,'¯¯¯\ ,'¯\ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| / /¯| / ( (\ \ | Shenmue FAQ & Walkthrough -by- | { { )/ | {/ / | Shotgunnova (P. Summers) | \ \ | ' / | EMAIL: shotgunnova (at) gmail (.) c0m | \ '-. ) / |_______________________________________| '-. \/ ( __ ___ ___ ,'¯'. ) ,' (/ \ / _ \ /¯'¯¯\ /¯¯¯¯\/¯¯\ /\ /\ / _ \ / ,-. \ / / | /) ) / / ) ) / /\ \ / , /\ /\ \ ,' ( ) ) / / ) ) / / \ \ / / ( // / / ( {_/ / | ( ) )/ / ( ) ) ) )/ , | / / / ( {_/ \ '-. \ ' / | / \ \/ , \___/ /( | ( ' /( | \/ ( (/ /| (/ (_/ , \___/\ '-.' \_/ |/ \__/'._____/ \) \_/ \) \__/ \__,___/'._____/ |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | This walkthrough is written specifically for the Dreamcast version. With | | the release of the PS4 remasters, I've updated the FAQ to contain trophy | | information and other changes. Be sure to email me for additions, etc.! | |__________________________________________________________________________| I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS Story ............................................................ STRY Shenmue II Save Importing ........................................ SHNM Tips N' Tricks ................................................... TPST III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT Disc 1 ........................................................... WK01 Disc 2 ........................................................... WK02 Disc 3 ........................................................... WK03 IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN Collectibles ..................................................... CLLC Event/Scene List ................................................. EVNT Item List ........................................................ ITML Martial Arts Moves ............................................... MRTL Minigames ........................................................ MNGM PS4 Trophy List .................................................. TRPH Shenmue Passport ................................................. SHMP What's Shenmue? .................................................. WHTS V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I. CONTROLS [CNTR] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here's the game's main controls. There isn't a lot of wiggle room for custom configurations, although one can switch the L- and R-Trigger zoom/sprint functions. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | D-Pad | controls basic movement | | Start | pauses game and/or toggles particular help file | | A. Stick | controls camera and (when applicable) forklift | | Y-Button | toggles inventory menu (in-battle function: guarding) | | X-Button | toggles notepad (in-battle function: punching) | | A-Button | 'inpect' button (in-battle function: kicking) | | B-Button | 'cancel' button (in-battle function: grappling) | | R Trigger | zoom-in button (in-battle function: use shortcut move) | | L Trigger | sprint button (in-battle function: free running) | |___________|_______________________________________________________________| To save the game, visit Ryo's room and go through the menus. To temporarily save, press Y to bring up the system menu and use the 'Resume' feature. This creates a temporary save that can later be reaccessed from the main menu's Continue option. (Note that selecting 'Continue' will erase the temp save, so it's best to use a VMU in the long run.) Shenmue allows for 3 saves per VMU file (requires 80 blocks) and only reads from the first VMU. There's no way to switch between memory cards outside of physically taking the VMU out and putting the other in. I'll also include config info for the PS4 remaster. Buttons that don't have a function aren't listed, although players can technically use the PS4's accessibility menu (in the 'options' section) to remap any button to any other. ___________ _______________________________________________________________ | BUTTON | FUNCTION | |¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | D-Pad | Controls Ryo's movement / Navigates menus | | Options | Toggles pause (shows controls for current objective/activity) | | Share | Take a screenshot of gameplay | | PS Button | Toggle PS4 main menu | | Circle | Throw button | | Square | Punch button | | Triangle | Dodge button | | X-Button | Kick button / Toggles notepad | | L2 Button | Look button (by default) | | R2 Button | Sprint button (by default) | | L. Analog | Controls camera POV | | R. Analog | Controls Ryo's movement | |___________|_______________________________________________________________| NOTE: In the remaster, players can save just about anywhere. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ II. TH' BASICS [THBS] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ STORY [STRY] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ From the game manual: "The year is 1986, the place is Yokosuka, Japan. The normally tranquil day-to-day life of Ryo Hazuki is suddenly and irrecoverably shattered by uninvited visitors. A man wearing dark green Chinese clothes appears at the Hazuki family home with two black-suited thugs. This man uses a powerful style of martial arts, the likes of which Ryo has never seen before, to enrage his father Iwao in a fierce battle. Ryo attempts to intervene and help his father, but the obvious disparity in power is too much. Ryo is beaten down and taken hostage as the man questions Iwao, 'Where is the mirror.' Having no other recourse, Iwao reluctantly tels him. Once this mysterious object is in the man's possession, he again attacks Iwao. 'Do you remember Zhao Sun Ming..." From these words Ryo learns a shocking truth from the past. His father was responsible for killing someone long ago. And then, Iwao is knocked down in defeat. Ryo pulls his father close and feels him take his last breath. 'Lan Di'. The man with the ominous embroidery of a glittering dragon on his back, the man responsible. What of the stolen mirror? Who is this Lan Di? Vowing to seek revenge, Ryo embarks on a journey to unravel the mystery surrounding his father's death and deliver justice to the man responsible." SHENMUE II SAVE IMPORTING [SHNM] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Players who have a Shenmue 1 save can import their file into Shenmue 2, if they're of the same region. (Shenmue 2 had a JP and PAL release, so those with NA versions of Shenmue 1 are out of luck, generally. Conversion guides exist, note: http://www.gamefaqs.com/dreamcast/458064-shenmue-ii/faqs/15049) Anyway, this is a list of Shenmue 1 items that WILL be imported properly: • Batteries • Cash (converted to Hong Kong dollars) • Collectibles (capsule toys) • Hang On game • Letter to Father • Lightbulb • Nozomi's Amulet • Phoenix Mirror • Photos (Photo of Hazukis, Photo of Nozomi, etc.) • Matches • Mysterious Scroll (Poetry Scroll) • Space Harrier game • Slot House tokens • Sword Handguard • Techniques learned (up to half experience retained, if mastered) • Technique scrolls (like Shadow Reaper, Mud Spider, etc.) • Watch • White Leaf Batteries, Lightbulbs, Matches, and the Space Harrier/Hang-On Saturn games are deemed collectibles in Shenmue 2, however. If one imports a Shenmue 1 save, Shenmue 2 will start 20 days after the clear file's finish date, rather than the default (February 23, 1987). Thus, if players complete the game at its earliest point (December 17th), Shenmue 2 will begin on January 6th (48 days before the default!). PASSAGE OF TIME [PSSG] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Shenmue features a living town with a running clock, something that sets it apart from many open-world settings before and after. NPCs go about their daily business, run errands, eat, travel... For info-gathering purposes, one must catch them at the right time: if they're in transit, they may not care to help, and after they go home, the same thing applies! Each day occurs from 8:30 AM to his 11:30 PM curfew. (Hitting 11:30, in all but a few cases, will automatically teleport Ryo back home.) Events that take place in those days may only occur at certain hours or when the plot advances far enough. As such, many scenes are missable after awhile. The game's overall plot runs from December 3, 1986 to April 15, 1987. If one reaches the final day, the game automatically fails. For those who hate being on strict time schedules, never fear: good players will typically finish the game in December, and it takes a lot of meandering to even see the new year! TIPS N' TRICKS [TPST] ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Here are some general tips and tricks. Readers who have other good ones can write in to me and (if they're good) I'll put 'em here. • COMBAT TACTICS! Ryo's fights are usually against several opponents, so one should always play skillfully, considering how easy it is to be interrupted and lose health. Try moving around to avoid being encircled, and don't use abilities that result in Ryo putting his back to opponents, which reverses technique inputs (often annoys players). Of course, players should train well and often -- consider specializing in a few punches and kicks, raising their prowess to increase their power. Finally, remember that techniques that are hard to do on the fly, like the fan favorite Crawl Cyclone, can be set to R-trigger as a shortcut. Shortcuts can be used in actual battle but not in training, which prevents players from just mashing "R" to level up abilities. • KEEP MULTIPLE SAVES! Personally, I recommend a generic file and a 'start file' one makes whenever a new disc is begun. That way, if a player finds they want more time to train and the plot doesn't allow for it, they can just reload the 'start file' without losing much progress. Many mandatory events must be won to progress the plot, so players who procrastinate on their training will find the later stages rather difficult. Use extra time to practice! • ACCEPT GOODWILL! There are several times in the game where NPCs offer to teach Ryo special techniques free of charge. There's absolutely no reason to refuse these, especially since they're one-time-only events and those abilities can be learned no other way. • HINTS! In addition to whatever Ryo's notepad records, he can also visit the Dobuita fortuneteller (next to Russiya China Shop) and get hints, provided he's already asked around a bit and failed. Of course, with a walkthrough, doing this may not be necessary, but the method DOES give Notepad entries that would otherwise be unavailable, so there is that... _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ IV. WALKTHROUGH (DISC ONE) [WK01] _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Welcome to the wonderful world of Shenmue, one of the earliest (and let's face it, best) forays into open-world gaming. The game has its share of fighting, but most of the game is investigation-based -- that is, speaking to townsfolk, finding clues, and advancing the plot. Because of that, the guide will be split into subchapters for clarity's sake. Here's a map of the first two areas beyond Ryo's house. Yamanose is a small residential section containing a fox shrine; Sakuragaoka's a big neighborhood, notably containing a store and park. TO DOJO |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | 01: Sakurada House | | | 02: Aoyama Residence | _|¯| _ ____ ____ | 03: Nakamura House | |_ | / | 2 | 3 | | 04: Azumaya House | \ ( _/ |____|____| | 05: Yamanose Shrine | \ \_/ __________ (____ _ | 06: Sato Apt. | ) __/|___ \ \ | | | | 07: Kitazawa Apt. | |__ | 1 | _____) )4 | ___| |___ | 08: Usui Apartment | |____|___|| | |__|__ |24 | | 25| | 09: Morino Apartment | | 6~9 | | | |___| |___| | 10: Phone Booth | |_____| | 5 | | _| |___ | 11: Udagawa Apt. | ( (_____| |___ | 23| | 12: Aizawa Apartment | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| ) )_____ ___| | |___| | 13: Iwasaki Apartment | | 19: Construction Lot | | | | 19| 21| |___ | 14: Kayama Apartment | | 20: Takahashi House | | |11~18| __|___| | 22| | 15: Kimura Apartment | | 21: Sugisawa House | ( (_____(/ _____|___| | 16: Inoue Apartment | | 22: Liu Residence | \______ | 20| | 17: Itoi Apartment | | 23: Takashima House | | ) 10|___| | 18: Motoyama Apt. | | 24: Tachibana House | | 26| ) |_______________________| | 25: Sumiya Residence | __|___| /____________________ | 26: Mishima House | |30| 28| ( 33| 34| 35| | 36| 38| | 27: Abe Store | | )___| |___|___|___| |___|___| | 28: Tajima Residence | _|_/ _____________ ____ ____| | 29: Liu Residence | / / / 29| 27| | 39|•| | | | | 30: Ito Residence | /31/ (____|___| |___| | 37 | | 31: Yamagishi House | (__/ /32| | 40| | | | 32: Nishida House | / /___| |___( (___________| | 33: Akasaka Apt. | ( ( \ \ | 34: Mitsui Apt. | \ \ \/ | 35: Yamamoto House | \ '._ / | 36: Nomura Residence | '.__ ---- TO DOBUITA | 37: Sakuragaoka Park | | 38: Iwata Residence | NOTE: The guide is maximized to do the plot events | 39: Kondo Residence | at their earliest times. However, the game can last | 40: Hirano Residence | in-game months, so don't feel too pressured to keep |______________________| that same schedule! ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.01] FIND FUKUHARA ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest Items: Shenmue, Cassette Player, Photo of Friends, Sha Hua, ¥500, Photo of Hazukis, Shadow Reaper, C Size Batteries, Box of Matches, Candles, Twin Blades, Mysterious Key, Mysterious Scroll After the opening scenes, our kung-fu protagonist will awaken. Since the entire game is on a running clock, consider saving in Ryo's bedroom so time isn't wasted acclimating to the controls and flow of the game. (Saving is only possible in Ryo's room; sleeping to advance to the next day is prevented until 8:00 PM or later.) Shenmue's plot lasts from December 3 to April 15th, although most players will finish before the month's through. Don't feel too constrained by the clock, eh? Ryo's house has several items to snag. Those trying to pack as much progress into the first day as possible may want to do this collection later in the day, since these items aren't important for the plot. The overarching plot point now is locating Fukuhara, the Hazukis' live-in karate student, who's apparently in the dojo. • For those playing the remaster, the following capsule toys (formerly specific to the Shenmue Passport disc) are already in the inventory: Pochi, John, Kelly, Kuro, Tora, Big Robin, Little Robin, Robins, Big Philip, Little Philip, Philips, Chip, Rap, Pop, Pip, Mary, and Pyonta. These don't count towards, or trigger, any toy-related trophies, however. __________________ ________________________________________________________ | ITEM | LOCATION | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | Shenmue | Ryo's bedroom desk (cassette is on top by lamp) | | Cassette Player | Ryo's bedroom desk (top drawer) | | Photo of Friends | Ryo's bedroom desk (middle drawer) | | Sha Hua² | Ryo's bedroom desk (bottom drawer has the cassette) | | ¥500 | Ryo's daily allowance (automatically gotten from Ine) | | Flashlight | House's entryway (in cabinet underneath phone) | | C Size Batteries | Living room by kitchen (in cabinet drawer) | | Photo of Hazukis | Ine's bedroom (photo in rightmost drawer of red desk) | | Shadow Reaper | Fukuhara's bedroom (scroll is on desk) | | Box of Matches | Shrine room (matches next to shrine) | | Candles | Shrine room (small drawer directly below shrine) | | Twin Blades | Shrine/Study hallway¹ (in small wicker hamper) | | Mysterious Key | Iwao's study (in desk's only drawer) | |__________________|________________________________________________________| ¹ - not the main hallway, the other one ² - renamed Shenhua in remastered ver. The Twin Blades and Shadow Reaper scrolls teach those moves when inspected in the inventory (allows Ryo to practice them and train 'em). The tape player and cassettes allow one to listen to music at whim, but Ryo can't do it on the go. The other items aren't really necessary, but as said, can be collected if one really wants. • MISSABLE SCENES: Those wanting to learn more about Ryo's upbringing can see some special scenes, but these won't be available the entire disc. There's three in all: (1) observing the food on the kitchen dinner table (2) going underneath the yard's cherry tree, past the koi pond (3) looking at the dojo's large banner. Inspecting the letter in Iwao's study also gives a tiny scene, but isn't missable like the others. Each scene also earns a trophy in the remaster: - Kitchen -> Yummy Meal - Yard ----> Simpler Times - Dojo ----> Treasure Your Friends • MISSABLE TROPHY: Appropriate Response This only applies to the remastered version. Simply put, call the police as soon as possible. The number, as mentioned in Ryo's notebook, is 110. There's never any reason to do this otherwise. (A rotary phone is atop the entryway cabinet). Viewing the dojo banner scene allows Ryo to, afterwards to inspect it and spot a scroll behind it. Inspect the nearby footstool for Ryo to automatically move it and claim the "Mysterious Scroll" item. Unlike normal move scrolls, this one's in Chinese, preventing its secrets from being learned. To access the dojo, Ryo has to leave the house and go to the far side of the yard. As expected Fukuhara is there -- a short cutscene plays when approaching him inside. Afterwards, exit the Hazuki grounds (front gate) into Yamanose. ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.02] INVESTIGATE THE BLACK CAR ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest Items : --- The only lead Ryo has to investigate is Lan Di's black car from a few nights before. (Get in the habit of using X-button to read Ryo's memo pad, which'll have the current plot threads to pursue. Some NPCs may need to be questioned several times to give pertinent info, which'll be added to the pad.) The few inhabitants in the east don't give much info, outside of speaking with Kondo and Mishima, two gossips in the next area. • MANDATORY EVENT: Megumi's Kitten This automatically occurs the first time Ryo passes through Yamanose. One of the little girls in the neighborhood has collected a kitten at the fox shrine. Ryo can feed it tofu or dried fish, food left as an offering. If Ryo chooses to give dried fish, Megumi will mention that Yamagishi was almost hit by a car, just like the cat's mother. Megumi will have several more cat-related events in the future, but they all carry the same circumstances: they only occur in daytime hours (8:30 AM to 7:00 PM) in fair weather. But that's neither here nor there! For now, trek into Sakuragaoka, the suburb down the street. _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.03] LOCATE YAMAGISHI _______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest Items : --- Those who didn't get the Yamagishi tip from Megumi will still have canvasing to do. Ichiro's tip about Kondo and