to Yôko
Reward:  Amulet, 3,000 Experience

CABARET CLUB WALKTHROUGH, AKIYAMA EDITION
Time of Day:  Daytime
Required Missions:  None
Activates:  None
1.  Go near couple in front of MEB on Shichifuku
2.  Go to JeweL and Shine, choose "Free," visit all three girls made available
3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
  girl to give answers for, answer questions properly:
  = RIO =
  • Champagne Rosé
  • A dog
  • Porn actress
  = Mizutani Noa =
  • Ballet
  • Chicken Basket
  • A man who is a good driver
  = Aihara Elena =
  • A rich man with a tough exterior, but who's sweet with women
  • Kyoto
  • Yamazaki 12-Year
4.  Leave, return and talk to Minamisawa, receive reward
5.  Repeat for other two girls
Reward:  30,000 yen x 3, 5,000 Experience

Part 1, Chapter 3
-----------------
THE WHEREABOUTS OF 300 BILLION YEN
Time of Day:  Any
Required Missions:  The Way to Use Money
Activates:  Hana-chan's Depression
1.  Talk to Nishihama behind New Serena
2.  Choose "OK, I'll hear you out" then "Let's see if you pass a test."
3.  Walk along Tenkaichi, get a phone call from Nishihama
4.  Go back to Sky Finance, pick up attaché case
5.  Meet Nishihama at the Taihei coin lockers, answer "Let's go together"
6.  After event, talk to Miki's friend in Jidô Park
7.  See Miki in front of Le Marche
8.  Talk to witness on Senryô just north of Shôwa
9.  Talk to the two students at Theater Square
10.  Talk to the taxi driver parked on the west side of the street in front of
  Yoshida Batting Center
11.  Enter Red Renga Hotel
12.  Defeat Nishihama
Reward:  Gold Plate, 5,000 Experience

HANA-CHAN'S DEPRESSION
Time of Day:  Any
Required Missions:  The Whereabouts of 300 Billion Yen
Activates:  The Fake Ticket
1.  Near Han Rae, automatically activate event to buy kalbi lunch sets
2.  Go to Sky Finance, talk to Hana
3.  In any order, choose the four choices and exhaust them:
  • Talk to the man who likes big breasts inside MEB
  • Talk to the nerdy man to the east of Club SEGA from Nakamichi
  • Go to Theater Square, event
  • Talk to the manager in front of Elise
4.  Talk to the man near the place you finished the last choice
5.  Talk to the recruiter on Pink Street
Reward:  5,000 Experience

THE FAKE TICKET
Time of Day:  Any to activate, but finished in Night
Required Missions:  Hana-chan's Depression
Activates:  Beware of Imitations
1.  Go to Sky Finance, talk to Hayashida
2.  Enter Sushiya Gin, talk to chef
3.  Talk to the manager at Poppo in Nakamichi
4.  Talk to the homeless guy on Kôenmae
5.  Walk around until you get a phone call
6.  Go to Pink Street, talk to man who looks like the sketch, Chase Battle
7.  AT NIGHT, which only happens in Chapter 3 of Part 1, go to the docks on a
  taxi
8.  Defeat Fishy Men
Reward:  5,000 Experience

DEFIANCE OF AN APPRENTICE
Time of Day:  Any
Required Missions:  Request to Become an Apprentice
Activates:  A Wife's Feelings
1.  Go to Theater Square, talk to Yûma
2.  Go to Sky Finance, talk to Shiohara
3.  Go to the white building across the street from M Store, talk to the
  troubled man
4.  Go into the white bilding and talk to then fight Shiohara
Reward:  5,000 Experience

A WIFE'S FEELINGS
Time of Day:  Any
Required Missions:  Defiance of an Apprentice
Activates:  Retry
1.  Go to Sky Finance, meet Yûma's wife, Sadako
2.  Event in front of Elise
3.  Defeat Yûma
Reward:  5,000 Experience

MAKE MONEY WITH FX
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Behind New Serena, get message from FX
2.  Go to the intersection near Karaoke-Kan, talk to salesman, say "I came to
  hear the sales pitch."
3.  Talk to the president of FX, choose "So, I have to give money," "Whatever
  happens," "Sounds like you're swindling me, eh"
4.  Defeat men
Reward:  80,000 yen, 2,000 Experience

