RYUUGA GOTOKU
(a.k.a. "Yakuza")
A F.A.Q. / Walkthrough
by Patrick Coffman
(ryled@yahoo.com)
Version 1.3 (Complete, but needs re-writing)--last update 9/4/6
NOTE: This FAQ does not include the Japanese text import gamers may need to
play this game, to make the correct choices and what-not. I'm still looking
for a place to host that as apparently I can't get the Unicode version onto
GameFAQs.
NOTE (um, also): This FAQ is based on the Japanese version of this game and
the translations are the author's, so they will be different from the North
American release.
TABLE of CONTENTS:
1. INTRODUCTION
1a. How to Use This F.A.Q.
1b. A Word From the Author
1c. Mini-F.A.Q.
1d. How to Pronounce Japanese
f2. The BASICS
2a. The Adventure
2a-I. Controls
2a-II. Health and Shopping
2a-III. Building Up
2a-IV. Story Progression
2b. Fighting
2b-I. Commands
2b-II. Defeating the Different Enemies
2b-III. Advanced Techniques
3. STORY WALKTHROUGH
3a. Prologue
3b. Chapter 1
3c. Chapter 2
3d. Chapter 3
3e. Chapter 4
3f. Chapter 5
3g. Chapter 6
3h. Chapter 7
3i. Chapter 8
3j. Chapter 9
3k. Chapter 10
3l. Chapter 11
3m. Chapter 12
3n. Chapter 13
3o. Quick Walkthrough
4. APPENDICES
4a. Missions
4b. Romancing Cabaret Club Girls
4c. Main Characters List
4d. Items
4d-I. Weapons
4d-II. Defense Items
4d-III. Healing Items
4d-IV. Miscellanies
4e. Coin Locker Keys
4f. Map
4g. Shops
4h. Skill Games
5. EXTRAS
5a. Hidden Shops
5b. Hidden Moves
5c. Underground Colisseum
5d. Haruka's Trust
5e. Secret Boss
5f. Battle Review Mode
5g. Trivia
6. GLOSSARY
7. "THANK-YOU"'S
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1. INTRODUCTION
----------------
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1a. How to Use This F.A.Q.
---------------------------
Navigating the F.A.Q. should be simple. Even notepad has the "Find" feature.
I'd suggest using "Find" and typing in the exact text as it appears in the
Table of Contents. For instance, if it says "8a-1. The Abyss," then typing
in "8a-1. The Abyss" would get you there. Typing in "8a-1." would probably
work, too. I know F.A.Q.'s can get rather lengthy....
---------------------------
1b. A Word From the Author
---------------------------
The main point of this F.A.Q. / Walkthrough will be to offer information on the
SEGA game, "Ryuu-ga Gotoku", a fairly cinematic, free-roaming, "brawler"-type
game set in the seedy underworld of Japanese gangster movies and your generic
"action flicks."
At the time I bought this game, there were no reference materials available
in English, and so I figured I should write this up for those of you who wish
to import this game and play it, but know little Japanese. However, it still
will contain most of the information on how to do certain things in the game
as well as advice I can offer to ease the frustration of the sloppy game engine.
So, I've included Japanese text to help the importer, but I figure that this
F.A.Q. will still come in handy if the game actually does come out in areas
outside Japan. So far, they've announced that the game will hit North American
retailers as simply "Yakuza."
----------------
1c. Mini-F.A.Q.
----------------
Q: What're all those annoying voices in the background?
A: They're people saying random bits of common Japanese speech (similar to
"What're you talking about?" or "OK!" or "How you doin'?" in English).
Different areas seem to have their own different background noise and
sometimes it seems to be generated by specific people.
For example, the bum in front of the movie theater says "Chotto!" ("Do you
mind?") when you run past him. Other people say things when you rush into
them.
The most commonly-heard "background" vocals seem to be "Hima desu ka?"
("Are you doing anything right now?"), "Sugoi!" ("Wow!"), "Jaa ne!" ("See
ya!"), "Irasshai!" ("Please come in!"), "Ne-, ne-! ("Look here!"),
"Oniichan!" ("Mister!"), "Ohisashiburi!" ("It's been a while!"), and a
bunch of others....
Q: What's wrong with Kazuma??! Why won't he face the frickin' enemy??!
A: The action in this game is fairly clunky, but there is a system to it, and
until you get used to it, he'll apparently just stray from enemies and
sometimes seem to never be able to even look at them.
In this game, sidestepping is very much present, and it's almost not even
apparent in any way. Even just holding down the targetting button and
walking to the side can avoid attacks often. "Shift Motion" (the command-
based sidestep) sometimes doesn't have any apparent animation at all, and
renders the character invincible for a short period.
The upshot? You don't "target" people very well. I'll explain it better
in the section on fighting, but for now, you should know that it gets a
little frustrating until you're used to it. A simple thing to remember
that makes the going a little easier is to let go of the target button (R1)
and press towards the enemy for a moment before hitting it again if you
want to face them.
Q: How do you save?!
A: From any telephone. The small, blue circles on your mini-map with "S"'s
in them will direct you. Once you're near one, hit the circle button to
start the save.
Unfortunately, the menu pulls nearly all obnoxious, bad programming stops.
It asks if you really want to save first. Your cursor will be on the
"no" selection. You'll want to move it to "yes." Then, it will check the
memory card and prompt you to select a file. If you select one you've
already written to (because making a hundred save files is ridiculous),
it'll ask you if you want to overwrite it. Again, you'll be on "no" and
need to move it to "yes."
OK, you've saved. Now, it will ask you to confirm it was saved and you'll
need to hit circle. Then, for some reason, it brings back the list of save
files. You'll need to back out of the menu.
Just in case, you should know that in Japanese, "yes" is a two-syllable
word and "no" has three. This is something to keep in mind if you want to
navigate menus in import games but speak no Japanese.
The game also prompts you to save at the end of a chapter. Again, you'll
be set to "no" and need to move it to "yes."
Q: What's so good about this game? I mean--I played it for a while and I don't
get it....
A: I can't claim that this is the world's greatest game in terms of mechanics
or programming; it's not very well-polished. However, if you like action
cinema (especially yakuza films), then this game should bring you some
satisfaction.
It's very cinematic, and once you get the hang of the fighting system, the
fights are actually pretty enjoyable. I think that others in the "brawler"
genre should take a page from this game's basic, effective system.
So...if you don't like the feel of this game, don't worry; you're not
alone--even I was put off by the fighting. Just know that it does get
better, especially as you build up your character.
Q: I heard this game is Japan's answer to Rockstar's "Grand Theft Auto." How
similar are the games?
A: Well...I guess you fight people in both games and both involve roaming
around a city filled with criminals.
That's about it. There's no driving, no senseless killing, no blowing up
cars and stuff, your main character isn't out to have sex with hookers or
steal cars, um...and hundreds of other differences.
The reason people think it's "Grand Theft Auto" is because of an interview
with the game's producer that appeared in a Japanese gaming magazine
(Weekly Famitsuu). In this interview, he stated that he decided to make
this game because he saw games like "Grand Theft Auto: San Andreas" coming
out and thought that the American game designers had the wrong idea and that
he wanted to tell the tale of gangster-like "street" life from a
more Japanese perspective.
This is a cinematic brawler, where you can walk around and solve side-
quests ("Missions") and beat up random thugs to develop your character and
buy items. It's not an open-ended gore fest.
Q: Ohhh, this is that Shenmue game! Is it a sequel or what?
A: This game shares the same character design and modeling teams as Shenmue,
supposedly. You fight, you look like you're in a movie, you trigger
events, and ... and that's about it. It isn't Shenmue 3.
In fact, the producer of this game is the same as the "Spike Out!" games
(and their scrapped brother "Slash Out"). So, look for more brawling and
smashing people in the face with objects than Quick Time Events.
Q: What extra content is there in the game??
A: Well, there's not much to unlock in the game--it's more like this is just
a good experience to play through the story. As for "extra" stuff...well,
once you play through the game, you'll open the "Premium Box" selection
from the main menu.
In here, you'll find "Adventure Review," "Battle Review," and "Movie
Recollection." The last one will bring up the various cut scenes from the
main story (these are also viewable during the game in the two "Hint
Rooms.") "Battle Review" gives you a rather long list of challenges and
grades you on certain key factors such as speed and damage taken. Some are
easy, some are very hard. If you get all "S" (the top grade) in this mode,
you'll unlock the other unlockable in the game, "Fighting Master Mode."
This is selectable once "New Game" has been chosen from the main menu, and
apparently allows you to use all "Heat Action" or "Special Attack" moves
regardless of Heat Gauge. It's another one of those "at that point, you
don't need it" rewards.
The other thing you unlock is a little stranger. "Adventure Review...."
All I can assume is that you're supposed to use this to practice things
like what to do in certain missions. Basically, the whole map is open,
Yakuza thugs attack you randomly, all coin locker keys are there (but you
have to buy the ones found in special areas only in the main story), most
missions are available, but there is no story. So...you actually can't
even do 100% of the game because you won't ever fight the bosses and you
won't be able to do the missions that involve towing Haruka around.
It also apparently has no end, and you can view your percentage completed
in the Hint Rooms. So, why bother...? I guess so you can find out where
all the coin locker keys are and what to do in the various missions, so
the next time you play through Story Mode you can get 100% if you'd like.
Oh, yeah! One more thing: the salesman in the River Styx appears
to have more items for sale in this mode, for some reason.
Q: What do I do if I hate your guts? What if I hate your F.A.Q.?
A: I don't know! Calm down?
-----------------------------
1d. How to Pronounce Japanese
-----------------------------
I know many people take Japanese now, and are used to hearing it from their
subtitled DVDs and such, but when I was growing up in America, there were many
people who couldn't say anything right ever. "Ryuu" (the character from "Street
Fighter") became "RYE-you," and his famous "Shouryuuken" move became all sorts
of things--the "All You Can" is my favorite.
Anyway, enough ranting. Japanese is a fairly monotone language filled with
polysyllabic words. Here's how to pronounce the consonants:
"k" = "k" as in "kite." The "k" sound is harshly aspirated in Japanese and
sometimes sounds like a "t" to English speakers because of that. In other
words, a strong puff of air comes from the lungs when saying this often.
"g" = "g" as in "good." This is a voiced "k." Also,
= "ng" as in "fang" when it comes in the middle of a word quite often,
especially in the Tokyo area.
"s" = "s" as in "lapse." The "s" in Japanese is a rather "hard" "s". It's
actually with the tongue pressed up closer to the roof of the mouth than in
English.
= "sh" as in "shape." This occurs before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "sh" IN THESE INSTANCES.
"z" = "dz" as in "gadzooks!" The "d" is slight, so often it will sound just
like an English "z;" a voiced "s."
= "j" as in "jam." This occurs before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "j" IN THESE INSTANCES.
"t" = "t" as in "top." Actually, this "t" is not heavily aspirated, so it
may sometimes sound like a "k" or a "d" to some English speakers.
= "ch" as in "chopper." Again, not seriously aspirated, this appears only
before the "i" and "y" sounds.
TO AVOID CONFUSION I SHALL WRITE IT AS "ch" IN THESE INSTANCES.
= "ts" as in "lets" before a "u."
TO AVOID CONFUSION I SHALL WRITE IT AS "ts" IN THIS INSTANCE.
"d" = "d" as in "don't." A voiced "t."
"n" = ... This is difficult. There are two different sounds written "n" in
Romanised Japanese.
"n" at the beginning of a syllable = "n" as in "not."
"n" by itself is its own syllable; no vowel is needed. This is a different
"letter" in the Japanese writing system, and is similar to the French
"n." In other words, the tongue doesn't touch the roof of the mouth and
a nasal sound is produced.
Before "p," "b," and "m," the lips close and this sound comes out like
an "m."
TO AVOID CONFUSION I SHALL WRITE IT AS "n'" IF IT COMES BEFORE A VOWEL AND
SHOULD BE PRONOUNCED AS THE "FRENCH 'N'." ALSO, I SHALL WRITE IT AS "m"
BEFORE LABIAL SOUNDS.
"h" = "h" as in "hat." This is actually a "hard h;" the tongue is, again,
raised up agains the roof of the mouth (farther back than the "s") and the
air almost hisses out.
= "f" as in.... Well, our "f" is just an approximation. When the lips
are pursed for "u," the air puffs out and sounds like an "f." The lip should
not touch the teeth, generally. This occurs only before the "u" sound.
TO AVOID CONFUSION I SHALL WRITE IT AS "f" IN THIS INSTANCE.
"b" = "b" as in "boy."
"p" = "p" as in "pad."
"m" = "m" as in "map."
"y" = "y" as in "you." Not that this comes right after other consonants
frequently and should be pronounced the same but with the other consonant
attached to its front; NOT AS ANOTHER SYLLABLE. For example, "kyuu" is
not "KYE-you" or something like that; it's more like "Q" as in "the letter
'Q.'"
"r" = ... Well, unfortunately, this one's a bit tricky. The tongue generally
flaps against the raised ridge behind the front teeth on the roof of the mouth
and sounds like the "tt" in "butter" in the middle of words, and comes fully
in contact with them at the beginning of words to make more of a conventional
"l" sound.