Mishima (two ladies standing by phone booth most of the day) pays off: Sumiya, another gossip, may know. To find her, head past the construction site and up the dead-end street. (She's the pink-jacketed NPC with the broom.) She'll mention Yamagishi's spill. Those who fed the cat dried fish won't have to do extra work, however, and can just make for Yamagishi's place. He's to the left-hand side of Abe Store, in the only house with an actual yard. (That said, get in the habit of using the analog stick and zoom button to fixate on things, such as nameplates, as it'll come in handy the whole game through.) • OPTIONAL EVENT: The Yamamotos' Visitor The first time Ryo approaches the Abe Store's crossroads on a clear day before 4:00 PM, this event will play. An old lady (Kame Shibukawa) will be looking for the Yamamoto household, and Ryo offers to help her, making her go wait in the nearby park. The Yamamotos live right in front of the park's crossroads; Ryo will have to observe the nameplate and press "A" to learn it. Convey this to the old lady to finish the quest. (The quest'll only occur once, the day it's triggered, and fails if Ryo doesn't complete it before the 7PM nightfall. Helping the old woman in the remaster earns the "Boy Scout" trophy.) Once Yamagishi is found, he'll mention the black car that nearly smooshed him headed off into Dobuita, the largest area available on the disc. • OPTIONAL EVENT: Pit Blow Tutorial This is doable immediately after speaking with Yamagishi, whether he gave useful information or not. Return to the Hazuki dojo and Ryo can learn the ability from Fukuhara. This event plays anytime Ryo approaches the dojo for the near future, but soon becomes missable, so it's best to do it 'fore then! Dobuita is now accessible and makes for the next destination. Ryo can use the main street near Sakuragaoka Park or the dirt footpath near Yamagishi's. Both go to the same district, just accessing different parts faster. ________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.04] INVESTIGATE THE BLACK CAR, PT. II ________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest Items : --- Dobuita is bigger than Yamanose and Sakuragaoka combined, so it can be rather confusing for new players, especially with all the available places. However, it's worth noting that some places (like apartments) don't need to be checked and some businesses aren't open until the plot requires it. Because Shenmue has a day/night cycle, some places, particularly in the bar district, don't open until late afternoon or night. • In the remastered version, paying the fortune-teller (bldg. #40 below) for any service earns the "Unexpected Visit" trophy. |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯||¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | 01: Yamaji Soba Shop || 18: Hokuhoku Lunches || 35: Heartbeats Bar | | 02: Suzume Park || 19: Bunkado Antiques || 36: Daisangen Mahjong | | 03: You Arcade || 20: Tomato Con. Store || 37: Ajiichi Chinese | | 04: Maeda Barbershop || 21: Takara Sushi || 38: Hattori Spr. Goods | | 05: Smiley Flower Shop || 22: Yaokatsu Produce || 39: Honda Drugstore | | 06: Parking Lot || 23: Aida Florist || 40: Lapis Fortunetellr | | 07: Hirata Tobacco || 24: Asia Travel Co. || 41: Oiwa Apartments | | 08: Tamura Butcher || 25: Funny Bear Burgers || 42: Russiya China Shop | | 09: Komine Bakery || 26: MJQ Jazz Bar || 43: Mochizuki Apts. | | 10: Jupitor's Jackets || 27: Bar Yokosuka || 44: Water Dragon 2 | | 11: Mary's Embroidery || 28: Okayama Heights || 45: Nagai Industries | | 12: Kurita Mil. Surp. || 29: Manpukuken Ramen || 46: Maison de Ishikawa | | 13: Global Travel Ag. || 30: Nana's Karaoke Bar || 47: Liu Barber & Salon | | 14: Tom's Hot Dogs || 31: Bob's Pizzeria || 48: Tsukushi Apts. | | 15: New Yokosuka Thtr. || 32: Bar Linda || 49: Wakaba Apartments | | 16: Uokichi Seafood || 33: Slot House ||________________________| | 17: Water Dragon || 34: Knocking Moto Shop | |________________________||________________________| TO SAKURAGAOKA | \/¯) __ __ (¯\ ( (¯¯¯\ ____ /28\__(29\ \ \/¯¯\ _| ( 48 ) _____| 41| ____ \_,'__•\,'\ \__/\ \ /47\ \__/ | 43 | |___/ 25|______/ /27\ \30\ /49 /\ \ \__/\__ \_|_____|__,' • ___ _______(\__/\ \,'\ \__/ \ '-. \46 /\____________,'¯¯| 23| |24 | 26| ___) \31) '-. \ \_( 45| 44| 42 | \ 40|___| |___|___| /34/ /¯\/ ___) \__ \__|___|____| ¯¯¯| 21| |22 | 37| \_/ /\32) | 1 | ( \ _____|___) |___|___|__/ (33)¯ |___|•| 2 ) | 15 |18 / ______________ \/ | |___| 14 _|____|__/ /20 )39| 38|36/\ \/\ ___| |___ ___ \/ _________/\__/|__|___|_/ / /35) | 3 | | 8 | |10 | / /13| 16|17\19\ \___/ |___| |___|_|___|_/ /___|___|__/__/ ___/ _________________/ 12| _|__ /4 | | 9 | 11)___| / / /___| |___|___| / 6 /5 | (___/ /___| | 7 / |_/ / (_/ The first step in plotting the car's course is visiting Aida Florist, where Nozomi, Ryo's main love interest, works for her grandma. (Various NPCs along the main road -- like at Funny Bear Burgers, Yaokatsu Produce, and Uokichi Seafood -- will send Ryo in Nozomi's direction. Others will suggest talking to said shops, which accomplishes the same thing. However, it's possible to speak with Nozomi first, which cuts out this step entirely.) Nozomi will refer Ryo to a local, Tom -- he owns a hotdog cart between the closed movie theater and jacket stores, further down the road. The American hip-hopper will be reticent, but eventually mentions he saw someone wearing a weird jacket of Chinese silk. Ryo'll need to interrogate Tom five times to wring out all his information. • OPTIONAL EVENT: Enoki's Enmity This event can happen after Tom talks about Lan Di, but only occurs in a relatively small timeframe (11:00-15:00), provided Ryo walks south past Dobuita's Tomato Mart. Enoki, a local delinquent, will pick a fight with Ryo, leading to a small QTE. Sending him packing requires a small sequence: [Left, A, B] in the original version or [Left, X, O] in the remaster. The event will replay if failed. ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.05] SEARCH FOR CHINESE PEOPLE ________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest (Dobuita) Items : --- The reigning lead is that Lan Di was Chinese, so perhaps other Chinese folk could clue one into his whereabouts. Luckily, this step is simple -- almost every NPC along Dobuita's main drag (i.e. the road from Dobuita's exit to Sakuragaoka's main entrance) will mention Ajiichi Restaurant, run by Tao-san, a leader in the Chinese community. It's located in the western part of town, across from Hattori Sporting Goods. Business hours are 10:00-21:00. Inside, speak with Tao to hear him namedrop "The 3 Blades," referring to the Chinese professions of cooks, tailors and barbers. They know each other well and may be able to assist in Ryo's search easier. NOTE: Tao-san can be found on the street early in the morning and later at night, when he leaves the store. However, since it's his wife that brings up the Three Blades, players can only get that tip during the business hours conversation. • OPTIONAL EVENT: Double Blow Tutorial If it's already afternoon (3-7 PM), going to Suzume Park in Dobuita earns a chance at learning Yamagishi's powerhouse hand move, a [Forward+X+A] combo. In the remaster, it's done with [Forward+Square+X] instead. Ryo can decline if he wants, but once the scene's triggered, Ryo only gets a single shot at learning -- the fogey stops showing at Suzume Park from then on. _____________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.06] INVESTIGATE "THE THREE BLADES" _____________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest (Dobuita) Items : --- Ryo will have his leads on the Blades' professions, and all he has to do is follow up on 'em. There's three separate ways to continue here, and only one need be done. In order of easiness: • TAILOR: Itoi runs Mary's Patches & Embroidery, a small Dobuita stand by the jacket shops and bakery. [Hours: 10:00-20:00] • BARBER: Maeda's shop is kitty-corner to the arcade, its position betrayed by the striped pole on the sidewalk. [Hours: 10:00-18:00] • COOK -: Tao suggested visiting Manpukuken Ramen, a west-end building in the bar district, past Bar Yokosuka and MJQ Jazz Bar. [Hours: 17:00-4:00] Junko Yamamoto, the proprietress, will send Ryo in the direction of Wong and Lu, two former Blades members who often drink at night. Visit the next-door Bar Yokosuka [17:00-3:00] and speak with two men sitting with Akemi twice. All routes will eventually lead Ryo to the Lius, the owners of another barber shop by Dobuita's entrance into Sakuragaoka. Its business hours [10:00-19:00] are normal, but the shop remains permanently closed until the plot demands it open at this point. Inside, speak to Liu to learn he's a second-generation Chinese, so he may not be that up-to-date on the community. However, his 80-year-old father, Liu Sr., is very knowledgeable. He can often be found in Suzume Park. ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.07] FIND LIU SENIOR ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest (Dobuita) Items : --- Liu Sr. has been in the hospital until the plot reaches this step, which is why he hasn't appeared before. Now, he spawns in Suzume Park and waits there all day, eventually leaving at 8:30 PM. (While this plot segment is running, Ryo can't access Yamagishi's Double Blow Tutorial event in the same area, however.) Right off the bat, Liu senses Lan Di may be mafia-related, and notes the port is the cartel's home grounds. Sailors in Dobuita may have more information to share. _________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.08] INVESTIGATE THE SAILOR TIP _________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest (Dobuita) Items : --- Once again, Ryo has nothing but a vague lead to go on. Main drag NPCs, like Nozomi and Tom, give tidbits: sailors often appear at nighttime and hang out in bars. Howevers, bars only start opening around 5:00 PM (all are open by 7:00 PM), which often leaves Ryo free time 'til then. • OPTIONAL NOTE: Whiling Away the Hours Players who get to this stage quickly on the first day (often before 14:00) will have several hours to kill time. A good idea is to visit the Bunkado Antiques store next-door to the Tomato Mart, which sells several technique scrolls. Of particular interest is Mud Spider and Crawl Cyclone (¥1000/per), two low-kicking moves that will be particularly useful in the future. (To learn a move, inspect the scroll from the inventory.) Training these moves can be done in the parking lot near the cigarette stand or any empty park. Many players prefer sparring with Fukuhara at the dojo, though, since it's the only way to train throw techniques. (In the remaster, training with Fuku-san earns the "Practise Makes Perfect" trophy.) Dobuita's only bars are in the east side of town: MJQ, Bar Yokosuka, Nana's Karaoke Bar and Bar Linda. The latter two don't give any leads, but Saijo at Bar Yokosuka will suggest checking out MJQ or Heart Beats Bar. • OPTIONAL EVENT: Pool Prowess If Ryo happens to visit MJQ during his sailor search, but before visiting Heart Beats, there's a one-time-only scene where two pool sharks challenge Ryo to a match (if he approaches them). They'll tell Ryo about Heart Beats if he accepts their challenge: sink the 9-ball in one shot. This is doable by doing 4 hard "right" presses on the d-pad from the stick's initial position. Make sure the presses are staccato-like for best effect. Failing forces Ryo buy a ¥1000 bourbon for his pal, rather than earning new leads. Heart Beats Bar can be visited after nightfall occurs, even without clues. _____________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.09] GAIN ACCESS TO HEART BEATS BAR _____________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 3, 1986 at earliest (Dobuita) Items : --- The destination is located in the alley across from Knocking Motorcycle Shop, not far from Tao's Ajiichi restaurant. For some reason, most NPCs won't tell Ryo exactly where it is, and even the in-game town maps won't display it. (Akemi at Bar Yokosuka will repeatedly tease Ryo about its location, for those wanting to see a funny scene.) Ryo can enter the alley past 7:00 PM, when the bartender ends his watchful vigil. • MANDATORY EVENT: Alley Brawl Tony and Smith, two drunk Americans, decide to hassle Ryo almost at once. The QTE is simple -- [B, A] or [O, X], depending on whether one's playing the original or the remaster. Two wrong inputs in succession fails/restarts the fight. Ryo can generally enter the destination right after. [Hours: 1900-0400] • MANDATORY EVENT: Heart Beats Brawl Ryo's pursuit of knowledge learns that Charlie, an underworld smuggler, may have knowledge about the Chinese mafia. However, before he squeezes anyone for the tips, he has to pass another QTE. The shortest version is [B,A,B,A] on Dreamcast or [O,X,O,X] in the remaster. Two successive failures, or being brained with the bar stool in the third prompt, restarts the event. Tearing up Heart Beats earns Ryo a lifetime ban of sorts, although he can go in afterwards (much to the barkeeps's chagrin; this doesn't offer any useful info, however). If Ryo manages to finish the event quickly, he can get info out of Kurita or Tsuruoka near the jacket shops, learning Charlie appears in the neighborhood around 7:00 PM. None of the Charlie-related events occur the same day as the bar brawl, though, so putting it off 'til morning is fine. Ryo automatically teleports to his room (and can't leave) at 11:30 PM. ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.10] FIND CHARLIE ___________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 4-5, 1986 at earliest (Dobuita) Items : --- The "find Charlie" step occurs over a few days, no matter when a player gets to it. The first day is the setup step, which earns key information; only on the next day can Ryo cash in his proverbial chips to find the smuggler. If area-jumping is enabled in the options menu, Ryo can "teleport" from his house to Yamanose, Sakuragaoka and Dobuita. However, doing this can skip over many optional, fun scenes, and since Ryo will have tons of free time on this day, taking the long way 'round is worth it. • OPTIONAL EVENT: Soccer Bawl This occurs in Yamanose if Ryo approaches the fox shrine in daylight hours. Some of the local kids will be playing soccer, and Ryo has the chance to catch a stray punt in a mini-QTE -- just press 'A' ['X' in the remaster]. Missing it hits a tyke in the head -- oops! However, this one-time-only scene has little to no repercussions. • OPTIONAL EVENT: Megumi's Kitten, Pt. 2 This occurs the day after the first kitten event, during daylight hours and only after seeing the soccer event. (It can be done immediately after that, in fact, if Ryo simply reenters Yamanose.) Not so much an "event" as a nice bit of dialogue, Ryo can help Megumi name the kitten, with some options adding extra flavor. All names are fair game, other than Sasuke, which doesn't match the cat's gender. (If Ryo never sees this scene, the cat ends up being named Tama.) • OPTIONAL EVENT: Enoki's Enmity, Pt. 2 This can occur during daylight hours near Sakuragaoka Park, if Ryo saw the first Enoki scene in Dobuita already. Ryo will intervene as Enoki pesters Nozomi, which leads to a full-scale brawl against him and Nagashima. The latter is a fluff fighter, but the former can pack in some powerful hits. One must complete this event to see the final Enoki scene later on. (This event stops occuring after Charlie is located.) • OPTIONAL EVENT: Thirst If Ryo enters Dobuita via the main road, this event will play when walking past the nearest vending machine (daylight hours only). Wang, the worker at Ajiichi, will want a drink, but has no money! Ryo can buy him a ¥100 drink or let him languish. This event has no purpose at this time, and can even repeat on subsequent days, making it a time-wasting annoyance. (Entering Dobuita via Sakuragaoka's dirt road can help avoid it.) Those playing the remaster will want to go through the motions at least once, as helping Wang earns the "Freeloader" trophy. Anyway, the first day's task amounts to learning Charlie's schedule and where he hangs out. This is easily accomplished by speaking to Kurita and Tsuruoka at the jacket shops multiple times, who reveal Charlie often appears in their neighborhood around nightfall. That's the only tip one can learn, which gives countless time to waste until then. • OPTIONAL EVENT: Double Blow Tutorial As on the previous day, Ryo can visit Suzume Park [3:00-7:00 PM] to learn Yamagishi's powerhouse fist attack. This wasn't available during the "find Liu Senior" step of the Three Blades quest, so players may have missed it. • OPTIONAL ROUTE: Nagai Industries A slightly more fun route to learning Charlie's info is to ask Sawano at Hokuhoku Lunches [10:00-20:00]. She'll wonder if he's yakuza, and mention a building near the Water Dragon 2 thrift store has people of his reported ilk coming and going. The building, which is next to a red vending machine, has no signpost or anything, but opens at 1:00 PM, if Ryo's learned about it. Upstairs, the mobsters can reveal info similar to what Kurita/Tsuruoka mention. The downside to the Nagai Industries route is (1) Ryo only asks NPCs about Nagai Industries, meaning he has to take that route to collect info if he didn't already squeeze Kurita/Tsuruoka for it (2) those who've been trying to skip the Thirst event have to do it, thanks to the close proximity. After learning about Charlie's 7PM appearances, wait for nightfall and approach the arcade from the west/south to find the plot trigger. (For those curious, yes, those directions are required; approaching from the north, near the cigarette stand, doesn't work!) • MANDATORY EVENT: Charlie's Gang Tony, Smith and the other Heartbeats Bar regulars who got walloped lure Ryo to the nearby parking lot for a fight. Though it's a 5-on-1 fight, Ryo can even the odds by using throws, which are powerful in their own right, plus can hit other opponents. Another good tip is maneuvering so opponents can't flank Ryo. Only three of the barflies attack at any given time, but most're fairly wimpy, in Nagashima's power bracket. The hat-wearing, jacketed thug Takeshi is the toughest of the lot. (In the remaster, Takeshi's power may have been nerfed to his comrades' levels.) Completing the event learns the next clue: Charlie hangs out at Dobuita's little-known tattoo parlor. Despite the nighttime setting, players are still able to get the ball rolling for the next day's events. • OPTIONAL ROUTE: Joining the Gang Shingo and Koji, the bikers who hang out at You Arcade [10:00-24:00] and are generally dismissive of Ryo, provide the next step -- including on the night of the parking lot brawl! Ryo can learn that the parlor is in Okayama Heights if he agrees to join their gang. "Joining" does nothing, however. Refusing the