Part 1, Chapter 4
-----------------
RETRY
Time of Day:  Daylight
Required Missions:  A Wife's Feelings
Activates:  None
1.  Talk to Shiohara at the south end of Tenkaichi
2.  Talk to the yakuza across from the Third Park in the back alley area, trade
  for stomach pills
3.  Talk to the old man hunched over with stomach probles on the west side of
  the intersection right near the Third Park at Nakamichi, trade for a pair of
  consert tickets
4.  Talk to the celebrity by the gate at the south end of Tenkaichi, trad for
  name card
5.  Talk to the man in Theater Square, trade for expensive watch
Reward:  10,000 Experience

BEWARE OF IMITATIONS
Time of Day:  Daylight or Night (not Evening)
Required Missions:  The Fake Ticket
Activates:  None
1.  Near the coin lockers on Taihei, talk to man who was tricked by Sky Finance
2.  Talk to angry woman on Theater Street, hear about fake Sky Finance location
3.  near Works Kamiyama, talk to host
4.  Enter fake Sky Finance
5.  Beat up fake Akiyama
Reward:  Super-Strong Battery, 5,000 Experience

CABARET CLUB TRAINING
Time of Day:  Any
Required Missions:  Project Geek Makeover
Activates:  None
1.  Talk to Elise's manager in front of the store
2.  Say "Be more frank than in the store," "Order what your partner likes,"
  "Go for a family atmosphere," "Take your wallet out and pretend like you're
  gonna pay"
Reward:  5,000 Experience


5a-III.  Saejima Missions
-------------------------

Part 2, Chapter 3
-----------------
- After gaining Hideout -
OLDER SISTER, YOUNGER BROTHER 1
Time of Day:  Any
Required Missions:  None
Activates:  Ryûgûjô Bodyguard
1.  In the Kamuro Subway Shopping area, have 3,000 yen stolen by a kid
2.  Pay 1,000 yen to the homeless man near the wall to find out the kid's
  location
3.  Go to space 312 in the northeast of the Undergound Parking Lot
4.  Defeat Tadokoro's Minions twice
Reward:  High Yield Stone, 5,000 Experience

THE THING CAUGHT WHEN FISHING
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Take a taxi to the docks and talk to the man by the water's ege
2.  Talk to the old man by the dock
3.  Successfully fish three times.  The third time will be the attaché case.
4.  Defeat man
5.  Talk to the man by the water's edge, hand case over
Reward:  Ruby, 5,000 Experience

THE CATS AND THE HOMELESSS MEN
Time of Day:  Any
Required Missions:  None
Activates:  Cause for Retribution
1.  Talk to homeless people near Hideout in Theater Square Underground Basement
  Level 1, choose to give it a try
2.  Choose to make a cat's meow, then to get milk
3.  Go to M Store and buy milk
4.  Go back to the cats in Theater Square Underground Basement Level 1, give
  milk, receive pendants
5.  Go to Basement Level 2, in the southwest, examine flashing light on wall
6.  Go back to Basement Level 1 to where the cats were, examine fire extinguish-
  er, get "Cat's Key"
7.  Go to Basement Level 2, to the northeast, examine bookshelves
8.  Defeat homeless men, receive Kamuro Subway Shopping Coin Locker B-3, give
  the two cats names
9.  Go to the lockers and open, choose to hand 50,000 yen over
Reward:  Cat's Key, 5,000 Experience

THE WOMAN WITH MEN AFTER HER
Time of Day:  Any
Required Missions:  None
Activates:  Parent and Child
1.  In the electrical room in the Basement Level 3 of the Theater Square Under-
  ground area, save woman by beating suspicious men
2.  Near the entrance to the underground area from Theater Square, defeat sus-
  picious men
3.  In the back alleys to the east of Pink Street, defeat suspicious men
4.  In the Milennium Tower Underground area, defeat suspicious men
Reward:  Player Chess Piece, 5,000 Experience

REMAINS OF CHIVALRY
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Approach the people gathered by Jidô Park
2.  At the alley running to the east near Stardust from Tenkaichi, defeat street
  gang and save Katagiri
3.  Leave and come back to the area and talk to Katagiri and Irie
Reward:  Theories of Fighting in the Feudal Era, 2,000 Experience

- After checking restroom door to West Park -
RYÛGÛJÔ BODYGUARD
Time of Day:  Any
Required Missions:  Older Sister, Younger Brother 1
Activates:  The Bodyguard
1.  Go to your Hideout, event with Tadokoro's messenger
2.  Talk to Tadokoro near the entrance to the Ryûgûjô, receive 300 chips
3.  Exit, defeat punks
Reward:  5,000 Experience plus Saejima becomes able to use the Ryûgûjô