"w" = "w" as in "wane."
There are five vowels in Japanese writing:
"a" = "a" as in "father."
"i" = "ee" as in "feet." After a "voiceless" consonant (p, k, etc), the "i"
sound is muted; almost whispered with no voice. To many, it sounds like it
vanishes, but it doesn't completely.
"u" = "oo" as in "loop." Just like "i," after voiceless consonants the "u"
sound seems to vanish, but just gets quite muted and becomes almost voiceless.
"e" = "ay" as in "say," sorta. It's kind of between there and the "e" in "bet."
"o" = "oh" as in "oh, man!"
Vowels are read each after the other (without the gutteral break in "uh-oh!").
This makes pseudo-diphthongs as such:
"ai" = "ah + ee." Sounds similar to "eye."
"au" = "ah + ooh." Sounds similar to "ow" as in "cow."
"ae" = "ah + eh." No equivalent.
"ao" = "ah + oh." No equivalent.
Also, vowels can be lengthened. This means you say the vowel twice (again
without a break); making it last longer. It doesn't mean there's some weird
other sound (such as the difference between long and short vowels in English).
Here is a list of the ways I will lengthen the vowels:
"aa" or "a-"
"ii" or "i-"
"uu" or "u-"
"ei" or "e-" or "ee" Note that "ei" is sometimes pronounced as two "e" sounds
and sometimes as an "e" + "i." The difference is negligable and most Japanese
people wouldn't distinguish it.
"ou" or "o-" or "oh" or "oo" Again, "ou" is sometimes pronounced as two "o"
sounds and someitmes as as "o" + "u." The difference, again, is negligable.
The reason for "oo" to show up is because of the way the word would be written
in Japanese script, usually using the word "big" ("ookii" or "ooi" [rare, but
used as a prefix often].)
In other words, it's not "GOW-key." It's not "GOO-key." It's "GO-key." (the
"Street Fighter" character Gouki, that is.)
Consonants can be lengthened, too. This makes it sound like the word has
stopped and paused for a split second. Hold your mouth in the position of
the consonant. Sometimes it makes it sound a bit more stressed; like the
muscles were more tense than usual in the mouth. This takes a bit of practice
sometimes. Most consonants can do this, and they will be written twice.
Here is a listing of all the syllables that occur in modern Japanese:
a ka sa ta na ha ma ya ra wa ga za da ba pa n(or "m")
i ki shi chi ni hi mi ri gi ji ji bi pi
u ku su tsu nu fu mu yu ru gu zu zu bu pu
e ke se te ne he me re ge ze de be pe
o ko so to no ho mo yo ro wo* go zo do bo po
kya sha cha nya hya mya rya gya ja ja bya pya
kyu shu chu nyu hyu myu ryu gyu ju ju byu pyu
kyo sho cho nyo hyo myo ryo gyo jo jo byo pyo
*--This is really pronounced the same as "o" except by some pre-WWII people.
It's listed here because it's usually used as a "particle word."
"Stressing" syllables should usually only occur with elongated vowels and
syllables starting with a stopped (doubled) consonant. There are some words
that have clear "stress," but many words have none at all.
Lastly, note that I will use an apostrophe to separate sounds that I feel
need to be separated so you can pronounce them correctly. This will probably
only occur with "n" sounds in the middle of words (that's the nasal, solitary
"n" that is its own syllable) and long vowel patterns. For example, "Ma'ou"
should be pronounced "ma + oh (long)"--tho' I'll probably forget the apostrophe
sometimes in this instance. "In'e" should be pronounced "i + n + e;" not "i +
ne."
--------------
2. The BASICS
--------------
------------------
2a. The Adventure
------------------
2a-I. Controls
---------------
NOTE: This is for the Japanese version of the game. They tend to flip the
"decide" and "return" functions in America from Circle to X and X to Circle
respectively.
D-Pad: Use to select choices during conversations or on menus.
Left Analog Stick: Use to move Kiryuu around and to select choices during
conversations or on menus. Also, use to move Kiryuu's aim during the
shooting level.
L3 Button (depress the Left Analog Stick): Not used.
Right Analog Stick: Use to move the area displayed in the mini-map on the
bottom left-hand corner of your screen.
R3 Button (depress the Right Analog Stick): Use to toggle the mini-map on
the bottom left-hand corner of your screen between a close-up map, a
long-range one, and to have no map at all.
Square: Use for basic attacks. Also use to step on grounded enemies. Quickly
tap in certain battle instances to make certain events happen--when using
the "Goku" attack with hammer / wrench-type weapons to continue the attack,
when using the "Goku" attack versus a downed foe when Kiryuu's health is low
to continue the attack, to dodge a car when Shimano grapples you during the
second fight against him, to retaliate against Hades Nishizawa in the Magnum
Force Grand Prix during a certain grapple, and a few others. Also use for
basic attacks when wielding a weapon.
Triangle: Use for heavy attacks. Use for all "Goku" or "Heat" moves (also
just called "Special" moves) besides the Giant Swing and Finish Hold attacks.
This button finishes your "rush" or "combo" attack strings. Use to stomp
grounded foes when not in Heat Mode once "Pursuit Mastery" is learned (Mind
level 6). Hit when prompted during "Goku" attack that slams an enemy into the
wall to stomp on the back of their head. Use for the Tora'otoshi learned from
Master Komaki. Also use for heavy attacks when wielding a weapon, and the
"Goku" attacks of those weapons in Heat Mode once "Weapon Mastery" is learned
(Mind level 3). Also use for selecting the "List" option when building up
your character from the Pause Menu. Fires the gun in the shooting level.
Circle: Use to pick up items, talk to people, and interact with objects when
not in a battle. In battle, use to pick up weapons, throw weapons, and
grapple enemies. Use with directional input to throw an enemy, or without
directional input if not in Heat Mode once Giant Swing has been learned
(Technique level 9). Once the Giant Swing has been learned and you are in
Heat Mode, use while holding an opponent with out directional input on the
Left Analog Stick for the Giant Swing. Use when in Heat Mode at the end of
strings after the heavy attack for Finish Hold. Use for the Ukenagashi
reversal learned from Master Komaki. Tap repeatedly when grappling a heavy
opponent to throw. Confirms selections in most menus and during
conversations.
X: Backs out of most menus. Tap repeatedly when prompted during battle to
escape grapples and mounted punches. When in "Shift Motion" (holding down
R1), use plus directional input on the Left Analog Stick to "Sway." Gets
Kiryuu to go inside the car and reload, using the car as a shield, in the
shooting level.
L1: Guard. Also used fo the Hikigaeshi learned from Komaki.
L2: Camera reset. Use to put the camera behind Kiryuu unless camera is in
a fixed location. Use to turn the camera 90 degrees counter-clockwise in
the shooting level.
R1: Shift Motion. Use to keep Kiryuu facing a certain direction or a certain
enemy--also called "locking on" or "strafing." Use to zoom in during the
shooting level.
R2: Taunt. Use to turn the camera 90 degress clockwise in the shooting level.
Select: Use to pause the game and bring up the Quit Menu (the left choice
is to continue playing; the right choice is to quit).
Start: Use to pause the game and bring up the Pause Menu. Also, if the
"Event Skip" option has been turned to "ON," use to bypass cut scenes.
2a-II. Health and Shopping
---------------------------
In the Kamuro district, there are many things to do. You have certain freedoms
and certain restrictions. When you aren't in battle, you're probably just
wandering the streets.
Before you continue the story, you'll probably wanna just wander around and
interact with the people. There are side quests that don't effect the main
story to solve, punks to beat up, casinos to gamble in, and items to buy.
The meat of this game is the fighting, however, so you're going to want to
be sure that while you wander around and build up your character in preparation
for the next boss fight, you'll want to buy health items and such.
On the map, red "no" symbols (like the "no smoking" symbol) will appear.
These are areas you can't go--basically, the borders of your little world.
There are little pink squares with "T"'s in them that represent where taxis can
be ridden (think of it as short cuts). There are blue circles with "S"'s in them
where you can save your progress.
Most buildings are grey on your map. There will also be a few colored ones
you can enter: white for places that deal with the story, blue for mini-game
areas such as pachinko parlors and video-game arcades, purple for bars and
night clubs, but most importantly, orange for shops, yellow for eateries.
Why? Because at eateries you can get health back. At shops, you can get
items to use. The only ones you'll probably care about are healing items.
When shopping, the annoying thing is that you'll have to highlight the
desired item and press right or left to adjust the amount you'd like to buy
before you can purchase it. If you hit the circle button to confirm while
the item is selected, it usually won't do anything.
Of course, the number of items you have is displayed (out of nine for normal
items and three for weapons) at the top of the window and your money is at the
bottom, if you can't figure it out.
I'll list the items available at the different shops in the appendices, but
the most important thing to know is that once chapter 4 has been reached, the
best healing items will be available at the Kotobuki Pharmacy located near the
center of the map in Taihei Street (near the Milennium Tower and across from
the Taihei Akagyuumaru restaurant). You'll probably just end up buying the
Staminan X, XX, and Royal. There are two better healing items, but you can't
buy them--namely Staminan Spark and Haruka's First Aid Kit.
2a-III. Building Up
--------------------
As the story progresses, you will need to go around and solve the Missions and
fight the punks and yakuza who randomly appear in order to give Kiryuu a chance
in the story battles.
On the pause menu, the second choice from the top will enable you to use the
experience gained to develop Kiryuu's fighting ability. Your experience is
displayed above your orange health bar as a thin yellow bar that fills up every
thousand points, and a number to its right that tells you how many thousand
you have.
There are three different attributes to raise with your experience points:
Mind, Technique, and Body. Mind mostly has to do with your Heat Gauge (your
"super" moves), Technique has to do with...well, what techniques
you have and how well you escape throws, and Body raises your health and raises
the damage you can inflict during Heat Mode. These three range from level 1 to
level 10.
When I play through the game and build up my character, I tend to first get
Mind to level 5 or 6, then Technique, then Body first. Special moves are more
important than almost anything else in the game, it seems, and that's what the
Mind attribute offers you. You'll probably want to get Weapon Mastery pretty
early on, but you'll definitely need Pursuit Mastery (at level 6) quickly, too.
Enemies do stop randomly appearing at certain times and Missions are not
available in all chapters, so there does seem to be caps set to how much you
can raise Kiryuu's abilities as the story progresses. So, make sure you get
the most out of every fight. Using "Goku" attacks (when the red kanji
flashes at the top of the screen, hit triangle) gives an experience boost.
Simply defeating an enemy doesn't normally yield too much experience, so if
you wanna develop your ex-yakuza hero, you'll want to use them as much as
possible.
There are other skills you'll have to learn. These are mostly from Komaki,
an old master a homeless man makes a reference to early on in the game. He
can be found in the River Styx--a place you'll need to find
in the main story. Other than from him, you can learn the Turn Kick from a
magazine obtained from Coin Locker Key #50--found at a dead end near the
movie theater. When starting a new game, once you reach Chapter 4, get this
key!!
Here's a quick list of the abilities, what they do, and when they are
obtained:
MIND
----
Mind of a Beast (Kemonono Kokoro) Mind level 2 (1000 EXP)
When low on Health (when bar flashes red), Heat Gauge will automatically,
gradually replenish.
Weapon Mastery (Bukino Kiwami) Mind level 3 (1500 EXP)
When weilding a weapon, with Heat Guage full, Triangle while "Goku" kanji
flashes yields a special attack.
Strong-Body Discipline (Goutaino Kokoroe) Mind level 4 (3000 EXP)
When Heat Gauge is full, it becomes hard for Kiryuu to be knocked down.
Iron Will (Tetsuno Ishi) Mind level 5 (4000 EXP)
The Heat Gauged depletes more slowly.
Pursuit Mastery (Oi'uchino Kiwami) Mind level 6 (8000 EXP)
When attacking a downed opponent, with Heat Gauge filled, when the "Goku"
kanji flashes, Triangle will yield a special attack. Note that this attack
changes when "heavy" weapons (such as signs) are used or when Kiryuu's health
is low.
Taunt Grade 2 (Chouhatsu Grade 2) Mind level 7 (12000 EXP)
When taunting a foe, Kiryuu's Heat Gauge fills slightly.
Iron-Arm Discipline (Tetsuwan'no Kokoroe) Mind level 8 (17000 EXP)
When Heat Gauge is filled, Kiryuu can block most weapon attacks.
Steel Will (Kuroganeno Ishi) Mind level 9 (23000 EXP)
Heat Gauge depletes more slowly than Iron Will.
True Strong-Body Discipline (Shin Goutaino Kokoroe) Mind level 10 (30000 EXP)
When Heat Gauge is full, it becomes even more difficult to knock Kiryuu down.
TECHNIQUE
---------
Charge Kick Technique level 2 (1000 EXP)
Standing Triangle attack can be held down to charge its power. After Kiryuu
grunts, kick will do more damage, knock opponents down, and break the foe's
guard. (hold triangle, release)
Kick Combo Technique level 3 (1500 EXP)
Extends the basic string from three weak attacks to four, complete with an
additional strong attack afterwards. (square x 4, triangle)
Escape Grade 2 Technique level 4 (3000 EXP)
Less repeated tapping of x required to break opponent's throws.