invitation prevents learning info this way and, like most NPCs with special dialogue scripts, he doesn't give info on the sidewalk, etc. • OPTIONAL ROUTE: Tattooist's Tip Learning about the parlor in the plot allows it to hold normal business hours [14:00-24:00] and it just so happens Ryo can do it the same night as the parking lot fight. In fact, this special bit of dialogue can ONLY be viewed that same night, but before the 11:30 PM curfew kicks in. Visit the parlor at Okayama Heights -- a.k.a. the bar district apartment complex -- and talk with the tattooist multiple times, learning Charlie may be there tomorrow. The smuggler himself can't be found the same night as the parking lot brawl, so Ryo will have to do that on a subsequent day (the next, at earliest). Those who spoke to the tattooist directly can just wait for the shop to open; those who didn't may want to get an actual tip. • MANDATORY EVENT: Charlie Entering the parlor after learning about it, except the day of the parking lot ambush, starts a scene where Ryo confronts Charlie. The QTE is a bit on the short side -- [Left, A] in the original, [Left, X] in the remaster -- and fails if Ryo misses any prompt. The reward for finding the smuggler is a 3:00 PM meeting with cartel members, scheduled on the following day. In the remaster, finding Charlie earns the "Needle in a Haystack" trophy. • OPTIONAL EVENT: Nozomi's Worries After earning the cartel appointment, this Nozomi-centric scene occurs when descending the apartment staircase. (It's technically missable if Ryo ends up teleporting to his room due to curfew. Only one shot at it!) The rest of the day can be spent in any fashion. Those who had difficulty in the parking lot brawl may want to dedicate themselves to training... _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.11] ATTEND THE MEETING _________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 6, 1986 at earliest (Dobuita) Items : Letter from Father ('Letter to Father' in remaster) The day after finding Charlie has several small events happen in the morning. First, Ryo has a mandatory sparring session with Fukuhara. Afterwards, two more scenes play, culminating in Ine-san giving a Chinese-encrypted letter to our protagonist. • MISSABLE TROPHY: Practise Makes Perfect Spar with Fuku-san. Oddly, this trophy only pops after obtaining the new letter. Those who want to get it out of the way can do it immediately, if they desire. Area-jumping is disabled at this point, preventing Ryo from skipping the next scene by entering Dobuita or missing its timing. (Area-jumping is reenabled after seeing it.) • MANDATORY EVENT: Charlie's Gang, Pt. 2 This event occurs the first time Ryo enters Sakuragaoka the day of the cartel meeting -OR- automatically at 2:30 PM, if Ryo wastes too much time. Ryo will have to fight four thugs near the construction site, then solve a simple all-or-nothing QTE -- [A] in the original, [X] in the remaster -- to avoid a nasty concussion. Now that it's clear the meeting was a sham, the only lead remaining is the Chinese letter given earlier. ___________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.12] TRANSLATE THE CHINESE LETTER ___________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 6, 1986 (at earliest) Items : --- Since Ryo already had a need to find Chinese people earlier, he can hit up the same old stops. Although many NPCs on Dobuita's main drag will refer one to Tao (Ajiichi Restaurant) -- the expected person -- it's a dead end. There are couple ways to get the info needed. • Gao Wen, the Chinese kid Ryo saved from Charlie, hangs out near Dobuita's bakery in the daytime -- this is between the arcade and jacket shops, for those who forgot. He'll initiate conversation with Ryo when he passes by, generally. Interrogate him several times to learn his grandmother runs the Russiya China Shop by the fortune-teller's and can do translations. • Guang Ji, a.k.a. Wang from Ajiichi Restaurant, will refer Ryo to Russiya if Ryo buys him a drink during his vending machine event alongside Nagai Industries. However, unlike previous days, this event won't appear until Tao at Ajiichi suggests finding Wang on his route. • The third and final method is the hardest to do. First, Ryo must have done the Yamamoto household event correctly (this is usually on December 3rd, the first in-game day). Then, do Wang's thirst-quenching event above, but don't buy him a drink. Doing this will spawn Kame Shibukawa, the old lady Ryo helped, back in Sakuragaoka, on the street near the park. Questioning her in this rare scene will reveal all he needs to know about Russiya. Similar to the situation with Liu's barbershop, learning about Russiya from an NPC causes it to open on its regular business hours (10:00-21:00). Enter the destination to see a decryption scene, which, in addition to an ominous warning, gives three key pieces of information: • a poem (Father's Heaven, Nine Dragons; Mother's Earth, Comrades) • a phone number (0468-61-564) • a message to seek someone named Master Chen In the remaster, getting a translation earns the "Mirror, Mirror" trophy. ___________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.13] INVESTIGATE THE PHONE NUMBER ___________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 6, 1986 Items : --- This step is doable any time a phone is available -- in other words, any time before 11:30 PM when Ryo is teleported to his bedroom and can't leave. • OPTIONAL EVENT: Fukuhara's Musings This can only occur on the day Ryo gets the letter translated, but before following through on the phone number lead. Entering Ryo's house gives a small scene with his sparring buddy who showed interest in the letter earlier. Outside of Ryo's house, there's two other payphones: one at Sakuragaoka's center street and another at the tobacco shop past the arcade's parking lot. (These cost ¥10 per call; Ryo doesn't need to dial the 0468 part, also.) The voice on the other line will reference the newly learned poem, hanging up if the response is out of order. A correct recitation connects to a Warehouse #8, though the call it cut short afterwards. The final step in the disc is learning its whereabouts. ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ [1.14] VISIT AMIHAMA ____________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Doable: Dec. 6, 1986 Items : --- Unlike previous steps, few NPCs really give advice on this end. There are two ways to learn the warehouse's location: • Use a phonebook! Only two exist in the game: one is in Ryo's house, in his phone's cabinet, and the other's at Hirata's tobacco kiosk in Dobuita, in plain sight. Reading these books does nothing until one learns about
the warehouse in question. (There is a special optional event players can
see if they learn about Warehouse #8 but don't unearth its location for two
more days. The morning of that second day, Fukuhara will suggest searching
the phonebook! What a pal.)
• Call directory assistance (dial 104). When given the chance, ask about the
phone number's area to learn '61' denotes Amihama. Picking other choices'll
give no information and then Ryo, perhaps out of embarrassment, won't call
the lady back.
To reach Amihama, Ryo will need to take a bus from the stop near Hirata's
tobacco shop. (He can't actually enter the sidewalk until he learns about the
stop, but Hirata will do the honors if asked.) There's usually a bus every
half hour, excluding late Saturdays and holidays. Fare is ¥160.
• OPTIONAL EVENT: Enoki's Enmity, Pt. 3
If Ryo did the second Enoki event at Sakuragaoka park, this event's window
will open from the time the letter's translated to Disc 1's end. To trigger
it, visit the Wakaba Apartments (isolated area up stairs from Suzume Park)
after nightfall. Enoki, Nagashima and two goons will fight Ryo a last time.
When ready to finish the disc, take the bus!
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WALKTHROUGH (DISC TWO) [WK02]
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_________________
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | | | | _____ \
| A: Harbor Cafeteria | | | |__| | | )D(
| B: Harbor Lounge | |__| __ |__|_/ _ \
| C: Warehouse 18 | |__ __ ___/ \ \ ______________
| D: Tom's Hot Dogs | |Y | | | _| | ) \ / __ |
| E: Central Pier | |__| |__| |_ |___/ _ \,-. /¯) / /_T\ _____ |
| F: Alpha Trading | | __ __ |_|C / /B\ \/ / / /_S\ \ |U|V|W| |
| G: Warehouse 11 | | | | | | |_/ \/A\/¯\ E/ / / R\ \/¯¯¯¯¯¯¯¯¯\
| H: Warehouse 10 | |_|__|_|__|____ \,' ) \/ /¯'. \/ )
| I: Warehouse 09 | [ ,' /F\ '. Q\/ Mai
| J: Warehouse 08 | \ (_____/__/ NOP'./ Event
| K: Warehouse 07 | ) _____ XI M /
| L: Warehouse 06 | | | '. H L /
| M: Warehouse 05 | Bus Stop | | '.G K /
| N: Warehouse 04 | (Enter) \_| |_ \ J /
| O: Warehouse 03 | |_____| '-'
| P: Warehouse 02 |__________________________
| Q: Warehouse 01 |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| R: Warehouse 12 |[2.01] LOCATE WAREHOUSE #8
| S: Warehouse 13 |__________________________
| T: Warehouse 14 |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| U: Warehouse 15 | Doable: Dec. 6, 1986 at earliest
| V: Warehouse 16 | Items : ---
| W: Warehouse 17 |
| X: Hokuhoku Lunches | Ryo sets foot in Amihama an in-game hour following
| Y: Old Warehouse #8 | disc one's ending. As the opening cinematic shows,
|_____________________| it's a very vast, often empty, port, littered with
warehouses, piers and a few miscellaneous buildings.