THE BODYGUARD
Time of Day:  Any
Required Missions:  Ryûgûjô Bodyguard
Activates:  Older Sister, Younger Brother 2
1.  Talk to Tadokoro's messenger in front of your Hideout
2.  Talk to Tadokoro's messenger in the parking spaces behind the Milennium
  Tower
3.  Defeat hitman, protecting target
4.  Defeat suspicious man, protecting target
5.  Defeat hitman, protecting target
Reward:  5,000 Experience

OLDER SISTER, YOUNGER BROTHER 2
Time of Day:  Any
Required Missions:  The Bodyguard
Activates:  Everyone Had His Own 25 Years
1.  Return to Hideout, event
2.  Go to Luk Laan Jong, defeat punks outside twice
Reward:  Dragon's Iris, 5,000 Experience

CAUSE FOR RETRIBUTION
Time of Day:  Any
Required Missions:  The Cats and the Homeless Men
Activates:  None
1.  Save homeless man on Theater Street north, defeat Morimoto
2.  On Theater Street, defeat Morimoto
3.  Defeat Iguchi
Reward:  Exquisite Umbrella, Iron Nail, Banker Chess Piece, 5,000 Experience

PARENT AND CHILD
Time of Day:  Any
Required Missions:  The Woman With Men After Her
Activates:  Disturbance at the Address
1.  In Theater Underground area, just north of the Taihei Coin Lockers, get
  near office worker, give any response and become Makiko's bodyguard
2.  Go to Shichifuku Parking Lot and defeat man
Reward:  Diamond, 5,000 Experience

DISTURBANCE AT THE ADDRESS
Time of Day:  Any
Required Missions:  Parent and Child
Activates:  None
1.  Rescue Numai in front of the Milennium Tower, say "I'll keep an eye out"
2.  Talk to the pair of hooligans in the west chuckling and saying it's about
  time to go crazy
3.  Defeat punks
Reward:  5,000 experience

Part 2, Chapter 4
-----------------
EVERYONE HAD HIS OWN 25 YEARS
Time of Day:  Any
Required Missions:  Older Sister, Younger Brother 2
Activates:  Older Sister, Younger Brother 3
1.  Near the north entrance to the Theater Underground from Shichifuku, see
  Tadokoro's messenger
2.  In the northeast of the Hotel District, talk to Motoyama and defeat him
3.  Talk to Tadokoro's messenger in front of Hideout
Reward:  3,000 Experience

OLDER SISTER, YOUNGER BROTHER 3
Time of Day:  Any
Required Missions:  Everyone Had His Own 25 Years
Activates:  Older Sister, Younger Brother 4
1.  In your Hideout, talk to Tadokoro
2.  Talk to Tadokoro in the underground arena in the Sai no Kawara area, enter
  special Weapon Master Grand Prix tournament, where enemies have weapons but
  you don't
3.  Defeat Grand Chef Cheung
4.  Defeat Headmaster Kariya
5.  Defeat Hunter Ozawa
6.  Take manhole back to Jidô Park
7.  Chase Battle:  catch Tadokoro
8.  Defeat Tadokoro
Reward:  5,000 Experience

OLDER SISTER, YOUNGER BROTHER 4
Time of Day:  Any
Required Missions:  Older Sister, Younger Brother 3
Activates:  None
1.  Take to Tadashi in Hideout
2.  Go to the back alley to in the southwest of Theater Square, talk to Tadashi
3.  Defeat yakuza three times
Reward:  Dragon Seal, 10,000 Experience

The Final Chapter
-----------------
GREEN-COLORED SHADOW
Time of Day:  Night
Required Missions:  None
Activates:  None
1.  Talk to angry homeless man in front of escalators in Theater Underground
  Area
2.  Talk to homeless men near staircase down from Basement Level 1
3.  Enter Theater Underground Hideout, event
4.  Talk to man in Jidô Park near manhole
5.  Go to M-Store, buy cucumbers
6.  Go to the manhole, choose to leave cucumbers
7.  Go back to the manhoel and choose to leave cucumbers aga
8.  Go to Sushiya Gin with cucumbers in your possession, spend 750 yen and get
  Kappa Roll
9.  Return to Jidô Park, leave Kappa Roll
10.  Chase Battle:  Catch Kappa?
Reward:  Stun Gun, 5,000 Experience