Heat Hold Combo Technique level 5 (4000 EXP)
When Heat Gauge is filled, while holding an opponent, a powerful, three-hit
combination can be performed with weak attacks. Each attack drains the Heat
Gauge slightly. (circle, square, square, square with Heat Gauge full)
Hold Grade 2 Technique level 5 (4000 EXP)
It becomes harder for foes to break free from Kiryuu's grasp.
Escape Grade 3 Technique level 6 (8000 EXP)
Even less repeated tapping of x is required to break opponent's grasp.
Drop Kick Technique level 7 (12000 EXP)
When running (which occurs in just two or three steps), strong attack yields
a drop kick attack. (running triangle)
Heat Hold Kick Technique level 8 (17000 EXP)
When Heat Gauge is full and while holding an opponent, strong attack will
change from a hook to a more-damaging kick, similar to the Charge Kick.
(circle, triangle with Heat Gauge full)
Hold Grade 3 Technique level 8 (17000 EXP)
It becomes even harder for foes to break from from Kiryuu's grasp.
Giant Swing Technique level 9 (23000 EXP)
When Heat Gauge is full, while holding a foe, throwing them without any
directional input results in the giant swing professional wrestling attack;
Kiryuu spins enemy around by his legs, clearing other foes away. (circle,
circle with Heat Gauge full)
Finish Hold Technique level 10 (30000 EXP)
After finishing a combination string with a strong attack (besides the
additional, final attack gained from the Kick Combo), the grapple attack can
be used for an additional attack, but only while the Heat Gauge is full.
(square x 1-4, triangle, circle)
BODY
----
Heat Force Body level 2 (1000 EXP)
When Heat Gauge is full, Kiryuu's attacks do more damage.
Health Improvement 1 (Tairyoku Kyouka 1) Body level 2 (1000 EXP)
Adds to the Health Gauge.
Health Improvement 2 (Tairyoku Kyouka 2) Body level 3 (1500 EXP)
Adds to the Health Gauge.
Sway Grade 2 Body level 4 (3000 EXP)
Kiryuu moves farther during the "Sway" technique, and seems to have a longer
invulnerable period of time. (hold R1, directional input + x)
Health Improvement 3 (Tairyoku Kyouka 3) Body level 4 (3000 EXP)
Adds to the Health Gauge.
Health Improvement 4 (Tairyoku Kyouka 4) Body level 5 (4000 EXP)
Adds to the Health Gauge.
Quick Downed Recovery (Tanjikan Down Fukki) Body level 6 (8000 EXP)
When knocked down, quickly tapping the four major buttons and jostling the
analog stick will get Kiryuu up more quickly.
Health Improvement 5 (Tairyoku Kyouka 5) Body level 6 (8000 EXP)
Adds to the Health Gauge.
Sway Grade 3 Body level 7 (12000 EXP)
Kiryuu moves even father during the "Sway" technique and seems to have an
even longer period of invulnerability. (hold down R1, directional input + x)
Health Improvement 6 (Tairyoku Kyouka 6) Body level 7 (12000 EXP)
Adds to the Health Gauge.
Heat Force II Body level 8 (17000 EXP)
When Heat Gauge is full, Kiryuu's attacks do even more damage.
Health Improvement 7 (Tairyoku Kyouka 7) Body level 8 (17000 EXP)
Adds to the Health Gauge.
Health Improvement 8 (Tairyoku Kyouka 8) Body level 9 (23000 EXP)
Adds to the Health Gauge.
Health Improvement 9 (Tairyoku Kyouka 9) Body level 10 (30000 EXP)
Completes the Health Gauge.
SPECIAL
-------
Turn Kick Technique level 4
Pressing away from Kiryuu and the hard attack yields a back-kick that turns
Kiryuu in the opposite direction and hits foes behind him. Kiryuu must be
in "Shift" mode to use this attack (locked on). (holding R1, back + triangle)
Find in Coin Locker #50. Key is in the dead-end just south of the theater,
where the side-mission "Suspicious Gun" takes place. Get this straight away!
Komaki-Style Swordsmanship (Komakiryuu Battoujutsu)
Kiryuu gains a different set of attacks with "Sword"-style weapons, doing
more damage.
Learn from Master Komaki in the River Styx.
Komaki-Style Turning Strike (Komakiryuu Zoriuchi) Technique level 6
During combination strings (even the "Kick Combo" extended string), hitting
away from the direction Kiryuu is facing plus the strong attack will yield
a different finishing attack that will strike enemies behind him. (square x
1-4, back + triangle)
Learn from Master Komaki in the River Styx.
Komaki-Style Punishment Strike (Komakiryuu Sabakiuchi) Technique level 6,
Body level 6
During "Sway" technique, hitting the strong attack button will yield certain
attacks, differening depending on which direction you moved. (holding R1,
directional input + x, triangle)
Learn from Master Komaki in the River Styx.
Komaki-Style Cat Flip (Komakiryuu Nekogaeri) Technique level 7, Body level 7
When knocked down, hitting x just before touching the ground will make Kiryuu
flip onto his feet (aka "Ukemi"). You can repeatedly tap the x button when
in the air to increase the chance of timing it correctly.
Learn from Master Komaki in the River Styx.
Komaki-Style Parrying Reversal (Komakiryuu Hikigaeshi) Mind level 7, Technique
level 7, Body level 7
Just when opponent starts to throw an attack towards Kiryuu, tap the guard
button to cause him to reverse the attack and knock them back. You can hold
the guard down if the opponent is going to strike you just when you're done
with the animation of a move, and if there's enough time to just barely guard,
it'll reverse the attack. Note that certain attacks cannot be reversed.
Learn from Master Komaki in the River Styx.
Komaki-Style Tiger-Killer (Komakiryuu Tora'otoshi) Mind level 8, Technique
level 8, Body level 8
Just when the opponent starts to throw out an attack towards Kiryuu, hit the
strong attack button. He'll crouch, throw out a heavy punch, and knock the
opponent down. Note that certain attacks cannot be reversed.
Learn from Master Komaki in the River Styx.
Komaki-Style Flowing Catch (Komakiryuu Ukenageshi) Mind level 9, Technique
level 9, Body level 9
Just when the opponent starts to throw out an attack towards Kiryuu, hit the
grapple button. He'll sidestep the foe and clutch him a' la a Thai kickboxer,
pressing his knee into their chest and stunning them on their feet for a
moment. Note that certain attacks cannot be reversed.
Learn from Master Komaki in the River Styx.
Usually, when I play through Story Mode, I start with the Mind attribute, and
get it to level 3 during the fight against the inmates or just before. Then,
I'll build it up to level 5 and boost Technique to level 3 and Body to level 2
before the funeral fight. After that, I'll get Body to level 6, then Tech-
nique, then boost Body again to 7 and Technique to 7 before entering the
River Styx, or during the big fight there in the underground arena.
From there, you'll want to get Mind to 7, then get all three to 8 and 9 and
finish it all off. If you want, you can concentrate on Technique and get it to
level 10 quickly so you have the Finish Hold, a powerful technique that makes
the going a little easier, but I find that this method of gettin all three up
to 7, 8, and 9 to get Komaki's techniques faster is better because he teaches
some pretty good things such as the Nekogaeri, Zoriuchi, and Sabakiuchi.
2a-IV. Story Progression
-------------------------
Here's the basic run-down on what happens in this game: the game is divided
into 13 chapters. There's some adventuring--walking around and talking to
folks and such, and then eventually a boss fight...well, except for the couple
of chapters that are basically just all fighting.
In the adventuring part, you'll want to get Coin Locker keys, fight the random
battles as they appear, and do the Missions. This will give you experience and
help you build your character (as I mentioned before).
When I give the Story Walkthrough, for each chapter, I will mention things
that will become available to you, such as what Missions to do. Be sure and
use the reference sections to do these, as some of them are pretty time-
sensitive.
So, be aware when you've progressed the story far enough to get to the boss
fight!
-------------
2b. Fighting
-------------
2b-I. Commands
---------------
Unarmed Attacks:
Square (x1): Lead Jab
Kiryuu's fastest attack. Very low damage, adds very little to Heat Gauge.
Useful by itself on dodge-type enemies (such as "boxers") to force them to
move, so that you can attack them again at the end of their motion.
Square (x1), Triangle: Lead Jab - Overhead Swing
After his straight, right jab, Kiryuu leans down and throws out a long,
overhead punch that knocks most enemies down. Really large enemies will just
stagger, and it's a little slow. The second punch will break opponents'
guards and make them stagger a little.
Square (x1), Triangle, Circle: Lead Jab - Overhead Swing - Dragon Screw?
(uses some Heat Gauge; move must be learned--Technique level 10)
After the overhead hammer punch, Kiryuu grabs the opponent's leg, turns, and
throws them onto their face on the floor. Pressing the analog stick in the
desired direction while Kiryuu is grappling the foe will make him slam them
into that direction, knocking surrounding enemies off their feet.
Square (x1), back + Triangle: Lead Jab - Backwards Sok Klab (move must be
learned from Komaki Soutarou)
Decent Heat Gauge build-up, knocks down and breaks guards.
Square (x2): Lead Jab - Uppercut
Fairly fast, this is a rather safe way to lead into enemies to see if they
will dart to your side before you finish your attacks.
Square (x2), Triangle: Lead Jab - Uppercut - Right Body Hook
The third attack is a powerful blow to the body which causes most foes to
grab their stomachs and slowly collapse. Since there aren't really "juggles"
in this game, this can be repeated over and over and over. The final attack
will break opponents' guards and make them stagger a little. Large foes will
sometimes just stagger a little instead of being stunned, but the range of
the final blow is very good and it will often hit sidestepping opponents.
Square (x2), Triangle, Circle: Lead Jab - Uppercut - Right Body Hook -
Argentine Backbreaker to Slam (uses some Heat Gauge; move must be learned--
Technique level 10)
After hitting the opponent in the body, Kiryuu will put him on his shoulders
and throw him off his left shoulder. The attack can be guided by hitting the
opposite direction than the desired direction on the analog stick. This is
a very good attack because Kiryuu can quite literally launch the enemy into
a crowd and knock foes down.
Square (x2), back + Triangle: Lead Jab - Uppercut - Backwards Spinning
Backfist (move must be learned from Komaki Soutarou)
Hits foes behind Kiryuu, knocking them down, breaking guards, gaining a
decent amount to the Heat Gauge. Has a wide attack range.
Square (x3): Lead Jab - Uppercut - Left Overhead Hook
This is definitely past the point of no return for side-stepping enemies;
Kiryuu will be wandering off a little once they move. These moves still add
very little to the Heat Gauge.
Square (x3), Triangle: Lead Jab - Uppercut - Left Overhead Hook - Uppercut
The final blow knocks foes down. It also breaks guards and staggers big
foes, like the other combo enders.
Square (x3), Triangle, Circle: Lead Jab - Uppercut - Left Overhead Hook -
Uppercut - Mini Giant Swing (uses some Heat Gauge; move must be learned--
Technique level 10)
Kiryuu grabs the opponent's legs and swings him around, knocking any nearby
foes down, and lets go, throwing him into the crowd. The attack may be
guided like the other ones. It seems like it will end up being almost 90
degrees to the left (counter-clockwise) from the direction pressed on the
stick.
Square (x3), back + Triangle: Lead Jab - Uppercut - Left Overhead Hook -
Turn Kick (must be learned from Komaki Soutarou)
Kiryuu ends with a back kick similar to the Turn Kick move, but with added
motion lines and a little improved hit range. Knocks down and breaks guards.
Square (x4): Lead Jab - Uppercut - Left Overhead Hook - Roundhouse Kick
(move must be learned--Technique level 3)
Like the other weak attack combos, except that the final attack can actually
break guards, stagger enemies, and adds a large amount to the Heat Gauge,
almost like a strong attack. Use on side-stepping foes only when they're
backed into corners or against walls.
Square (x4), Triangle: Kick Combo (move must be learned--Technique level 3)
The final attack of this combo is a heavy kick that will knock opponents
back, break guards, and stagger very large enemies. It will also add a great
deal to the Heat Gauge. The best part of this is that if the opponent guards
the final weak attack, their guard will break and they'll be pretty much
forced to take the final hit of the combo.
Square (x4), back + Triangle: Lead Jab - Uppercut - Left Overhead Hook -
Roundhouse Kick - Backwards High Spin Kick
Hits behind Kiryuu, knocking foes down and breaking guards. Adds a decent
amount to the Heat Gauge, and has a large hit area.
Square above downed foe: Stomp
This stomp will prompt downed foes to get up, and will add a great deal to
Kiryuu's Heat Gauge.
Triangle: Straight Kick
This move is fairly slow, but most enemies will guard it rather than try and
sidestep it. It adds a fair amount to the Heat Gauge.
Triangle above downed foe: Stomp (when Heat Gauge is not full or before
Pursuit Mastery is learned at Mind level 6)
The same stomp as with Square.
Triangle above downed foe: Stomp or Stomach Kick (when "Goku" kanji flashes;
when Heat Gauge is full; uses a great deal of Heat Gauge)
Sometimes it seems like the head stomp results when the foe is face-up and
the stomach kick when he is face-down. A Special or "Goku" attack, this will
yield bonus experience as well as deal a large amount of damage. If the
stomach kick results, Kiryuu will be facing the foe, but will be turned around
from his original position.