In terms of size, it's bigger than Dobuita, but since it's only reachable by
bus, there's not always a reason to visit here later in the disc.
Immediately upon approaching the first crossroads, there'll be an event (it
occurs anytime before 10:00 PM) where a pompadour-wearing delinquent Goro
accosts Ryo for interrupting his shakedown. This leads to a small QTE to get
him and the Nagashima lookalike out of his hair. The solution is [Left, A, B]
or [Left, X, O], depending on what version is being played. Reaching this
scene also pops the remaster's "One Step Closer" trophy.
Goro's event reveals some key information: that Warehouse #8 is down the
intersection's right-hand path, in the New Warehouse district. Various NPCs
in the area, such as uniformed guards and Hisaka (Hokuhoku Lunches worker),
will mention its location as well. Players still having problems for some
reason can check out the dingy maps in the area -- there's one by the Central
Pier, another between the Tomato Mart and Tom's hotdog stand, etc.
• OPTIONAL EVENT: The Homeless Problem
This is viewable anytime before 9:00 PM by approaching Warehouse #14, up
the seaside street past Hokuhoku Lunches. Ryo will find a bum being kicked
out of a warehouse. The two chat and Ryo's asked to buy him a coffee from
the nearby vending machine. Helping him here assists Ryo in a later event
(if needed); doing nothing affects little. On a funny note, buying him a
cold drink pisses him off a bit -- it's worth seeing at least once.
To truly "locate" Warehouse #8 for plot purposes, Ryo must try entering its
open garage. Doing so adds a notepad musing about finding an alternate way
in. (Said garage closes at 7:00 PM, so players who miss out, perhaps through
no fault of their own, are delayed until the following day.)
______________________________
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[2.02] INFILTRATE WAREHOUSE #8
______________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Doable: Dec. 6, 1986 at earliest
Items : ---
Once Ryo tries the front door, it's time to snoop around for other modes of
entry. Visit the alley behind Warehouse #8: Ryo's attention will be caught on
an open window above. After this, he'll be able to push the nearby crate to
the higher stack, using it as a makeshift ladder to the upper reaches. (The
scene and crate only spawn if the front door was tried. Players having some
trouble should make sure they did that step.)
• OPTIONAL EVENT: Goro's Distraction
This rare scene only plays if Ryo meets Goro, doesn't infiltrate the
warehouse after trying its front entrance, then returns to Amihama on a
subsequent day (December 7 at earliest). Ryo's new pompadoured pal will
stage an argument in front of Warehouse #8, allowing him to slip in through
the ground floor. Doing this avoids the other method entirely, but works
to the same ends. Due to the warehouse's work hours, this is a daytime-only
event.
Once inside, players need only approach the 2F catwalk's end. Ryo overhears
a conversation about how the building keeps getting wrong invoices, tipping
him off that there's another Warehouse #8.
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[2.03] INFILTRATE THE OTHER WAREHOUSE #8
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Doable: Dec. 6, 1986 at earliest
Items : ---
Shenmue vets will know all Ryo needs to do for this step is wait until night
occurs. However, a "real" way to learn the infiltration strategy exists in
the form of some elective afternoon sequences.
• OPTIONAL EVENT: The Trouble with Mai
This scene is doable after trying to enter the Old Warehouse District via
the appropriate gate, then approaching the Hokuhoku Lunches stand. Hisaka
will be told off by her little sis who's hanging with Dobuita's delinquent
girls. She'll ask Ryo to investigate for her.
• OPTIONAL EVENT: The Trouble with Mai (II)
Ryo must agree to find li'l sis to do this stage. Approaching the alley
alongside Warehouse #17 starts a QTE with the weapon-wielding miscreants.
Doing well -- [Left, A, Left] or [Left, X, Left], depending on what version
is being played -- "saves" Mai, while doing poorly fails the event
permanently, plus causes Ryo to spend the rest of the day resting at his
house. In the process of this event, Ryo will need to pass through the
triggering area for "The Homeless Problem," which debuts the helpful bum.
• OPTIONAL EVENT: The Trouble with Mai (III)
The final step requires beating the malevolent alley brats. Reporting to
Hisaka has Ryo automatically agree to help deliver some lunches. He just so
happens to overhear the Old Warehouse District is short-staffed at night,
leading him to the conclusion that a 8:00-9:00 PM break-in is best.
Although Ryo suggests a timeframe in the last event, trespassing is doable at
any time of night (7:00-11:30 PM). The next few segments are widely known as
the best ways of speeding through the calendar, since they advance the clock
a full day each time they're failed.
• MANDATORY EVENT: Infiltration
This occurs at the OWD guard booth gate near Tom's hotdog truck location,
if all steps to this point have been done. Ryo will try sneaking under the
countertop, and must do a quick QTE (solution: right) to catch a falling
flashlight. Failing causes Ryo to make a quick exit -- this fast-forwards
to the next dusk automatically, where one attempts again.
• MANDATORY EVENT: Infiltration (II)
The next scene occurs after successfully bypassing the booth. Ryo has now
successfully snuck in and needs to avoid patrolling guards to find Master
Chen's building. Using the map below, simply wait for the first guard to
walk past, then sprint the listed route. It's possible to do on the first
entry attempt, although waiting too long screws it up, thanks to changing
patrols.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| ENTER |
| ______________________| |_ |
| | | | | | | 6 |_| |_| |
| | | |10| | 5 |___| ___| |
| | | 4 |__| |_____|##___|___| |
| | |___| #########| | |
| |____ _ #|¯¯¯¯¯| | 1 | | #### = easiest path
| | 7 | | |#| 9 | | | | with default
| |____| |_|#| | |_______| | guard setup
| |__ ######|_____| _____ | |
| |¯¯¯¯¯| _____ | | | |
| | 8 | | | | 2 | | |
| | | | 3 | |_____| | |
| |_____|_|_____|_________| |
|______________________________|
Doing this segment in the remastered version can feel harder than normal, for
a number of reasons (guards' modernized detection cones, sprinting doesn't
feel as fast, the area is far darker than normal nighttime areas). Clearly,
doing the "sprint to the warehouse" strategy -- at least on the first day --
won't pass muster.
In that case, turn to sneaking. At the very beginning, hide on the starting
corner and wait for the two guards' paths to cross. One guard will approach
Ryo's area, then turn down the alley between warehouses #5 and #9. Follow him
at a distance, hiding if needed. When the guard moves toward the dead end
alongside Warehouse #10, sprint down the map-marked path to Warehouse #8.
• OPTIONAL EVENT: Mendicant Generosity
This set of events occurs by repeatedly failing the second infiltration
segment. The bum who was ejected in an earlier cutscene will notice Ryo's
troubles and draw him a map. Continuously failing after that will update
the map with patrol routes and Warehouse #8's location, respectively. If
one STILL keeps screwing up, the old-timer gives a final tip -- this causes
the scene to replay at 11:00 PM from then on, with drastically reduced
guard presence. (How quickly the bum's tips are received depends on if Ryo
gave him a coffee in the earlier event. If one didn't, this can all be done
still, though it takes longer.)
Upon reaching Warehouse #8, start the next scene by inspecting the Chinese
plate display on a 1F shelf. Ryo meets with Master Chen and his son Gui Zhang,
and learns that the stolen mirror had a counterpart. Witnessing this scene
ends the given day and, in the remaster, earns the "Break and Enter" trophy.
The goal is now to learn more about the Phoenix Mirror...
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[2.04] OBTAIN IWAO'S TREASURE
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Doable: Dec. 7, 1986 at earliest
Items : Sword Handguard
Speak to Ine-san first thing in the morning (she's wandering the house's
hallways) to spawn Fukuhara at the yard's cherry tree. Approaching to view a
few more scenes, culminating in the next plot thread: locating the item Iwao
had stored at Dobuita's Bunkado Antiques (between Tomato Mart and fishmonger's
stand). However, there are a few other scenes to note first:
• OPTIONAL EVENT: Talk to Me
This plays when approaching the fox shrine itself in the daytime and in
fair weather. Ryo will "chat" with the cat, then Nozomi shows up. It's easy
to miss this, since players may get in the habit of only approaching if they
see Megumi in plain view.