5a-IV.  Tanimura Missions
-------------------------

Part 3, Chapter 1
-----------------
- After gaining Hideout in Hometown -
GAMBLING ADDICTION BLUES
Time of Day:  Day, Night (not Evening)
Required Missions:  None
Activates:  Be My Boyfriend, Please, The Stolen Bribe (a Part 3, Chapter 2
  Mission), and Dangerous Play (a Part 3, Chapter 4 Mission)
1.  Talk to the couple to the west of Hometown in Asian Alley
2.  Talk to the homeless men in front of the Ryûgûjô
3.  Find the three people in question (in any order):
  • Akune:  Go to parking space 402 in the northwest of the Underground Parking
    Lot, talk to Akune, Chase Battle:  catch Akune
  • Kamei:  Talk to Akune near Shellac in the Champion Arcade, defeat Kamei
  • Maria:  Talk to Maria in the garden in front of the Milennium Tower, defeat
    Bodyguards
Reward:  Huge, Huge, HUGE EXPLOSIVE FISHING!!!, 5,000 Experience, plus allows
  Tanimura to use the Ryûgûjô area

BE MY BOYFRIEND, PLEASE
Time of Day:  Day, Night (not Evening)
Required Missions:  Gambling Addiction Blues
Activates:  None
1.  Go to Homeland, talk to Fei, answer "OK, I'll be your boyfriend"
2.  Go to Shellac, talk to Fei
3.  Defeat Isawa, receive Insta-Freeze MAX
4.  Go to leave the Champion Mall, defeat Isawa
5.  Follow Isawa to Senryô, talk to ei
6.  Enter Purple Moon clug on north Pink Street
7.  Chase battle:  catch Isawa
Reward:  Insta-Freeze MAX, Sacred Tree Woodchip, 5,000 Experience

CABARET CLUB WALKTHROUGH, TANIMURA EDITION
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Go near couple in front of MEB on Shichifuku
2.  Go to JeweL and Shine, choose "Free," visit all both girls made available
3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
  girl to give answers for, answer questions properly:
  = Kawasaki Himeka =
  • Chicken Basket
  • She has a client she hates
  • She likes comedians
  = Ichiki Chihiro =
  • Don't order strong alcohol
  • Kabuki
  • She wants to become an actress
4.  Leave, return and talk to Minamisawa, receive reward
5.  Repeat for other girl
Reward:  30,000 yen x 2, 5,000 Experience

- After "Find Yasuko" caption (before going to the docks) -
LET'S GO ON A GROUP DATE
Time of Day:  Any
Required Missions:  None
Activates:  L'Étranger
1.  Near Watami, talk to two young men, agree to go on date
2.  Answer the following:
  • "Ryûta"
  • "We'll leave this to Yûsuke"
  • "He's really cute"
  • Throw Yûsuke a bone
  • Suggest a shower
  • "Why don't you just leave it to Yûsuke?"
Reward:  50,000 yen, 3,000 Experience

Part 3, Chapter 2
-----------------
ANOTHER CASE
Time of Day:  Any
Required Missions:  None
Activates:  The Clue
1.  Go near Hometown, encounter Mei-hua, receive Staminan X, Toughness Z, auto-
  matically exit Asian Alley
2.  Go to the alley running east off of south Senryô near Karaoke-Kan, defeat
  yakuza
3.  Go to Naomi's Mansion
4.  Go to Pink Street, look for … "woman" with purple muffler named Saki-chan,
  talk to her
5.  Chase Battle:  catch Saki-chan
6.  Take taxi to the docks, defeat suspicious men near warehouses
Reward:  5,000 Experience

THE CLUE
Time of Day:  Daylight
Required Missions:  Another Case
Activates:  The True Identity of the Bridge
1.  On north Senryô (near the entrance to Asian alley), receive police radio
  dispatch, then phone call from Saki-chan
2.  Go to Shellac, talk to Saki-chan
3.  Go to the building behind Club SEGA on Nakamichi, enter
4.  Defeat yakuza
5.  Go to Naomi's Mansion, talk to Naomi, pay 50,000 yen
6.  Go to Cuez Bar, talk to the bartender
7.  Go to the Kamuro Subway Shopping Area Coin Lockers, talk to strange man,
  defeat him
Reward:  Dragon's Iris, 5,000 Experience

WITNESS
Time of Day: Daylight
Required Missions:  None
Activates:  A View From Above
1.  Talk to the man on the east side of Theater Square, say you'll catch the
  guy, receive sketch
2.  Talk to the guy in black clothes with blonde hair and defeat men
Reward:  Blackjack Amulet, 5,000 Experience