Triangle above downed foe, Kiryuu's health low and flashing red: Mounted
Punches (when "Goku" kanji flashes; when Heat Gauge is full; uses a great
deal of Heat Gauge)
Kiryuu mounts the foe and starts giving swinging hooks to his face. Quickly
and repeatedly tap the square button as prompted to continue the attack up
to 22 strikes. This deals a *great* amount of damage, and is a Special or
"Goku" attack, gaining bonus experience.
Hold Triangle, release: Charge Kick (move must be learned--Technique level 2)
Kiryuu crouches at the beginning of this move, making "high" attacks such as
jabs go right over him. This is a mysterious property and sometimes seems
to bear fruit and sometimes seems to be ignored by the A.I. Once Kiryuu
grunts, the charge kick will come out, knocking foes down and breaking guards
and staggering very large enemies. It also adds a great deal to the Heat
Gauge. This move is perfect to use when an enemy is starting to get up.
After a pursuit with triangle, continue holding triangle to start the move,
then hit them just as they get up. Again, this can be sidestepped, but
rarely is.
Triangle timed with enemy attack: Komakiryuu Tora'otoshi (move must be learned
from Komaki Soutarou with all three attributes at level 8)
Kiryuu leans forward and fires out a fast, heavy, straight punch to the
opponent's gut, knocking him down. This move adds a great deal to the Heat
Gauge and does a considerable amount of damage.
Running Triangle: Drop Kick (move must be learned at Technique level 7)
Kiryuu jumps in the air and does a double drop kick a' la a high-flying
pro wrestler, leaving him on the ground, toppling most foes, breaking guards,
and adding a decent amount of Heat Gauge.
Circle timed with enemy attack: Komakiryuu Ukenageshi (move must be learned
from Komaki Soutarou with all three attributes at level 9)
Kiryuu steps to the opponent's right side, putting his hands on the foe's
upper back and pressing forward while bringing his knee into the enemy's
chest. This stuns them, standing, for a short while, adds to the Heat
Gauge rather considerably, and does a good amount of damage.
L1: Guard
This can be broken by certain attacks, but is strengthed by Iron-Armed
Discipline learned at Mind level 8, so that when the Heat Gauge is full,
most weapons besides guns can be guarded.
L1 timed with enemy attack: Komakiryuu Hikigaeshi (move must be learned
from Komaki Soutarou with all three attributes at level 7)
Kiryuu pulls the opponent in and then slaps them back with his forearm.
Bosses will recover from the knockdown and it adds little to the Heat
Gauge and does little damage.
R2: Taunt
Kiryuu says "Koi yo" ("Come at me") all manly-like and prevents his Heat Gauge
from depleting for a moment. This also can supposedly cause foes to attack
you. There is apparently a maximum range from foes before Kiryuu will taunt.
R2: Taunt 2 (move must be learned at Mind level 7)
Kiryuu says "Kiyagare!" ("Come on!") all forceful-like and gains a fair amount
to his Heat Gauge. This also supposedly causes foes to want to attack you
more. There is apparently a maximum range from foes for Kiryuu to taunt.
Grapple Attacks:
Circle: Grapple
Bigger enemies and bosses can break your grasp much more easily than small
foes. Make sure you don't tap the circle too much as you get them into
the grab, or a throw will always start. Sometimes, you'll want to use other
attacks from the grapple.
Circle, directional input: Pull
This will tow your enemy around. You can lead them towards walls, shutters,
vending machines, trucks, cars, planters, balconies, ponds, and such things
to use the "Goku" or "Special" attack. Again, big enemies and bosses will
break this quickly.
Circle, Square: Headbutt (without Heat Gauge or before Heat Hold Combo is
learned at Technique level 5)
After the first hit, the grapple is suddenly and immediately broken. Kiryuu
will be able to almost immediately go into a combo or grapple again.
Circle, Square (x2): Two Headbutts (without Heat Gauge or before Heat Hold
Combo is learned at Technique level 5)
Same as the first hit, but repeated.
Circle, Square (x3): Headbutt Combo (without Heat Gauge or before Heat Hold
Combo is learned at Technique level 5)
For the final headbutt, Kiryuu leans fairly far back and then breaks his
hold by slamming his forehead into the opponent and knocking him down. This
adds a great deal to his Heat Gauge, but is fairly slow and leaves him open
to other opponents' attacks.
Circle, Square: Headbutt (when Heat Guage is full after Heat Hold Combo is
learned at Technique level 5)
More damaging than the normal headbutt, this takes off some Heat Gauge.
Circle, Square (x2): Headbutt, Knee (when Heat Gauge is full after Heat Hold
Combo is learned at Technique level 5)
More damaging than the two headbutts, but uses Heat Gauge, unfortunately.
Circle, Square (x3): Heat Hold Combo (move must be learned at Technique level
5, takes off Heat Gauge)
A more damaging attack than the normal headbutt combo. Unfortunately, the
combo also drains off as much energy as a "Goku" attack, and is probably the
only move to be avoided. The last move is a right hook similar to the
Circle, Triangle one.
Circle, Triangle: Hook (without Heat Gauge full or before Heat Hold Kick is
learned at Technique level 8)
This attack knocks the opponent down and adds to Kiryuu's Heat Gauge.
Circle, Triangle: Heat Hold Kick (with Heat Gauge full after move has been
learned at Technique level 8)
A move similar to the charge kick will occur, knocking the opponent down
and dealing a great amount of damage.
Circle, directional input + Circle: Ipponze'oi or Sukuinage?
Kiryuu grabs the opponent's arm and turns his back, judo-style throwing them
to the floor in the direction pressed, if the foe is facing him. If the
enemy was back-turned, he spins slightly and hurls them to the ground with
his hand on their back. This move does decent damage and adds a decent
amount to Kiryuu's Heat Gauge. Against large enemies, the circle button
will need to be tapped repeatedly, so be ready and start rapidly tapping
when initiating throw.
Circle, directional input + Triangle: Head Bash or Back Break, Head Stomp
(when Heat Gauge is Full and while pressing towards an object such as a
wall or planter and the "Goku" kanji flashes)
A special attack, this drains a great deal of Heat Gauge, but yields bonus
experience. For the follow-up attack, you'll have to wait until the small
"Triangle" flashes in the middle of the screen and hit the button then.
It flashes when the opponent hits the ground and will make a sound when it
does. The timing isn't extremely tight, but you don't seem to be able to
simply tap the triangle button to make the move continue. Both hits will
inflict great damage upon the foe. Objects that will take the attack include
some walls, especially those with shutters, lamp posts, planters, oil cans
used to make fires for homeless people, pedestrian railings, trucks, and
cars. NOTE: Only the follow-up stomp seems to gain the bonus experience!
This move also deals so much damage that it's better to use other "Goku"
Attacks to get experience, since you can get in multiple pursuit mastery
moves or weapons mastery attacks before the opponent dies, and quite few
of this head bash - head stomp types....
Circle, directional input + Triangle: Toss (when Heat Gauge is Full and while
pressing towards a balcony railing or pond and the "Goku" kanji flashes)
This special attack drains a great deal of Heat Gauge, but kills the opponent
instantly and yields bonus experience. Places this can be used include the
second story of the Ji Wa Chinese restaurant's dining hall, on the second-
floor banister in the Toujokai's manor and at its koi pond, on the second
floor of the night club, Deborah (which yields a rather comical result when
fighting the Bloody Eye members), and off of Teruda's yacht.
Circle, Circle: Ipponze'oi or Sukuinage? (without full Heat Gauge or before
Giant Swing is learned at Technique level 9)
Same as with the directional input. Listed twice because of the Giant Swing
technique.
Circle, Circle: Giant Swing (with full Heat Gauge, move must be learned at
Technique level 9)
Against large enemies, the circle will need to be tapped repeatedly, so be
ready. Kiryuu grabs the opponent's legs and swings them around, cleaning
house. Drains Heat Gauge.
Shifting:
Hold R1: Shift Motion
This targets a specific enemy or a specific direction. While holding this
down, Kiryuu cannot run, but can walk around with the analog input. If you
want to target an enemy closeby and they've sidestepped you or you were
already targetting a static direction, release the button and hit it again.
Hold R1, back + Triangle: Turn Kick (must be learned from Coin Locker #50,
Technique at level 4)
Kiryuu throws a back kick with his right leg, dropping his leg and turning
his hips and heel to end facing behind him. This move knocks foes down and
breaks guards of defensive enemies.
Hold R1 + left + X: Left Sway
Kiryuu dashes to the left of the direction he was facing during shift motion.
During Sway, he is invulnerable for a period.
Hold R1 + left + X, Triangle: Left Sway, Left Cross Hook (move must be learned
from Komaki Soutarou with Technique and Body at level 6)
Kiryuu dashes to the left, gains the invulnerability, and then throws out
an attack that yields decent damage and Heat Gauge. These sway attacks are
also pretty good for forcing enemies in certain directions; use them to guide
foes towards walls and such for "Goku" attacks.
Hold R1 + right + X: Right Sway
Same as Left Sway, but to the right.
Hold R1 + right + X, Triangle: Right Sway, Right Cross Hook (move must be
learned from Komaki Soutarou with Technique and Body at level 6)
Same as Left Sway, Left Cross Hook, but to the right and with the right fist.
Hold R1 + forward + X: Forward Step
Same as the left sway, but towards the enemy or direction Kiryuu is facing.
Hold R1 + forward + X, Triangle: Forward Step, Shoulder Charge (move must be
learned from Komaki Soutarou with Technique and Body at level 6)
Kiryuu dashes forward with a period of invulnerability and hits them with a
shoulder charge, with similar effects of the Left Sway, Left Cross Hook.
Hold R1 + back + X: Back Dash
Swaying away with a period of invulnerability.
Hold R1 + back + X, Triangle: Back Dash, Back-Stepping Toe Kick (move must be
learned from Komaki Soutarou with Technique and Body at level 6)
Another, similar attack, this one's use seems to be to avoid people crowding
in behind you. Its hit range is deceptively large; foes who seem to be too
far behind you will often still be hit.
Armed Attacks: NOTE: some particular weapons will have effects, such as
the Stun Gun, which can stun a foe with each hit.
Weapons will be dropped automatically if any character is caught in a grapple
attempt. You cannot taunt with weapons, which is kinda bad because there
will be many opportunities for the Heat Gauge to suddenly drop. Also, some
weapons (namely Large and Medium) are too heavy and Kiryuu can neither run
nor Sway with them in hand. All weapons can be used to guard with, and most
will help Kiryuu guard against knives and other such weapons.
Large Type (e.g. bicycles)
NOTE: With these equipped, Kiryuu cannot sway or run. He also drops these if
hit.
Square: Swing
Knocks foes down, deals a great amount of damage, adds a great amount to
the Heat Gauge, staggers large foes.
Square (x2): Two Swings
Two attacks with similar effects.
Square (x3): Three Swings
The final attack is a bit slower than the first two and does more damage.
It seems to knock large foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Overhead Slam, Jumping Double Stomp (with full Heat
once Pursuit Mastery is learned at Mind level 6 and red "Goku" kanji
flashes)
A *powerful* attack that also yields bonus experience.
Triangle: Overhead Slam (without full Heat Gauge or before Weapon Mastery is
learned at Mind level 3)
Knocks foes down, does a great deal of damage, adds to the Heat Gauge, can
be held down to charge for more damage.
Triangle: Overhead Slam Special (with full Heat Gauge, learned at Mind level
3, when red "Goku" kanji flashes)
Floors foes and deals a large amount of damage. A special attack, this yields
bonus experience.
Circle: Throw
Tosses the item at the enemies. Slow.
Circle, X: Throw cancel
Medium Type (e.g. trash cans)
NOTE: With these equipped, Kiryuu cannot sway or run. He also drops them when
hit.
Square: Overhead Slam
Staggers foes and seems to break their defenses.
Square (x2): Double Overhead Slam
Another swing.
Square (x3): Slam Combo
The last one is, again, a little slower and knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Overhead Slam (with full Heat Gauge, learned at
Mind level 6, when red "Goku" kanji flashes)
A very damaging slam that usually destroys the item and yields bonus
experience.
Triangle: Overhead Slam (without full Heat Gauge or before Weapon Mastery is
learned at Mind level 3)
Similar to the final swing in the combo, it can be charged by holding the
button down to deal more damage.
Triangle: Overhead Slam, Face Punch (with full Heat Gauge, learned at Mind
level 3, when red "Goku" kanji flashes)
A very damaging, special attack that yields bonus experience and drains the
Heat Gauge.
Circle: Throw
Tosses the weapon at the opponent. Slow.
Small Type (e.g. Potted Plant)
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can be charged by holding the button down for more damage.
Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge
once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji
flashes)
Continuously and rapidly tap the Square button to continue dealing hits, up
to seven. Deals a good amount of damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Spear Type (e.g. Ornamental Spears)
NOTE: Kiryuu drops these items if he's hit.
Square: Horizontal Swing
Breaks foes guards, usually.