• OPTIONAL EVENT: Shadowed
This scene can play in Sakuragaoka (8:30 AM - 11:00 PM), if Ryo approaches
the road to Yamanose from somewhere else in the area. There's a small spar
session with Gui Zhang -- it ends before anyone gets too hurt -- and the
final scene debuts Chai, a villainous henchman. Players can skip this scene
by waiting for curfew, but many will undoubtedly trigger it on the way back
to the dojo.
• OPTIONAL EVENT: Checkin' In
This can be done when Ryo runs by Aida Florist (close proximity) before
visiting the antiques dealer. Nozomi strikes up a conversation and Ryo
updates her on his progress. A little slight, but anything about these two
lovebirds is worth mentioning, yeah?
• OPTIONAL EVENT: Nozomi's Confession
Players can view this special event by waiting by Ryo's home phone at 7:00
PM and answering it. However, the scene lasts all night and stops occuring
after visiting the antiques dealer, meaning those trying to follow the FAQ
to a 't' will be set back one day. Viewing the scene enables another scene
to be viewed on the following day, however, so there's always that...
When ready to continue with the plot, visit Bunkado Antiques during its usual
business hours (10:00 AM - 10:00 PM). Oishi will chat about, and give over,
the family heirloom: a Sword Handguard. (From this point on, Oishi will be
manning the store instead of his granddaughter, which can earn some extra
info about current goings-on).
Those who want to view rare optional scenes in the plot's next segment should
purchase a light bulb (¥90) at Tomato Mart. Unlike most stores, it's open no
matter what ungodly hour Ryo visits.
• OPTIONAL EVENT: Legend Explained
Players can do this by visiting Liu Sr. in Suzume Park during his lengthy
smoke break hours (10:10 AM - 6:00 PM). The geezer elucidates the origins
of the "Father's Heaven, Nine Dragons; Mother's Earth, Comrades" password
Master Chen uses.
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[2.05] OBTAIN THE PHOENIX MIRROR
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Doable: Dec. 7, 1986 at earliest
Items : Photo of Father, White Leaf, Stab Armor, Candles, Phoenix Mirror
Return to Ryo's house for an automatic scene with Fukuhara on the front step,
then another mandatory chat with Ine-san at the family shrine indoors. (Ryo
can't leave the house until speaking to his caretaker, note. The shrine is
in-between the kitchen and Iwao's room.)
After the preamble's done, Ryo can now get to work on the mirror hunt. The
next few stages'll have several minor optional (although interesting) scenes,
so saving's a good idea. Visit the dojo when ready to continue. Note that,
although the place is empty, Ryo won't get any of the usual training prompts
when walking around. Likewise, Fukuhara isn't scripted to appear, preventing
any sparring until the events are finished.
• OPTIONAL SCENE: Intuition
This plays in the dojo if Ryo idles for several hours after either looking
at the katana case without possessing the key -OR- obtaining the katana but
not doing anything else with it. (Idling is defined as wasting time while
still moving around. Walking in circles is fine.) Game hints in the form of
Ryo's "intuition" will clue players to the next step they should take.
• OPTIONAL SCENE: Hmm...
Ryo can do this scene after obtaining the katana by standing in front of
the two wall scrolls by the room's center wall, and facing away to get the
A-button prompt. He'll swing the sword and wonder why it has no handguard.
It's common to accidentally trigger this scene when looking at scrolls.
Solving the puzzle requires Ryo to open the katana case with the "Mysterious
Key" found in his father's desk drawer. Iwao's room is the room adjacent to
the family altar (key is in a navy blue box). With the katana in hand, remove
the right-hand wall scroll to find a thin slot -- stick the weapon in it.
Finish by using the handguard in the indentation behind the left-hand scroll.
Doing this reveals a hidden passage into a shadowy basement.
• OPTIONAL SCENE: Fukuhara's Assistance
This scene occurs if Ryo enters the basement without having a flashlight,
then waits around for a few minutes. Fuku-san shows up and notes there's
one inside (cabinet beneath phone). If Ryo already has the flashlight, this
scene won't play.
Once Ryo obtains the light source, he can advance down the darkened hall to
the storage room. There are small recepticle for candles in various spots,
and inspecting the ceiling light allows one to put in a bulb. (The switch to
power it is right by the entrance.) Unlike the bulb, candles and flashlights
eventually lose power/light. If everything goes dark, Ryo's automatically
kicked out of the room until he fixes his problem.
There are several items to find here, all optional.
1) Stab Armor scroll -- on large shelf containing all the books
2) Photo of Father -- ornate red box near corner of room
3) White Leaf -- near mirror is a short chest; inspect book on top of it
4) Candles -- vanity mirror's bottom shelf
Those who want to see a special scene on the last disc can skip getting the
photograph here -- it doesn't serve a purpose now (ever?) and is obtained at
that later date.
• OPTIONAL SCENE: Fukuhara's Assistance (II)
This scene only occurs if Ryo finds the storage room but doesn't locate the
shelf's scuff marks. Like the dojo intuition scenes, players must be mobile
while idling -- no standing around! Fukuhara will arrive and notice the
suspicious floor marks before leaving.
Move the shelving once done. There's another small scene if Ryo doesn't see
the off-colored portion of the wall hidden behind it.
• OPTIONAL SCENE: Fukuhara's Assistance (III)
Players only see this scene if they move the shelving then spend hours in
the area (idling, as before) without spotting the discolored part of the
wall. Fukuhara will show up to notice it for Ryo, and gets creeped out at
the spookiness, which causes him to leave. Jolly good show!
With the wall laid bare, all that's left is finishing up. Grab the axe near
the room's entrance, then inspect the off-color portion of the wall behind
the shelf. Ryo Borden will give the wall forty (minus thirty-eight) whacks
to uncover the wondrous...Phoenix Mirror! He automatically leaves the dusty
basement afterwards, showing Fuku the prize. In the remaster, reaching this
step earns the "Stab in the Dark" trophy.
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[2.06] REVISIT MASTER CHEN
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Doable: Dec. 7, 1986 at earliest
Items : ---
Ryo can revisit Chen in the same way as before: call his number, do password
shenanigans, visit Warehouse #8. Before leaving for Amihama, there's a few
new scenes to witness, though.
• OPTIONAL SCENE: Good Fortune, Bad Fortune
This daytime-only scene plays by talking to Yamagishi at Sakuragaoka Park,
after claiming the Phoenix Mirror. The old-timer will appraise the artifact
and comment on how it gives an ominous feel.
• OPTIONAL SCENE: The North Star
One can view this by visiting Russiya during its regular business hours
after obtaining the Phoenix Mirror. Xia-san's comments relate to the bird's
place in astronomy. Viewing this scene saves it for the "Shenmue Passport"
disc theater section.
• OPTIONAL SCENE: Gui Lin Lore
Finally, players can view this by visiting Oishi at Bunkado Antiques after
obtaining the fabled mirror. He'll comment on the odd stone it's crafted
from and how it may be from an old legend.
Showing Xia and Oishi the Phoenix Mirror earns the "What's It Worth?" trophy
in the Shenmue remaster. Besides that, there's only one more scene to note,
since it window of opportunity is very tight.
• OPTIONAL SCENE: Friendly Persuasion
Players can only view this the day after the "Nozomi's Confession" scene.
To start it, visit Bar Yokosuka after 7:00 PM to automatically return home
and talk with Ichiro and Naoyuki. If players missed the confession scene,
they also miss this one. Since this only occurs at night and meeting with
Master Chen a second mandatory time ends the day, gamers may miss out on
the event's timing.
When ready to finish the step, visit Master Chen at Warehouse #8 again. As
long as Ryo phoned ahead like he was asked, the gate guard (same area that
the infiltration occured at earlier) will let him through no questions asked.
Well, maybe one question asked.
Anyway, meeting with the robe-wearing bigshot gives an information overload,
plus a small QTE (solution: left) to prevent the Mirror from being filched.
The main thing learned here is how Lan Di connects to Hong Kong, which Ryo
wants to visit ASAP.
Speaking with Chen speeds the clock to 11:30 PM, losing any remaining time.
Ryo will update Fukuhara on the events before the usual sleep options show.
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[2.07] BUY A TICKET TO HONG KONG
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Doable: Dec. 8, 1986 at earliest
Items : ¥36502, ¥39634, Bargain Flyer, Hong Kong Flyer
After waking up to a hawk dream, Ryo will check his bank statement to learn
he's 36,000 yen richer. Not enough for a ticket by itself, but it's a start.