A VIEW FROM ABOVE
Time of Day:  Daylight
Required Missions:  Witness
Activates:  None
1.  Talk to the woman on the west side of Theater Square (near Mach Bowl)
2.  Go up the stairs near Volcanic Volcano to the spot where you can look down,
  see other place to go to on West Rooftops area
3.  Go to other spot
4.  Chase Battle:  catch peeping Tom
Reward:  Spy Item Collection, 5,000 Experience

L'ÉTRANGER
Time of Day:  Daylight
Required Missions:  Let's Go on a Group Date
Activates:  None
1.  Go near Marietta, the club to the east of Shichifuku Parking, save
  foreigner by defeating yakuza
2.  Agree to guide the foreigner
3.  Answer "Shogi, right?" and then "A bathhouse"
Reward:  50,000 yen, 5,000 Experience

AUTO BREAK-IN
Time of Day:  Daylight
Required Missions:  None
Activates:  None
1.  Hear about auto break-ins at the northwest alley in Theater Square
2.  Get near the two people near a car near Jidô Park
3.  Slowly walk towards them by pressing lightly on the left stick or holding
  L1 to walk instead of run
4.  Ask "Is that the key to this car?"
5.  Defeat criminals
Reward:  Red Gem, 2,000 Experience

- After dropping off the attaché case with Zhao -
THE STOLEN BRIBE
Time of Day:  Any
Required Missions:  Gambling Addiction Blues
Activates:  The Silent Majority
1.  As you leave Asian Alley from dropping off the attaché case, get call from
  Mei-hua
2.  Go to Hometown, talk to Mei-hua
3.  Go to the vacant back alley space across from the Third Park, talk to Yanagi
4.  Defeat Yanagi
Reward:  Ruby, 5,000 Experience

THE SILENT MAJORITY
Time of Day:  Day, Night (not Evening)
Required Missions:  The Stolen Bribe
Activates:  None
1.  Talk to Zhao in front of Homeland
2.  Talk to Nguy in the little alley behind Homeland (to the north)
3.  Find Nguy in the shop to the east of Homeland (use first-person view)
4.  Talk to Tao on the second floor, in front of Nair's room
5.  Find Tao under the staircase to the west (use first-person view)
6.  Talk to Myeong by the trash cans in the southern part of Asian Alley
7.  Look up near the Homeland to find Myeong hiding on a catwalk
Reward:  5,000 Experience

Part 3, Chapter 4
-----------------
DANGEROUS PLAY
Time of Day:  Any
Required Missions:  Gambling Addiction Blues
Activates:  None
1.  Talk to the rich old man in the Ryûgûjô casino, accept challenge
2.  Choose the following:  accept the challenge, pull the trigger with a strong
  feeling, accept the final challenge, pull the trigger with a stoic feeling
Reward:  30,000,000 yen, 5,000 Experience

THE TRUE IDENTITY OF THE BRIDGE
Time of Day:  Any
Required Missions:  The Clue
Activates:  That Which Is Inherited
1.  Go in front of the Poppo Mart Nakamichi, fight man
2.  Go to Shellac, talk to Saki-chan
3.  Go to Naomi's Mansion, talk to Naomi
4.  Go to the garden on the rooftops above Volcanic Volcano, talk to Saki-chan
5.  Defeat mysterious man
6.  On Tortoise Street, the southern street running off to the west from Tenka-
  ichi, enter building, defeat Tsugawa
Reward:  5,000 Experience

THAT WHICH IS INHERITED
Time of Day:  Any
Required Missions:  The True Identity of the Bridge
Activates:  None
1.  After clearing The True Identity of the Bridge, go to leave the Champion
  Mall and Naomi will call you
2.  Go to Naomi's Mansion, talk to Naomi
3.  Go to the street runnin to the east from Pink Street and defeat assassin
4.  Defeat yakuza
5.  Chase Battle:  catch Katsuura
Reward:  Dragon's Iris, 10,000 Experience

MEI-HUA'S LETTER
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Talk to Zhao in front of Homeland
2.  Go to the park area at the east end of Kôenmae Street, defeat punks
3.  Go to the nothwest corner of the Hotel District, defeat yakuza twice
Reward:  5,000 Experience