Square (x2): Double Swing
Two swings.
Square (x3): Double Swing, Overhead
Two horizontal swings and a sluggish, overhead, vertical attack that knocks
foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Overhead Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can hold the button down to charge the move for more damage.
Triangle: Gut Stab, Throw (with full Heat Gauge once Weapon Mastery is learned
at Mind level 3 and red "Goku" kanji flashes)
Deals out plenty of damage and yields bonus experience.
Circle: Throw
Fairly slow, Kiryuu tosses the weapon at the opponents.
Hold R1 + directional input + X: Sway
Club Type (e.g. Golf Club)
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can be charged by holding the button down for more damage.
Triangle: Neck Choke, Kick to the Back (with full Heat gauge once Weapon
Mastery is learned at Mind level 3)
Deals a large amount of damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Bat Type (e.g. Baseball Bat)
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can be charged by holding the button down for more damage.
Triangle: Crippling Blow, Hit to Temple (with full Heat Gauge, learned at
Mind level 3, with red "Goku" kanji flashing)
Deals a large amount of damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Sword Type (e.g. Iaidou Sword)
Square: Overhead Swing (before Komaki-Style Swordsmanship is learned)
Breaks guards.
Square: Stepping Overhead Swing (once Komaki-Style Swordsmanship is learned)
Deals much more damage than the normal swing.
Square (x2): Double Swing (before Komaki-Style Swordsmanship is learned)
Two, similar swings.
Square (x2): Stepping Overhead Swing, Upwards Slash (once Komaki-Style
Swordsmanship is learned)
Deals much more damage than the normal swing.
Square (x3): Swing Combo (before Komaki-Style Swordsmanship is learned)
The third attack knocks most foes down.
Square (x3): Stepping Slashing Combo (once Komaki-Style Swordsmanship is
learned)
Third attack knocks down, whole thing yields much more damage.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can be charged by holding the button down for more damage.
Triangle: Slash to the Stomach, Overhead Slash (with full Heat Gauge once
Weapon Mastery is learned at Mind level 3 and red "Goku" kanji flashes)
Deals a large amount of damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Knife Type (e.g. Old Dosu)
Square: Slash
A horizontal slash, doesn't seem blockable by most foes.
Square (x2): Double Slash
Two slashes.
Square (x3): Double Slash, Stab
The final stab thrusts forward and knocks the enemy down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Stab (without full Heat Gauge or before Weapon Mastery is learned
at Mind level 3)
Knocks opponent down. Can be charged by holding the button down.
Triangle: Stab Special (with full Heat Gauge, learned at Mind level 3, when
red "Goku" kanji flashes)
Deals out large damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the enemy.
Hold R1 + directional input + X: Sway
Lighter Type (e.g. Modified Lighter)
NOTE THAT THERE ARE TWO "USES" FOR THIS: NORMAL (IN GREEN), AND SPRAY (IN
RED), THAT GETS USED UP BY THE TRIANGLE BUTTON
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Spray (without full Heat Gauge or before Mind level 3)
Hold the button for a longer spray.
Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge
once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji
flashes)
Continuously and rapidly tap the Square button to continue dealing hits, up
to seven. Deals a good amount of damage and yields bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Gun Type (e.g. 9mm Auto)
ALL GUNS ONLY "RUN OUT" OF BULLET ATTACKS (TRIANGLE)
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Fire
Make sure you're holding down R1 and facing a foe. Knocks down. No bullets
fired by the player can be guarded.
Circle: Throw
Tosses the weapon at the foes.
Hold R1 + directional input + X: Sway
Bomb Type (e.g. Lightening Bomb)
ALL BOMBS WILL ONLY BE USED UP ONCE THROWN (CIRCLE)
Square: Overhead Swing
Breaks guards.
Square (x2): Double Swing
Two, similar swings.
Square (x3): Swing Combo
The third attack knocks most foes down.
Square over downed foe: Stomp
Just like the unarmed version.
Triangle over downed foe: Stomp (without full Heat Gauge or before Pursuit
Mastery is learned at Mind level 6)
Just like the unarmed version.
Triangle over downed foe: Stomp Special (with full Heat gauge once Pursuit
Mastery is learned at Mind level 6 and red "Goku" kanji flashes)
Same as the unarmed version.
Triangle: Powerful Swing (without full Heat Gauge or before Weapon Mastery
is learned at Mind level 3)
Knocks foes down, can be charged by holding the button down for more damage.
Triangle: Headlock with Repeated Blows to the Head (with full Heat Gauge
once Weapon Mastery is learned at Mind level 3, when red "Goku" kanji
flashes)
Continuously and rapidly tap the Square button to continue dealing hits, up
to seven. Deals a good amount of damage and yields bonus experience.
Circle: Throw
Tosses the bomb. The bomb will detonate soon, so stay away!
Hold R1 + directional input + X: Sway
Rope Type (e.g. Rope)
NOTE THAT USING THE STRANGLE SPECIAL ATTACK DESTROYS THE WEAPON DESPITE THE
INFINITE NORMAL USES. ALL UNARMED MOVES BESIDES MOVES WITH "CIRCLE" (GRAPPLES)
ARE AVAILABLE. THE ONLY "WEAPON MASTERY" SPECIAL IS THE STRANGLE SPECIAL FROM
BEHIND THE FOE.
Triangle: Strangle (behind enemy; sidestep an attacking foe, with Mind at level
3 and full Heat Gauge, with red "Goku" kanji flashing)
Kiryuu strangles the foe and breaks the rope, inflicting great damage and
gaining bonus experience.
Circle: Throw
Tosses the weapon at the foes.
Knuckles Type (e.g. Dragon Fist)
ALL UNARMED MOVES BESIDES MOVES WITH "CIRCLE" (GRAPPLES) ARE AVAILABLE.
THERE IS NO "WEAPON MASTERY" SPECIAL. ONLY THE SPIN ATTACK (CIRCLE) USES
UP THE WEAPON.
Circle: Spin Attack
Kiryuu charges up his energy and spins with whirlwind effects all about his
body. This move is powerful and adds a great deal to the Heat Gauge, as
well as offering a large window of invulnerability. Breaks defenses.
2b-II. Defeating the Different Enemies
---------------------------------------
There are six major types of enemy in this game: Brawler (your standard yakuza
or punk), Boxer (those annoying guys who are always dancing around), Roughnecks
(those really big guys), Kickboxers (who usually stand in Muay Thai poses),
Martial Artists (sometimes using a "monkey"-looking, "ng zo kyun"-style pose,
sometimes using more of your typical "karate" or "siu lam"-like stance), and
bosses. The bosses, of course, have unique move sets, such as luchador and
gun-fu, and will require specific strategies to defeat.
However, most foes you'll encounter will just be one of the first three types,
and so you should know general ways to defeat them.
Brawlers: You'll know a brawler because he seems to sport a very generic
stance, shoulders slightly lowered and knees slightly bent, and doesn't look
very limber when he moves about. These guys are the easiest to handle, as
they rarely sidestep and use moves surprisingly similar to Roughnecks, but
without any resistance behind anything. Just using generic strings should
shut them up.
Sample attacks:
Two punches + kick string
Backdrop (yes, believe it or not)
Ducking shoulder ram (avoids highs)
Boxers: Oooh--I hate these guys the most, I think. You'll know them because
they look very loose and are always dancing and bouncing in place with their
hands hanging lower and their backs fairly straight. Hyperactive, they tend
to sidestep everything. Your strategy of success? Usually, you'll want to
throw them to the ground or throw others into them and repeat. You can also
use weapons, of course. Note that you can apparently sidestep throw attempts
and throwing someone as their attack is coming it is also impossible. So,
you'll probably miss throws often, but don't despair or give up.
Sample attacks:
Jab--fast and usually avoids high attacks.
Three Punches--the second hit usually breaks your guard, third sometimes is
unblockable (ouch)
Roughnecks: Big guys. Almost all big guys will be like this; the ones who
aren't are special enemies such as bosses. Though they rarely sidestep, they
do have a few moves that appear invulnerable and follow you as you move
around. Big deal, though. These guys are pretty darned easy, and they have
a lot of health, so you can use your special attacks a few times on them,
which is nice for experience. I think the programmers thought these guys
were harder because of their lengthy life bars, but.... It's not so bad.
The only other thing you'll have to be aware of is that throwing these guys
will require you to repeatedly tap the circle button, so if you start a throw
attempt, start mashing on the button like mad or you'll end up falling on
your back and taking damage (grr).
Sample attacks:
Two Punches, Kick Combo--slow. Easy to sidestep!
Running Headbutt--should be illegal. Seemingly invulnerable, slow, and
tracks you as you avoid it. Annoying.
Jumping Overhead Hammer--should be banned, again. I hate these attacks.
It tracks you and they're airborn, so even if you get a hit, they'll
just fall out of your string. They'll often use it when you aren't facing
them. Annoying.
Backdrop
Kickboxers: Their fists will be raised and their arms held out in front of
them, elbows slightly bent. They will rest their weight on one foot and leave
the other leg bent and sort-of lightly resting on their toes. These are close
to the boxer type, but with different attacks and without sidestepping as
much--but still doing it. They like to break throws more than boxer types,
but throwing is still adviseable. They also grapple often. The number one
most annoying thing about these guys, though, is that they tend to jab twice
and then retreat. So, even if you sidestep or guard their attack, they'll be
safe from retaliation.
Sample attacks:
Two Advancing Jabs, Sway Back--invulnerable as they retreat
Jumping Knee--ducks low and avoids highs before jumping
Clinch--he'll grapple and start to knee Kiryuu; hit X repeatedly to escape
Martial Artists: Most of their attacks come from Lau Ga Lung. They like to
flip around and avoid attacks, but aren't quite as overactive as the Boxer
type. They grapple more than a boxer and often use swords. They're really
a rare enemy. I suggest sparring with them; attacking and then swaying a
lot. Try and get them to use a big attack and sidestep it. Grappling works
fairly well.
Sample attacks:
Twin Kicks--knocks down.
Three-Hit Jumping Kick Combo--unfortunately, hitting them during the third
attack knocks them out of the air before you can get a string in on them.
There doesn't appear to be enough time to retaliate usually if guarded.
Three-Hit Double Palm Combo--this one does leave them open to attacks, and
starts the same as the other'n.
Splash, Double Palm--the first attack can break guards; the second seems
unblockable.
Bosses: Well, it varies from boss to boss, doesn't it? I'll give strategies
for defeating them in the walkthrough and in the characters list in the
appendix.
There are three basic strategies for fighting the enemies, and you should get
acquainted with them. You will. It just takes a little practice. The fighting
in Ryuuga Gotoku is a little different from other games, and is kinda sluggish
at times. It's sorta unique, but it gets really fun once you get the idea.
The first strategy I'll use often is the "knock the guy down, stomp on him,
knock him down again" strategy. Throwing is recommended here. If you do
successfully throw someone, you are invulnerable to the rest of the crowd while
the throw is going on, and then you'll knock him and surrounding opponents down.
Stomping on them can be a special attack to grant bonus experience, which is
good, and gives you back a lot of Heat Gauge if you don't use the special.
It also forces the guy to stand up. While they get up, why not charge up the
Charge Kick and use that to knock them down? If they start to stagger from
guarding it and there's a weapon around, pick it up. If you keep getting your
Heat Gauge up by knocking people down, then they have very little window to
retaliate and you'll start massing good damage and experience.
Another strategy I employ is the "guide the guy to the hazard area" strategy.
Hit 'em a few times, without necessarily finishing combos, and use the
Sabakiuchi (sway attack) to push the foe in the direction you want. You can
throw and stomp 'em, too, to make them get up near where you want 'em. The
point here is to get them over to a wall, planter, pond, flaming barrel, lamp-
post--whatever it takes, so you can grapple them and use the red "Goku" attack
on them. This attack usually does quite a lot of damage--especially if you get
the follow-up down. It even instantly kills opponents if you throw them off a
balcony or into the water! You can guide 'em over to weapons, too, but you'll
probably wanna knock 'em down before trying to pick it up, because if they're
too close, you'll grab 'em instead.
The final basic strategy I use is the hardest to master, but really quite
useful against those enemies who buzz around like annoying flies. This is what
I call the "spar with the guy" strategy. Basically, use a few quick attacks,
such as the first two Square attacks (armed or unarmed for that matter), and
then get ready to either lock onto them again or just sway backwards or to the
side. Some enemies are really..."shitsukoi" as the Japanese say. Tenacious?
Something like that. (to quote the ex-Akebono) These guys will need you to do
this until they attack. The point here is just like in boxing; you want them to
attack so you can sidestep or intercept. Remember that if they're side-turned,
or back-turned, it's hard for them to guard or shift away from you. Then, you
can unleash a long flurry of attacks, or just a few heavy ones. Also, remember
that after two weak attacks, you can hit the heavy attack for that big body hook
attack, which hits people who are slightly off to the side easily--and usually
ends up stunning 'em (hee hee). Don't be afraid to mix in a throw, and if you
sway backwards, don't forget that you can use the retreating toe kick (R1 + back
+ X, Triangle) to hit opponents who appear to be too far behind you to hit, so
you don't get surrounded.