5a-V.  Kiryû Missions
---------------------

Part 4, Chapter 2
-----------------
- After visiting Date at New Serena -
YÛYA'S WAY
Time of Day:  Any
Required Missions:  None
Activates:  That Incorrigible Guy
1.  Talk to Yûya outside of Stardust (on Tenkaichi, across the street from New
  Serena), talk to Kazuki inside Stardust automatically
2.  Talk to the girl on a cell phone across the street from Smile Burger
3.  Talk to Shin'ya near Watami on Nakamichi, defeat Shin'ya
Reward:  5,000 Experience

THAT INCORRIGIBLE GUY
Time of Day:  Any
Required Missions:  Yûya's Way
Activates:  Color Gangs
1.  Get near Stardust, automatically talk to Yûya
2.  Go to Club SEGA Theater Square
3.  Go to Smile Burger
4.  Go to east Champion Mall, defeat Fake Kiryû
Reward:  Popular Bracelet, 5,000 Experience

COLOR GANGS
Time of Day:  Any
Required Missions:  That Incorrigible Guy
Activates:  None
1.  Go near Coffee Baron, the shop next to Jewel, talk to Shiraki
2.  Go near Pronto on Nakamichi, talk to the Akai brothers
3.  Talk to the man talking on the phone to his girlfriend at the intersection
  of Nakamichi and Taihei
4.  Go to the back alley area behind Kotobuki Pharmacy and Poppo Nakamichi,
  defeat Aota
Reward:  5,000 Experience

THE RETURN OF A WILY MAN
Time of Day:  Any
Required Missions:  None
Activates:  Kôtarô goes Job Hunting
1.  As you leave New Serena, you'll get a message
2.  Talk to the representative in front of Yoshida Batting Cages
3.  Hit one of the ten pitches
Reward:  Sacred Tree Woodchip, 5,000 Experience

KÔTARÔ GOES JOB HUNTING
Time of Day:  Any
Required Missions:  The Return of a Wily Man
Activates:  None
1.  Go near the ramen shop next to Bantam, event with Kôtarô
2.  Go near Han Rae, fight off street punks
3.  After a while, receive a message from Kôtarô
4.  Talk to Kôtarô at the southern end of Nakamichi, defeat, punks
Reward:  5,000 Experience

CABARET CLUB WALKTHROUGH, KIRYÛ EDITION
Time of Day:  Any
Required Missions:  None
Activates:  None
1.  Go near couple in front of MEB on Shichifuku
2.  Go to JeweL and Shine, choose "Free," visit both girls made available
3.  Go to Cuez in Kamuro Subway Shopping Area, talk to Minamisawa, choose which
  girl to give answers for, answer questions properly:
  = Saitô Shizuka =
  • Embalmer
  • Show your back
  • Vegetable Sticks
  = Mori Maya =
  • Model
  • Ask about her work
  • Chocolates
4.  Leave, return and talk to Minamisawa, receive reward
5.  Repeat for other girl
Reward:  30,000 yen x 2, 5,000 Experience

CURRY CHASE
Time of Day:  Any
Required Missions:  None
Activates:  Town Hero
1.  Near the entrance to the Ryûgûjô, talk to man surrounded by construction
  workers
2.  Try to leave twice and then accept his request
3.  Go to Matsuya and order take-out "Very Large Original Curry Pouch"
4.  Go to New Serena, event
5.  Go talk to the man near the entrance to the Ryûgûjô
Reward:  Staminan Spark, 5,000 Experience

TOWN HERO
Time of Day:  Any
Required Missions:  Curry Chase
Activates:  The Condition of Family
WARNING!!  Finishing this mission requires going near the Millennium Tower,
  which will advance the main story if you are in Chapter 2!!
1.  Near the Third Park, see man in tights
2.  Near Poppo Nakamichi, see man in tights
3.  Save the man in tights at the garden in front of the Millennium Tower
4.  Go to Matsuya, order take-out "Original Curry Pouch"
5.  Talk to man in tights
Reward:  Fitness Gear, 5,000 Experience

DUEL BETWEEN MASTER AND APPRENTICE
Time of Day:  Any
Required Missions:  None
Activates:  The White Lie
1.  Enter Kyushu Ichibanboshi Ramen
2.  Talk to Ueda inside Ichibanboshi, agree to help
3.  Talk to the customer across the street from Kyushu Ichibanboshi
4.  Talk to Matsuyama in the parking lot across the street from the Champion
  Mall's south entrance
5.  Talk to Matsuyama in front of Kyushu Ichibanboshi, exhaust two or three
  options, choose final option "Just go make it normally"
Reward:  5,000 Experience plus you can now order "Black Pork Bone Ramen" from
  Matsuyama inside Kyushu Ichibanboshi (last item on Kyushu Ichibanboshi's list
  in "Complete" section)