Besides that, the only other advice I can give is to use weapons as you want,
but usually just do the first two square attacks until you build up your Heat
Gauge and use the "Goku" attack on the staggering guy. Usually, weapons cause
people to stagger slightly, and some even stun them. Weapons do a lot of
damage, but they run out of attacks, and more importantly, they change your
entire attack style. So...I don't use them *too* much. I usually just grab 'em
to deal the "Goku" attack. Oh yeah, one last thing about weapons--this is
really important: BEING HIT WITH GRAPPLE ATTEMPTS CAUSE CHARACTERS TO DROP
THEIR WEAPONS. Except for some bosses, if someone gets a weapon, walk over and
grab 'em! Even if they break the grapple, they'll drop their weapon. Weapons
cause a lot of damage, so...you should probably avoid getting hit with 'em.
2b-III. Advanced Techniques
----------------------------
BUFFERING
You can "buffer" sways in this game. In other words, when caught in the middle
of some animation such as an attack string, you can make sure that Kiryuu
immediately sways in one direction. To do this, simply hold down R1 and X and
the direction you want to sway while in the other animation. You can't buffer
a sway from a sway, but you can buffer it out of the attacks from swaying or
from a taunt used during a sway.
You can also buffer a charge for the Charge Kick. During animation such as
breaking a trow or throwing a character, just press and hold down Triangle.
Onced Kiryuu is done attacking, he'll crouch down for the Charge Kick.
SWAY CANCEL
There are a three inputs available during Sway, and each has its own use.
You can press Triangle (once the technique is learned from Komaki) to add on
an attack near the end of the invulnerable animation, which is very good for
moving the fight around, press R2 to taunt, or press L1 to guard.
The last to commands actually cancel the Sway. The only trouble is that you
can't sway quickly after swaying the first time. You'll notice this if you
countinue to shift in a direction and keep tapping the X; there's a period of
time when you won't be able to sway again. So, neither guarding nor taunting
will make you able to sway immediately.
The taunting sway cancel will keep your Heat Gauge from falling or even add to
it if you get Taunt Level 2. This is good for trying to make enemies follow you
to a certain area, either to get a weapon, get near a hazard area, or to force
them into a corner (as in, with Majima Gorou).
The guard one will stop the Sway animation. You can tap the guard and then
start an attack, which is sometimes preferable to just skating around all over
the place while you miss a window of opportunity. It'll also provide you with
a way to reverse people who try slow attacks that catch you at the end of the
sway.
Both of the ways of cancelling a sway will allow you to buffer into sways;
you can just keep holding a direction and R1 and x to sway immediately after.
Also, the window of time in which you have to wait to sway again starts right
after the cancel; it usually would start right after the entire sway animation.
So, it does shorten the amount of time between sways a bit. With the taunt, if
you buffer a sway, it'll start right afterwards--but that's because you can't
cancel the taunt animation like you can the guarding one....
DELAY
You can delay almost all attacks in a string; you don't need to have them come
out immediately but have the option of pausing slightly before executing the
attack. Sometimes, this is the best way to catch swaying enemies; you can
throw out a couple of punches, then wait to see if they try to get around you,
then throw out either a triangle or back + triangle.
THROW BREAK FOLLOWUP
There are three different animations for breaking a throw: one when an
opponent facing you tries to throw you and Kiryuu grabs his arms and throws
them off of him, making them stagger slightly, one when kickboxers and the
like try to grapple and knee you, where Kiryuu pushes the foe far away, and
one when a foe grabs you from behind and Kiryuu hits him in the face with an
elbow.
If you push the foe far away, you won't be able to follow up at all, and your
Heat Gauge will almost certainly deplete. For the one where Kiryuu grabs the
opponent's arms and throws them off of him (the most common), you have a small
window of attack. Usually, only one punch will land after this, but you can
always try and grapple yourself. You can throw out a standing Triangle, and
if they guard, use that to your advantage. Just don't let throw breaks go
un-punished.
For the last kind, when they're behind you, you can *always* get in a Turn
Kick after breaking the throw. The Turn Kick causes two things: either it
knocks the foe down or they stagger. Both are to your advantage, so exploit
this window of opportunity!
SHIFT AND SWAY
Many enemies are the type who seem to think "I'll just stand here and sway
away from the first attack Kiryuu throws out!" This type of A.I. is annoying,
but good practice in your own ability to shift and sway.
Almost all foes in this game will stand still, shift a little, then attack.
Approach them with the shift button held down (R1) and walk to the either side.
Once you've had enough experience, you'll know which sides to step to; most
enemies seem more effectively dodged if you walk to their right (your left).
When they start to attack, that's the time to sway. Many strings will be
completely avoided if you avoid the first attack. There are only a couple of
boss characters who will continually home in on you and give you a hard time.
For most fights, you won't have to be cautious, but if you try and circle
around foes and then dodge right as they attack, you'll usually be able to
attack them better. Remember that a side-turned foe will usually get hit with
the first four weak attacks of Kiryuu's string and will quite often try to sway
the wrong way and be hit by his Lead Jab - Overhead Swing or Lead Jab - Upper-
cut - Right Body Hook strings.
If you hear and see Kiryuu get hit while swaying, but he keeps moving, then
it was a really close call, but you won't take damage. Also, I might note that
it's best--but much harder--to go for the Tora'otoshi (Triangle) reversal move
instead of a sway.
SECOND ATTACK TRAP
When armed with a small, club, spear, or medium-type weapon (including bombs,
guns, and lighters), Kiryuu's second attack causes enemies to stagger for a
moment. Actually, most foes won't ever be able to respond to this, so if you
pick up most weapons, attack twice with square. Most nearby foes will have to
stagger around. You can actually repeat this ad nauseum with most enemies, but
I recommend doing it until your Heat Gauge is filled and then doing a Heat
Action with your weapon.
You can do a similar thing with Kiryuu's Lead Jab - Uppercut - Right Body
Hook string, but many enemies won't be affected by the third attack and there
is a larger window of escape (after the second weak attack).
ATTACK CANCEL
This is the hardest thing to do in the battle system and may even be a glitch.
Kiryuu's strong attacks from his strings and the fourth weak attack in his
Kick Combo seem to be moves that you can cancel into a sway. The timing is
very, very picky, similar to the infamous "Just Frame" moves in Tekken 4 and
5. I'm fairly certain it is a glitch as it seems to only happen once in a very
very long time and I can't seem to replicate it at will.
The only other attack I seem to be able to cancel is the Throw (circle) for
large weapons. Hit x to cancel.
---------------------
3. STORY WALKTHROUGH
---------------------
For this walkthrough, I'll start each chapter with quick notes on things that
must be accomplished in that chapter if you're looking to get things like the
secret boss or to get all the coin locker keys. When marked with a %, this
means that missions will span chapters (in other words, part of it can be done
now, but it won't be completed until a later chapter). When marked with an *,
the mission should be completed in that chapter, or you missed your chance!
-------------
3a. Prologue
-------------
Kiryuu: Un ga warukatta n da yo, omaera wa.
("You're in the wrong place at the wrong time....")
Caption: Densetsu no gokudou
("The Yakuza of Legend")
Haruka: Atashi wa 'Haruka.' 'Omae' ja nai.
("It's 'Haruka;' not 'you.'")
Caption: 100 oku en no shoujo
("The 10 Billion Yen Girl")
Caption: Futari no tabi no hate ni....
("What awaits them...")
Nishiki: Yachimatta...toujoukai no...daikambu wo....
("I've killed him...the Head of the Toujoukai!")
Caption: ...matsu mono wa nani ka....
("...at the end of their journy...?")
Nishiki: Toutou ninku mo no kashikinko ni atta no kumi okane...hyaku'oku...
nusumareta tte wa hontou desu ka na?
("I've been trying not to ask this, but is it true that 10 billion yen of the
money in our family's accounts...has been stolen?")
Shimano: Yakamashi wa!
("How dare you!!")
Caption: Ikiru koto wa nigenai koto
("To Live Is To Not Run Away")
Kiryuu: Tekagen wa shinee...shinitee yatsu dake, kakatte koi!
("The gloves are off; come at me, only if you wanna die!!")
This is the story of a man, Kiryuu Kazuma, who had nothing but the yakuza, but
now, betrayed by his old life completely, has found something to protect; some-
thing to live for.
He was raised in an orphanage, "Sunflower," with a boy and a girl who were
like brother and sister to him, Nishikiyama Akira and Sawamura Yumi, respec-
tively. He developed a strong bond to these two, and both boys seem to have
fallen in love with the girl, but left those feelings unsaid and those dreams
unrealised.
Rising up quickly in the ranks of the powerful group of yakuza known as the
Doujima group, founded and lead by Doujima Souhei, Kiryuu earned the nickname
"the Dragon of the Doujima" ("Doujimano Ryuu"). He used his influence to
introduce Nishikiyama to the group and to start a life for him there, too.
Then in 1995, everything changed. Doujima, apparently a philanderer, tried
to take Yumi by force. Nishiki ran to her aid and ended up shooting the boss
to death. Kiryuu showed up shortly, before the police did.
Nishiki's sister was in the hospital, recovering from an operation. The
doctors expected this may have been the last one they could have done for her,
and that she had little time left. What's more, he had just made his debut and
was just starting this new life.
So, for the sake of the man he considered his younger brother, Kiryuu decided
to do the unthinkable and take the blame for him....
--------------
3b. Chapter 1
--------------
The FATE of a FATHER-KILLER
(No missions or coin locker keys to get)
1995, the Kamuro District. First, Kiryuu will talk to Shinji and say he'll
help him collect payment for him.
"Go and Collect"
Meet Shinji halfway up Kamuro street and talk to him. He'll run north; follow
him, and he'll stop and talk again, then run east. He'll stop in front of a
business there called "Peace Finance." Go in, and you'll fight your very first
fight.
This is actually a tutorial. Land the attack listed in the lower right-hand
corner of the screen the number of times written in green to pass each test.
The opponents have infinite health, though they do die at points.
After beating up Hirata and his crew, you'll get an attache case full of the
payment they owed. Your next task is to go to Serena (highlighted in red) and
meet up with Reina, Nishikiyama, and Yumi. As you get near the alley that runs
behind Serena, you'll bump into a yakuza who will start an argument. Fight him,
beat him, and then Majima will show up in a cut scene. Now, go up the stairs
to Serena.
"Head for the Kazama Group Office"
Now that you've met with your friends, it's time to deliver the money. The
highlighted area on the map is the office. Before you go there, Tamura shows
up at the alleyway. Tamura is apparently a small-time reporter friend of
Kiryuu's, using the info from a friend of his, Aoki. He's there to introduce
you to Aoki right now. Talk to them and go.
You can get in another fight en route--if you want the experience (which you
probably do). Walk north from the Serena and you'll meet up with a tough guy
who'll automatically fight you.
Bring the case into the office (note the save point if you will) and go
through the door directly across from the entrance.
"Head for the Doujima Group Office"
Leaving Kazama's office, Kiryuu will get a cell phone call. Answer it with
circle and then go north to the highlighted area. You can run along the street
on the west, near the theaters, if you wish, but if you just charge north,
near the pachinko slot parlor, you should meet up with Hirata from Peace
Finance. Fight these guys and beat them.
Now, the big set-up for the story happens. Kiryuu will take the fall for
Nishikiyama, who's shot Doujima over Yumi.
After the movies, Kiryuu will be eating in prison. The guard leaves, and a
fight breaks out. Beat Prisoner #1356 (he's the one with the knife and fork)
to end the fight, but I'd recommend defeating all the characters.
--------------
3c. Chapter 2
--------------
TEN EMPTY YEARS
Mission available: False Molestation
"Head for Stardust"
Back on the streets, huh? Kiryuu decides that his best bet is to find Tamura.
Heading north up Kamuro, near the T-junction with Taihei street, you'l run
into a punk, Abe (that's "ah-beh," not "Abe" like "Honest Abe"). He'll offer
you information. No matter what line of questioning you pursue, he'll fight
you, so I usually pick the middle choice, refusing his help right away.
Beat him, and he'll tell you to go and see Aoki. Aoki (whom you met in
Chapter 1 leaving Serena) stands in the square in front of the theaters, near
the center on the north, near Club Sega. Talk to him, and he'll remember you.
He'll tell you all the information you need about Serena and Tamura. It seems
Tamura's been sleeping with the fishes since five years ago for looking into
your case.... Yikes!
Anyway, you only really need to ask him about Stardust, which is the middle
option. Once he's told you where Stardust is, it'll appear on your map.
Head there. I'd recommend running around and encountering as many random
yakuza and street punks as you can, first. Once you reach a certain amount of
experience, they'll stop coming around. One hangs out near where the "False
Molsetation" mission occurs, one at the northeastern edge of the square in
front of the theaters near the pedestrian guardrail, one at the southwestern
corner of the square, one just south of there near the intersection south of
the theater, one in the middle of the road on Tenka'ichi as you near Stardust,
and one off to his west down the alley at the dead-end.
You can buy information from a man at the eastern edge of the square, too.
All he'll tell you is that the head of the Toujou (that's Sera) has apparently
been killed.
Once you go near Stardust, Yuuya will attack you. Beat him, and then you'll
automatically go inside. Go up the stairs and talk to the owner, then yakuza
will bust. Go downstairs and talk to them to start the boss-like fight.
After beating them, Shinji will wait by the door for you to get you into the
funeral so you can meet with Kazama. Tell him you're ready to go (bottom
choice), but first check out the items box if you haven't already.
--------------
3d. Chapter 3
--------------
THE FIGHTING FUNERAL
(No missions or coin locker keys in this chapter)
"Meet Shinji"
Kiryuu needs to sneak into the funeral; he's been cut off from the yakuza. To
do this, he'll need to find Shinji and sneak in a back way. At the main gate,
you can see the entrance to the mansion and a bunch of guys in black suits
attending the funeral. You'll also notice guys wandering around. These are the
guards you'll have to avoid.
You need to reach the sign-in desk near the entrance (in a white tent, off to
the entrance's right) without being spotted. Get spotted, and they'll toss you
out. My advice is to enter, walk to the right into the parking area, wait for
the guard there to move so you can get past him, get to that middle alley, wait
for the guard there to not be walking straight towards you and turn away, then
run up the stairs to the right and stick to the right. Talk to the last man
there, who's seated with the tent over him. Write a fake name (second choice),
then answer you were an old member of the Doujima Group (top choice).
Now, you have to get a pass to go to the back gate, as the guy there won't
let you in without one. Go inside the mansion and walk along the right-hand
side to the guy at the desk. Talk to him, and he'll mention that he dropped his
pass outside. Walk back out, walk to the right, and you'll see it gleaming not
too far away. Pick it up, then walk across to the guy who wouldn't let you in
before, and he'll let you in now.
Walk over to the red area, and you'll be blocked by some big guy who's been
told to bring you to his boss. He'll fight you. After beating him, go inside
and see Shinji, who'll lead you in the back gate.
Head inside the door, and he'll lead you through the back entrance and up
some stairs to a room where Kazama will meet you. On the way, underneath the
staircase, a man in a black coat calls to you. This guy is the travelling
black market salesman (whose look hints that he might have some kind of a
connection to the hidden boss, if it isn't him, actually).
Look inside the room, and you'll see pictures on a wall. Look at them, get
the low-down on the group leaders inside the Toujoukai. Then, Kazama will join
you.
"Escape from the Funeral"
Once he's been shot and Shimano shows up, fight the guys in that room (which has
a Heal in it), then Kiryuu will jump out the window. Beat the guys near the
pond. If you run around the edge of the pond opposite of the one all the foes
are standing around at, you'll find an Ornamental Spear (which are also inside
the building) and a Heal. Break in, beat them, then go back in the same door
Shinji led you in.
There's another Heal here at the end of the hallway that runs around the
funeral's main room. Beat those guys, then more will show up. Beat them, and
then go out into the hallway towards the staircase. There's a little guy
hanging out there to beat. Then, go upstairs, beat those guys, and there will
be another healing item down the left hallway as you leave the staircase at
your back. Go to the railing of the next staircase, and you can choose to jump
down with circle if you wish. Beat those guys...there's another Heal back
behind Kazuma in the corner.
Beat the guys outside, and then head towards the gate. You'll meet Shimano
there. During the boss fight, there's another Heal off to the right from the
gate in front of the tents there. For strategies, look in the appendix for
Shimano Futoshi.
--------------
3e. Chapter 4
--------------
The MEETING
Missions Available: "Hey, That Hurt!", "Hey, That Hurt! The Revenge," "Hey!
That Hurt! The Great Revenge," "Hey, That Hurt! Epilogue," "The Yakuza-
Hating Man," "For Good Cafe'," "Bad News for Smile Burger," "Benevolence and
Renumeration,"% "Find the Manuscript," "Catch the Pickpocket," "The Stalker,"
"The Cost of Fortune," "Dine and Dash," "Purse Snatcher," "UFO Catcher," "My
Contact," "The Matchstick Girl," "Number One Host," "The Guard," "The Strong-
Armed Man," "The Gold Lighter," "My Son," "Collections Call," "Art and
Talent," "The Price of an F-Cup," "Baby's A Showgirl"*
Coin Locker Keys: 2, 3, 5*, 6, 8, 12, 16, 19, 21-28, 29*, 30-41, 42*, 44, 46*,
50
"Head for Serena"
Kiryuu jumps into a speeding car that is driven by one of the detectives on the
case Kiryuu ended up getting time for, Date Makoto. After a speedy getaway, he
is finally returned to Kamuro--this is the first time you can pretty much go
all about the entire map. The game will prompt you to go to Serena, as Kiryuu
didn't get a chance to make it there earlier. Well, before you do, I'd sug-
gest that you complete all the missions and get all the coin locker keys you
can for the experience, money, and items. When you're ready, go to Serena.
It'll be highlighted on the map.
"Head for Bacchus"
Before you go to Bacchus, you'll get a phone call from Yuuya. He'll want to
meet up at a strip club. It'll be highlighted in green; Bacchus will be in red
(tho' you should remember it because you were just there at the head of the
chapter). Going to the club will start the "Baby's A Showgirl" mission.
After visiting Bacchus and finally meeting Haruka, she'll follow you away
from the bloody scene. You'll note you can't go north; it's blocked by the
cops. Walk south, and you'll see a cut scene where a bunch of stupid punks are
throwing rocks at a dog. Beat them.
"Save the Dog"
Haruka thinks it's too cruel to leave the poor dog alone out there; she wants
you to feed it. Dog Food is apparently only sold at the Don Quixote super-
market at the southern edge of Chuudou street (the corner of Chuudou and
Shouwa).
Bring the food to the dog (I'll usually buy it in advance of this chapter to
avoid running all over the place later), and talk to Haruka. Unfortunately, if
you're playing an import game, this might be a bit hard as it brings up a list
of your items and you'll have to find the Dog Food. You'll also have to be
able to recognise the name to buy it from Don Quixote in the first place....
"Get Haruka to A Safe Place"
OK, so Haruka's had enough, and collapses. Kiryuu will now carry her. Thugs
will block your path--go ahead and fight 'em. Be mindful of your health and
healing items--you can't go into shops like this, I don't believe. Date calls
you and suggests getting Haruka over to Reina's.
Right here...this is where you can pick up coin locker key #5. That was so
annoying! No list on the net seemed to have the right time to get this key,
and I had everything else. On the way to Serena's, you'll see a guy standing
in front of the black car just to the west of the lockers on the north side of
the street. Talk to him.
Once she's rested a bit and become chipper again, she'll explain she was
looking for her mother, Mizuki, who is, apparently, Yumi's sister. Of course,
you're supposed to wonder if it's the same Yumi that Kiryuu knew ten years ago.
When you're ready to go, go and talk to Haruka, and answer "Yeah, let's go to
Ares," which is the bottom choice.
Running with Haruka to the Milennium Tower, you'll run into a cop near the
save point. It seems that nothing you say is good for this guy. I usually
just choose the first choice over and over. The upshot if it all will be that
Haruka calls you her daddy and the cop lets you go.
Inside the Milennium Tower, be sure to grab all three coin locker keys, and
then head to the elevators in the basement. First, Haruka will choose to look
at the directory, then she'll run over to the elevator. Talk to her, then go
in. She knows the code to get to Ares.
Inside, run to the left of the door as you look into the room and around to
the picture on the wall of. Hayashi shows up and Kiryuu assumes they're after
him, but Hayashi tells him they're after the girl. Beat them. (see "Hayashi
Hiroshi" in the characters appendix for strategies)
--------------
3f. Chapter 5
--------------
The RIVER STYX
Missions Available: "Art and Talent 2," "Art and Talent 3," "Art and Talent 4,"
"Art and Talent 5," "To Be A Doctor"*%, and the completion of "Benevolence and
Renumeration."
Coin Locker Keys: 1, 13, 14, 15
"To The River Styx"
The biggest thing that'll happen to you in Chapter 5 is you'll find the River
Styx area and meet "Gambling" Hanaya ("Sai no Hanaya"). The area I call the
River Styx is called "Sai no Kawara" in Japan. It's hard to translate, but it
literally means "The Competing River Bed" or "The Gambling River Bed," and is
a spiritual place where the river "Sanzukawa" is located, which divides the
world into three parts. It's what you cross in Shingon Buddhism when you die,
so it's often called the River Styx. The "Sai no Kawara" is also referred to
as "limbo," sometimes.
It's the same "Sai" that's in "Sai no Hanaya," and "Hanaya" means "flower
shop" (tho' it can also be a last name). So, he might get a name like "Charon"
or "Hades" or something in the North American release. I'll just refer to him
as "Hanaya."
At the eastern end of Kou'enmae ("in front of the park") street, there's a
little park with a run-down toilet. Going in there (please be sure and give the
boy outside some food as you'll need to do that to complete a mission later),
you'll be greeted by an "out of order" sign. Run off to the right, down into
the toilets, and you'll be stopped by homeless guys. They'll ask if you saw
the sign. It doesn't matter how you answer (I just put the top choice, "yes").
Before anything big goes down, one of the guards will get a call from Hanaya
and you'll be escorted inside. Right before the entrance to the underground
casinos and such, you'll be able to buy things from the homeless man or look
around the new area for two coin locker keys and finish up the newly-unlocked
missions.
At any rate, you'll now need to go down into said area and run all the way
down to meet Hanaya. There are two more coin keys to pick up along the way and
you can check out the casino if you want. Once you talk to Hanaya, he'll ask
you to do something for him before he gives you the info you need. He wants you
to fight in his little underground club. Go to it. When you're in the hallway,
waiting to fight, use the items box if you have to or save the game, but when
you're ready, talk to Hanaya. Answer the bottom choice for his questions, and
make sure you don't have anything equipped.
The fights in this arena have three rounds. You'll only be able to fight this
one right now. First, you'll fight Daniel Feldman, an escaped con from the USA,
Gaowayan Pramuk, a former middleweight kickboxing champ from Thailand, and then
the undefeated, retired champ from the USA who wields a really thick American
accent, Gary "Buster" Holmes.
"Save Date"
So, after you beat the knuckleheads, Hanaya starts to talk. Homeless guys block
your exit, so you'll have to talk to Hanaya. He's interrupted by a phone call.
It's about Date. You gotta go help that guy. Apparently, he's hassled the
homeless guys there and has a past with Hanaya.
Before you get to the flashing red area, I'd recommend going over to Komaki,
noted at the north end of the map, near the center, standing with his arms
crossed and looking all tough. He's seen your fighting in the colisseum and
thinks you look good enough to become his deshi (pupil). Make sure you have
nothing equipped. For tips on getting moves from him, look in the "Hidden
Moves" appendix.
These guys beating up on Date aren't much to speak of, even if they all have
bokutou.
"Save Haruka"
So why was Date charging into an area where he clearly wasn't wanted? Well, the
video Hanaya showed you earlier had Haruka getting kidnapped and Date getting
shot. So...now, you gotta go get her. They've taken her away to the Yoshida
Batting Center. Along the way, beat up the thugs planted. One of the guys that
appears (he appears near MEB) asks you about Ares. I usually answer him that I
know it, then I ask why he wants to know--first choice, second choice. This
gets the fight.
Majima is a pretty tough fight. You'll probably want a lot of healing items
on hand. He's in the characters section if you want some suggestions. Beat
him, and Haruka will say she was helped by a mysterious figure.
--------------
3g. Chapter 6
--------------
FATHER and CHILD
Missions Available: "A Drunk," "The Cell Phone You Picked Up," "The Former Pro-
Leaguer," "Bad News for the Gelato Shop," "The Suspicious Man," "Graffiti,"
"Find the Bag," "Horse Racing Mania," "The Scout," "Yakuza Aspirations,"
"Yakuza Aspirations 2," "The Man in the Toilet," "Save Ka'ai Momoko,"
"Suspicious Gun"
Coin Locker Keys: 17, 20
This is a weird chapter. It doesn't really have too much to do with the main
plot. I suppose they wanted to do some character portraits for a couple of the
main guys, but.... I dunno; it's just kinda out of place.
"Meet with Hanaya at the River Styx"
So, when you walk out of Serena, a homeless man will meet you and ask you to go
and see Hanaya. You might want to do all the missions available now.
You'll find Hanaya holed up in his little pit watching everything. He'll tell
you that his son, Takashi, is in big trouble with some yakuza. Seems he's run
off with Kyouka, the boss's daughter.
Go to the batting center and you'll have to fight Takashi because he just
assumes you're a yakuza come to get her back. He has a bat and a lengthy life
bar, but he's pretty easy. After him, tho', you'll have to fight B-King, a
team Takashi belongs to--or, at least, used to, before he suddenly quit. The
leader likes to sweep a lot, but you can throw him fairly easily.
"Head for Deborah"
You gotta get to the night club, Deborah, which is right in front of the
theaters. Once there, you'll have to run up the stairs to the balcony, where
the door is blocked by a tough guy. Once you get near him, there will be a cut
scene showing Kiryuu breaking in on the Atobe group. Beat them--the boss won't
drop his knife. You can throw guys over the railing (whee!).