THE WHITE LIE
Time of Day:  Any
Required Missions:  Duel Between Master and Apprentice
Activates:  None
1.  Talk to the bartender in Bantam, event with Chigusa, choose to go out with
  her
2.  Defeat criminal
Reward:  Platinum Pair Rings, 5,000 Experience

Part 4, Chapter 4
-----------------
THE CONDITION OF FAMILY
Time of Day:  Any
Required Missions:  Town Hero
Activates:  Kiryû Day Care
1.  Talk to Date's daughter, Saya, in front of New Serena
2.  Talk to Minoru in front of the Millennium Tower
3.  Defeat the purse snatcher at Shichifuku Parking Lot
4.  Talk to Minori in front of the Millennium Tower
Reward:  5,000 Experience

A DOCTOR'S SOUL
Time of Day:  Night
Required Missions:  None
Activates:  None
1.  Go to the docks at nighttime, talk to wounded man
2.  Talk to Tanimura at New Serena
3.  Defeat Se Waa Members
Reward:  5,000 Experience

The Final Chapter
-----------------
KIRYÛ DAY CARE
Time of Day:  Day or Night (not Evening)
Required Missions:  The Condition of Family
Activates:  None
1.  Go into New Serena, baby event, choose "Did he wet his diaper?"
2.  Talk to witness in front of New Serena
3.  Talk to man looking in back alley at New Serena
4.  Go to parking space 404 in Underground Parking Area, defeat men
5.  Name baby
Reward:  Nothingness Gem, 5,000 Experience

THE LANGUAGE OF FLOWERS
Time of Day:  Day or Night (not Evening)
Required Missions:  None
Activates:  The Hills Rumor
1.  Talk to Takashi in front of the Millennium Tower, lead him to Hanaya
2.  Talk to Takashi in the Sai no Kawara underground area
3.  Go near Fukkantei, event
4.  Go near Poppo Nakamichi, event
5.  Go to the empty space off to the east of the southern exit of Champion Mall,
  event
6.  Talk to Hanaya at his mansion in the Sai no Kawara underground area
7.  Talk to Takashi in front of the Millennium Tower
Reward:  5,000 Experience

THE HILLS RUMOR
Time of Day:  Day or Night (not Evening, but Night works best as the mission
  ends in Night)
Required Missions:  The Language of Flowers
Activates:  None
1.  Talk to the lower-ranking Ueno Seiwa Association members in the Third Park
2.  Talk to the gossipers near MEB
3.  At night, enter the West Park area through the toilet at the east end of
  Kôenmae
4.  Examine the Kamuro Hills building, enter
5.  Defeat Gary "Buster" Holmes
Reward:  Dragon Seal, 5,000 Experience

AMON
Time of Day:  Night
Required Missions:  (All of them)
Activates:  None
NOTE:  "Amon" does not count toward's Kiryû's completing his missions list, but
  it will appear on it once you've activated it.
1.  Clear all 62 other missions (for all four characters)
2.  In New Serena, Tanimura will hand Kiryû a letter from Amon Jô
3.  At night, talk to the driver at parking space 307 of Underground Parking,
  talk to him again and agree to go
4.  DEFEAT BOSS:  AMON KAZUYA (as Akiyama)
5.  DEFEAT BOSS:  AMON JIRÔ (as Saejima)
6.  DEFEAT BOSS:  AMON SANGO (as Tanimura)
7.  DEFEAT BOSS:  AMON JÔ (as Kiryû)
Reward:  Ryûjinmaru, later Amon's Sunglasses (from Bob)


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

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

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

== 5b-IIa.  Saigô Training (Akiyama) ==

== 5b-IIb.  Helping Out the Hermit (Saejima) ==

== 5b-IIc.  Nair Sparring (Tanimura) ==

== 5b-IId.  Komaki Training (Kiryû) ==

== 5b-IIe.  IF7-R ==

--------------------------
5c.  The Underground Arena
--------------------------

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

--------------------------------------
5e.  Make the No. 1 Cabaret Club Girl!
--------------------------------------

--------------------
5f.  Make a Fighter!
--------------------

---------------------------
5g.  Skill Games & Gambling
---------------------------