Once you beat them, then the boss will tell Kyouka through a note that he just
wants her to be happy, but that they want the money back. Takashi says that to
prove he wants her happiness, he'll do anything. He means to cut his own
fingers off, but, Kiryuu stops him.
After that, Kiryuu will suddenly go to see the Hanaya--for some reason, you
don't have to make him run all the way over there (this rarely happens in the
game). After talking to him, Kiryuu thinks he should go back to Serena, walks
outside, and gets a call from Reina.... Apparently, they thought they should
tell you twice.
Go there, and talk to Date...well, hit the circle button, anyway. He's passed
out drunk.
"Save Date's Daughter"
So, Date's daughter, Saya, seems upset at him for not being there when he said
he would. Well...yeah, of course. Go down to the Third Park, and two "kogals"
will come and solicit you. Kiryuu looks confused, so they look shocked and
decide to go. One girl calls the other "Saya."
Kiryuu tries to talk to her, but she runs off. The other girl seems to be
actually concerned about her friend, so she talks to you and tells you to go
and see some guy Shoutarou, who apparently works out of the bar, Shellac.
The owner of Shellac wants to see if you're really Shoutarou's friend or not,
so he'll ask what his most expensive drink is. It's the second-to-the-last
one, Bowmore '40. He'll tell you that Shoutarou now works as a host at Star-
dust and goes by the name "Shouta" (with different Kanji).
Date breaks in while Kiryuu has Yuuya finger Shouta. After much arguing,
you'll have to fight with the knuckleheads outside. Go to leave, and Saya will
run up to you and you'll ask where this guy is. She'll tell you it's the
Hanagata Building, on Pink street.
"Head for the Hanagata Building"
She'll follow you there. Once there, you'll see Shouta trying to scam Date
out of money. He tells him to even sell his gun (which is a common, symbolic
castration of a police officer in gangster films in Asia) to pay for it. Date
would die for Saya, apparently, and she's moved. Well...go bust their heads!
But...be aware that Shouta doesn't drop his knife.
Well, things are looking good for father and kid. Hey, that's the name of
this chapter!
--------------
3h. Chapter 7
--------------
The DRAGON and the KOI
Missions Available: "Bad News for B-King," "The Man Who Wanted to Die,"*
"Casino Royale,"* "Betting on Boxing,"* (plus the completion of "To Be A
Doctor")
Coin Keys Available: 9
This is a good chapter, and if you're going for 100%, you should note that you
can now finally (?) lead Haruka around and get her trust up in you (see the
appendix in extras), thus getting some key items. Also, at least one mission
needs to be completed before the "chouhan" betting incident, and two after.
"Head for Ryuujinkaikan"
Kiryuu will be strangely woken up by Date (augh!) brandishing the photo of a
corpse's tattoo. Apparently, it's Mizuki, Haruka's mother. Kiryuu figures
that he should go and see the artist--since that tattoo must have been done by
the same one who did his many years ago.
Head for the highlighted area near Senryou street, and Kiryuu will talk to
the artist and find out that it's a fake. Then, a phone call will come from
Nishikiyama (!), who'll ask you to meet him at Stardust that night. The artist
freshens up his tattoo on Kiryuu's back.
Once you get back to Stardust, talk to Date, and Haruka will get upset at you
for always leaving her in the dark. She figures you're just after her stupid
pendant like everyone else, so she slams it on the bar and storms off.
"Find Haruka"
This is an annoying point because there's really no clue as to where the girl
ran off--and she did it so fast, too! Run up to the square in front of the
theater (with Date in tow) and talk to Aoki--he's standing in the same spot he
was in in Chapter 2. He'll tell you about a girl who seems pretty shaken up
but seems to know what's going on, who's now in that Club Sega behind him. Go
and talk to her--she's in the Print Club Machine.
According to her information, there's a guy in the parking lot on the east end
of Taihei street who knows what's up. Go and see him, and threaten him three
times (top choice). He'll tell you that you can find her in one of the parks
there.
You can check all three, but why waste time? At the Third Park, you'll find
some mysterious men who look like they stepped right out of an X-Files episode.
Go to Stardust and confront them. Kiryuu throws the pendant in exchange for
Haruka (whom they try to kill anyway and actually do graze with a bullet).
Fight them. Two of them have guns. They'll drop a pin that Date says he'll
look into later.
After the fight, you'll automatically go to the River Styx (again!), and
Hanaya will set you up there with a base of operations (a "Hint Room").
OK, so, is it just me, or did Haruka *just* find out about her mother's
death? She suddenly wants to go see the town and have some fun. There are a
few hours before you have to meet Nishiki, so, Date suggests you take her out.
Before you leave, a homeless man tells you to go and see the fortune teller
by the coin lockers for a good time. This is where the "chouhan" gambling
incident will take place. So...before you do go there, you'll want to walk
west and encounter the "The Man Who Wanted to Die" mission. I usually do the
"Casino Royale" one, too. You might want to lead Haruka around and build her
up to at least "S" now, too, and I usually bring her over to Aoki to thank him.
You don't need to, but it'll make Aoki come to visit the River Styx later and
meet up with Tamura, wrapping that story up.
Go to the Fortune Teller's and give 'em the 100,000 yen. You'll get whisked
away into the chouhan dice game. Bet the maximum over and over; it really
doesn't matter because Haruka apparently always wins--until the dealer gets up
and goes to the bathroom, secretly getting some loaded dice, too (which look
really stupid). OK, so then she loses, and Kiryuu gets up to leave, but they
won't have that, of course. You gotta fight your way through this...it seems
the guy's gonna get his fingers cut off after you leave (ow). Or maybe worse.
As you leave, Date calls you and tells you to bring Haruka back--it's time to
meet Nishiki. Before you do, you might want to do the two missions that are
finished after the chouhan event--"To Be A Doctor" and "Betting on Boxing."
Then, bring her back.
"Head for Serena"
Go to Serena and talk to Nishikiyama. He asks you to hand over the kid and to
join up with him, but Kiryuu refuses (of course). Nishiki leaves and sicks his
goons on you a moment later. Fight them first in the bar with their bokutou,
then Kiryuu will go outside and fight them--lead by Shintou Kouji--in the
alley.
--------------
3i. Chapter 8
--------------
The SCHEME
Missions Available: "The Gokudou's Wife"*
"Find Haruka"
It must be rough to exist only to be kidnapped. When Kiryuu leaves Serena, he
hears from all the folks on the street that something big's gone down over at
the River Styx, and that firemen were called, and there was a big explosion.
Well...go there. It seems it was a plot to snatch Haruka. People there tell
you that a gang got her.
There are three main gangs in Kamuro, each identified by their colors--the
Blue Z (Blues?), the White Edge, and the Bloody Eye. First, when you walk
right out of the River Styx, you'll see some of the Blue Z hanging out right
near that alley that the Strong-Arm Man stood around in. Talk to them, and
Kiryuu will end up fighting them.
They'll tell you that the White Edge hang out in the Champion District. You
don't actually need to fight the Blue Z, but I usually want the experience.
Did you ever notice that little nook just south of Champion that's guarded by
a white-clad guy? That's where they are. Go there, and Kiryuu will strong-arm
his way in. Beat Shiraki Yuuji and he'll tell you that they handed her over to
the Bloody Eye.
"Head for Deborah"
The Bloody Eye apparently hang out in Deborah. Go over there and upstairs to
that little balcony you fought the Atobe group at. Beat those guys (who hang
off the light fixtures if you throw them off the railing) and then go down-
stairs and into the actual dance floor. Beat the Akai Brothers (who apparently
have a tag team routine) and you'll find out that they handed Haruka over to the
Se Waa Chinese Mafiosi, headed by Lau Ga Lung. Kiryuu remembers when he was
saved from Lau's torture by Kazama.
Date will call you. Go back to the River Styx and meet up with him, and
he'll ask if you're ready to go. That's the bottom choice. The phone will
ring first, and it'll be Hanaya. Go and see him first if you want to complete
the "The Gokudou's Wife" mission. When you're ready, go and talk to Date and
choose the bottom choice....
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3j. Chapter 9
--------------
RECOVERY
(No missions or coin locker keys in this chapter)
"Recovery"
OK, so Kiryuu knows that he has to go to Chinatown and face Lau Ga Lung, who
carved him up and tried to kill him as a message to the Toujoukai many years
ago. Kazama's leg was injured in the daring rescue operation. Anyway, he
hangs out at the Chui Lin Lau restaurant (literally "Green Lotus Pavilion").
This is a long battle, similar to the one in chapter 3. First, a whole mess
of guys fight you in the main restaurant. Go through the flashing doors to get
to the kitchen. In here are two healing items in two of the alcoves. The chef
wields two cleavers. Then, you'll finally face Lau Ga Lung. There are two
healing items during this fight: one hidden behind Haruka, and one off to the
right as you're looking at Haruka, midway along the wall. For strategies, see
"La Ga Lung" in the characters appendix.
"Retaliation from the Se Waa"
Driving away, the Se Waa will attack you. This begins the track shooting,
Virtua Cop or Time Crisis-like shooting mission. Suddenly, you'll be playing a
shooting game, rather than a running-around-and-beating-up-yakuza game. This
is the only time you'll have to do this.
Here's what you do: aim with the left analog stick. Use the X button to
reload (and to get inside the car; this also avoids attacks, but damages the
car), hit the triangle button to fire, hit the R1 button to zoom in, hit the
L2 and R2 buttons to move 90 degrees either to the left (counter-clockwise) or
right (clockwise). Two health bars will appear: one for Kiryuu, one for the
car. Once you've killed the guys shooting at you in the cars, the driver will
try to ram you. It usually takes three shots to destroy the car.
You'll know you can shoot someone when a green circle appears around their
person. You'll know they're gonna shoot you when that red symbol about their
body gets dark. You'll either want to hit them or dodge by reloading. You
have infinite rounds, but you can only hold 10 at a time. Once the truck with
guys standing on the trailer appears in the road next to you, you're at the
final fight. The guy with the long life bar is Gam. Kill him and it's all
over.
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3k. Chapter 10
---------------
The SHAPE of LOVE
Missions Available: "Suspicious Cop," "Street Fighter," "Catch the Pick-
pocket 2," "Gang Busters," "Gang Busters 2," "Gang Busters 3," "Gang
Busters 4," "Gang Busters 5," "Gang Busters Leader," "Pulling the Strings:
Asano," "A Dying Man's Request," "A Dying Man's Wish," "A Dying Man's Hope,"
"Abandoning the Yakuza," "Mistaken Identity," "Kyouka and Takashi,"
"Collection Help," "The True Form of a Beautiful Lady," "Yakuza
Aspirations 3," "Yakuza Aspirations 4"
Coin Locker Keys: 4, 7, 10, 48*
"Find Shinji and Reina"
When Kiryuu and Date get back, Kiryuu suddenly realises something and goes to
Hanaya's room. They had a mole in their little operation: Reina. When you
arrive at Serena, you'll find it in shambles, and a note on the counter. Read
the note and Kiryuu will find out that Reina was in love with Nishikiyama and
thought if she could prove useful to him to bring Kiryuu and the 10 billion yen
to him, he would see her in a different light. Well...now, she realises her
mistake. She and Shinji are both deserting...but, from the state of the bar,
something horrible must have happened.
Leaving the bar, you'll see all sorts of blood all over the ground. Shinji
and Reina are in the building the man wanted to jump from in the "The Man Who
Wanted to Die" mission, at the west end of Kou'enmae street to the east of the
Yoshida Batting Center. You'll get various tips, including a phone call from
Shinji himself.
Before you go there, I'd suggest doing this batch of missions that have just
become available. If you've been keeping up on it, you should only really have
two missions to do after this chapter.
"Head for the Roof"
Once inside, look around, and you'll see blood on the wall. Be sure to go
inside the bathroom and pick up the coin locker key. Run up the stairs and
you'll start the action event. Make sure you explore the whole building--
there is part of the floor directly above you from the entrance that you might
pass up that has a Heal in it. Beat up all the guys, pick up all the items.
There's a Heal off to the left of one of the staircases, at the top floor
before the roof in a little room with the glass windows broken, one at the
roof right behind you, one after you jump to the second part if you run around
the whole roof instead of running underneath the bridge to the spot behind the
staircase, and one at the last part where you face Nagase.
Oh yeah, at the end, you'll find Shinji mortally wounded and Nagase Masato.
For this mission, I really recommend you wear the Bulletproof Vest to prevent
always being knocked down.
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3l. Chapter 11
---------------
DUTY
Missions Available: "The Truth Behind the Fake Mizuki"*, "The Last Assassin"
Coin Locker Keys: 18*, 45*
"Go to the Tougenkyou"
Shinji's last request is that Kiryuu go and tell his girl, Akemi, about his
death. Akemi is a prostitute working at the "soapland" (a kind of brothel),
the Tougenkyou. "Tougenkyou" means "Peach Fields Homeland," literally. The
word "peach" is used because it looks like a butt and is pink; the color that
means "woman," and "homeland" obviously is there to make you think it's some
kind of dreamy place to go. It's really not a bad name, but sounds weird in
English, maybe.
There's a hilarious scene here where Haruka asks them what a "soapland" is.
Well, the truth is, it's a place where women (not very far from prostitutes at
all