--------------------
5h.  Spoiling Haruka
--------------------

---------------------
5i.  Coin Locker Keys
---------------------

---------
5j.  Maps
---------

----------
5k.  Shops
----------

----------
5l.  Items
----------

--------------
5l-I.  Weapons
--------------

--------------
5l-II.  Armors
--------------

--------------------
5l-III.  Accessories
--------------------

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

-----------------------------------
5m.  Weapons and Armor Modification
-----------------------------------

-------------------------
5n.  Main Characters List
-------------------------

---------------------
5o.  Completion Lists
---------------------

To get 100%, you'll have to have all four guys each visit both Kamiyama locat-
ions and buy everything available to them at Beam (the video store).  You'll
also need to use all four to buy specific weapons at the Weapons Store, at Works
Kamiyama (the weapons one), and at Ebisuya Pawn Shop.  You'll need to complete
each character's specific side games, including making all three girls available
at Elise with Akiyama and all partners available as Saejima, then completely
romancing every girl available and winning every tournament available.  You'll
also need to eat all the menu items and unlock all coin lockers, which will
basically require getting access to all areas (going through almost the entire
story).  You'll need to "imprint" your memories in IF7-R with all four main
characters, too.  You can complete the "mini-games" list with just about anyone
since they can all play all games except Karaoke.  For that game, you'll need
to have Kiryû available.  You'll need to do all Heat Actions, which will ob-
viously require using all four guys for their own, unique Heat Moves.


5o-I.  Coin Lockers
-------------------

5o-II.  Restaurant Menu Items
-----------------------------

5o-III.  Weapons and Armor Modification
---------------------------------------

5o-IV.  Allies
--------------

5o-V.  Revelations
------------------

5o-VI.  Mini-Games
------------------

5o-VII.  Cabaret Club Girls
---------------------------

5o-VIII.  "Make the No. 1 Girl" Girls
-------------------------------------

5o-IX.  Make the No. 1 Cabaret Club Girl!
-----------------------------------------

5o-X.  Saigô Training
-----------------------

5o-XI.  Helping Out the Hermit
------------------------------

5o-XII.  Nair Sparring
----------------------

5o-XIII.  Underground Arena
---------------------------

5o-XIV.  Make a Fighter!
------------------------

5o-XV.  Police Dispatch Radio Battles
-------------------------------------

5o-XVI.  Team Encounter Battles
-------------------------------

5o-XVII.  IF7-R
---------------

5o-XVIII.  Heat Actions
-----------------------

----------
6.  EXTRAS
----------

----------------
6a.  Unlockables
----------------

6a-I.  Unlockable Items
-----------------------

6a-II.  Premium Adventure Mode
------------------------------

6a-III.  Ultimate Fighting Mode
-------------------------------

6a-IV.  "Extra Contents"
------------------------

== 6a-IVa.  Versus Modes ==

== 6a-IVb.  Version Updates (DLC) ==

-------------
6b.  Trophies
-------------

---------------------
6c.  Demo Walkthrough
---------------------

-----------
6d.  Trivia
-----------

----------------------------------
7.  MAIN STORY CINEMA TRANSLATIONS
----------------------------------

------------
8.  GLOSSARY
------------

-----------------
9.  "THANK-YOU"'S
-----------------

Thanks to DingoEnderZOE2, Bustah_Woolf, samzam2060, ancaryvan, Bruno Malta, and
all the folks at the GameFAQs message boards, to Aaron Webb, Yas Noguchi and the
guys at SEGA of America for delivering what appears to be an awesome version to
the West, Nagoshi, Kuroda, Yokoyama, Kikuchi, Ugaki, Yamadera, Kugimiya, and
everyone else who worked on and supported this great title at SEGA (of Japan)!
  Nihon no minasamani, goanzenwo oinoriitasimasu.  Subetewa koko kara desu node,
  ganbatte kudasai!
Special thanks to my good friend Damon for the times I've been typing busily at
his place to write the guide while playing on his TV, to Mama ThePatrick for
delicious food, my dog Sam (Baekgu) for driving me crazy, and Pat Yap for
school-
ing me at fighting games while he has no video game system of his own (wth dude,
seriously), and to Nakayama Take-san, thanks for keepin' your rad store open.
And as usual, thanks to Serge Gainsbourg, Busdriver, Gil Scott-Heron, DJ Krush
nujabes (R.I.P.), Mingus, and, of course, EDAN THE HUMBLE MAGNIFICENT for
keeping
my ears happy during the writing of this-here document.


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