Ryo can't leave the yard until he finds Fukuhara in his room, which starts a
fun scene with Ine-san in the kitchen.
• OPTIONAL SCENE: Megumi's Kitten, Pt. 3
This is another one of Megumi's daytime-only events in Yamanose, and like
before, only occurs in fair weather. (It may also only spawn when entering
from Sakuragaoka, not the dojo area.) Anyway, speak to Megumi to learn the
cat's run off; Ryo offers to search for it. Going down the road toward the
dojo automatically has one notice meowing. Locate the cat near the lower
clothesline to find it. Hooray! (In the remaster, locating the missing
furball triggers the "Cat Burglar" trophy.)
If the weather is too rainy to trigger this scene, consider turning on the
realistic 1986 Yokohoma weather in the main menu's options, if able. I've
tested it while reliably having several days of rain, then turned it for
instant sun.
The next step is canvasing the neighborhood for information on reaching Hong
Kong. Sakuragoka NPCs (like Yamagishi) and Dobuita main drag NPCs (Kurita,
Sawano at Hokuhoku, Tsuruoka at the jacket shop, etc.) mention Global Travel
Agency across from Tom's area. On the other hand, some Dobuita NPCs (Aoi at
the vegetable stand, Ono at the motorcycle shop, etc.) mention Asia Travel
Company, an agency of ill repute.
Ryo need only visit one of the agencies -- trying both is unnecessary, other
than getting an extra flyer. GTA is open from 9:00 AM to 8:00 PM, while ATC
opens an hour later and closes at the same time. Naturally, Ryo can only do
these scenes during their regular business hours.
After visiting any agency, the Hazuki heir needs to revisit Fukuhara's room.
This time, he's treated to a fun scene that gives ¥39634 in savings, boosting
him up to at least 70,000 yen. Fukuhara now suggests talking to Nozomi about
alternate methods of travel, since she visits her family in Canada often.
This method leads to a semi-special scene (see below), although it isn't the
only way to get information about seafaring. Saijo at Bar Yokosuka and Wang
by the Nagai Industries soda machine give similar info.
• OPTIONAL SCENE: Nozomi's Travels
Ryo can only see this scene if he talks to Nozomi before learning about
boat travel. She'll relay this information in her cutesy way. The dialogue
doesn't happen if Ryo uncovers the second method from someone else!
Armed with the weapon of knowledge, it's time to revisit the agencies. As it
happens, GTA doesn't sell boat tickets, so they reluctantly send Ryo toward
their competitor. Time-conscious players can visit ATC straightaway, if they
prefer. Doing so gives a scene where Ryo forks over ¥69000 for a boat ticket.
Purchasing the ticket starts a required four-hour wait limit from whenever
it's bought. If the wait period would end outside normal business hours, Ryo
must revisit on a subsequent day instead.
• OPTIONAL SCENE: Dojo Duties
This scene's window is after paying for the ticket but before returning to
ATC to claim it. Ryo will ask Fukuhara to look after his house while he's
away, embarrassing the poor chap to no end. (This is viewable after ATC's
business hours, too, if one waits that long.)
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[2.08] CLAIM THE HONG KONG TICKET
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Doable: Dec. 8-9, 1986 at earliest
Items : ---
If the previous section was done, all that's left is returning to the agency
after the wait period.
=== NOTE ===
There's a hard fight coming up, and witnessing the next scene automatically
sets players on a course to do it, meaning training time is very constrained.
Winning isn't required, but those aiming for victory want to evaluate their
own battle prowess. Did Ryo's skills have go to seed? Spend a couple days
beefing up his skills.
Ryo shows up at ATC to claim his ticket, only to find Jimmy, the agency owner
is giving him the runaround. A few character-breaking threats later, Ryo gets
a ticket from the weasel -- only it'll be delivered sometime on the next day.
Confronting Jimmy ends the plot-related segments for that given day, letting
players fritter away the hours in their chosen method.
• OPTIONAL SCENE: Nozomi's Orchids
Approaching the Hazuki shrine at Ryo's house starts a scene that shows off
Nozomi's thoughtfulness. The event's viewable from the time Ryo browbeats
Jimmy to the end of that same day.
Eventually Ryo must hit the sack, though. The day after meeting Jimmy, he'll
awaken to a phone call that gives the pickup location: You Arcade at noon.
Like some previous scenes, Ryo will automatically warp to the destination at
the proper time. Confident players can start the scene as early as 10:00 AM,
though, when the business opens. REALLY confident players can save at 11:5X
and just let the game teleport them, which reduces time between losses. (Those
who're interested in the save tip may want to leave a little time before noon,
just in case they want to change their R-mapped techniques.)
• MANDATORY EVENT: Punched Ticket
Visiting the arcade start a fight with Chai, the lanky, acrobatic Chi You
Men wannabe. First off, the setting is in close quarters and with a bunch
of blocky gaming machines around -- maneuverability is terrible. Secondly,
Chai is simply a tough customer. In addition to blocking many attacks and
dodging hits by slipping between Ryo's legs, he can pinball around the room
which forces players to adapt. (Reorienting with a quick punch is a good
way to avoid getting clobbered, and may even interrupt the sucker!)
Winning is hard, but not impossible. Mapping low kick moves (ESPECIALLY
Crawl Cyclone) to R-Trigger allows them to be used without fail, which is
useful for chipping away at the short-statured foe and keeping him at bay,
too. Being able to catch Chai's attacks with a grapple -- even normal ones
-- can deal significant damage, plus open up potshots when he arises. And
finally, good blocking and usage of space is key.
Players who didn't train at all will likely find the fight hair-pullingly
difficult. This should serve as a wake-up call, because there'll be even
harder ones on the next disc! (Oh, the hubris!) Dutiful practitioners of
Shenmue-fu won't be at quite the same disadvantage.
Losing the fight earns a rescue from Fukuhara; Ryo then wastes the remainder
of that day convalescing. Winning the fight skips the rescue entirely, which
allows an immediate pursuit for Chai. Talking with the main drag business
owners (Komine, Tsuruoka, Kurita, Tom, Sawano, etc.) shows a general path of
flight toward Asia Travel Company.
• MANDATORY EVENT: The Dutch Connection
Disc two's final scene begins when Ryo tries entering during ATC's regular
business hours. Jimmy, the louse that he is, leads Ryo on a merry QTE foot
chase through Dobuita's bar district. It's divided into two segments -- if
the first is failed, the second won't even start. The basic solution is:
Part 1 Solution: L, R, L, R, L, R, A
Part 2 Solution: L, L, R, L, R, A
One must get about 4 right in each segment to avoid lagging behind. Failing
inputs may open up additional inputs, upping the likelihood of the whole thing
going south. Try to do the above solutions verbatim for an easier time. (For
those doing the remaster, replace each 'A' with 'X' instead.)
When everything's done right, Ryo catches his quarry and the disc ends.
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WALKTHROUGH (DISC THREE) [WK03]
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The disc-opening interrogation reveals the Mad Angels operate out of Amihama,
and uncoincidentally, that's where most of the remaining events will occur.
• OPTIONAL SCENE: Nozomi's Concerns
A small scene can occur right after Jimmy's interrogation if Ryo runs by
Nozomi at Aida Florist (regular business hours only). He mostly dodges her
questions about what's been happening with him...what a maroon!
• OPTIONAL SCENE: Megumi's Kitten, Pt. 4
Like all kitten scenes, players can view this by visiting the Yamanose fox
shrine (daylight hours and fair weather only) and speaking to Megumi. She
frets over her roof-climbing cat, but Ryo calms her down. Nozomi shows up,
too!
It's possible to beat Chai early enough that, after catching Jimmy, players
can go right to Amihama and do the next segment. Those who failed to defeat
Chai, or took too long overall, will have to wait for the 10th or later.
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[3.01] SEARCH AMIHAMA HARBOR FOR CLUES
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Doable: Dec. 9, 1986 at earliest
Items : ---
Ryo really has nothing to go on besides asking NPCs randomly, like a chicken
with his head cut off. To remove some of the randomness from the equation,
simply speak to the foreman at Warehouse #18 (right by Tomato Mart) to learn
a delinquent was also inquiring about a job. Apparently he was somewhere by
Warehouse #12...
Approaching the freight near Warehouse #12 (anytime before 3:00 PM) reveals
the delinquent is...Goro! He volunteers to help Ryo's vocational hunt and
expects him to meet near Warehouse #1 the following day at noon.
Those reaching this part of the plot on December 9th have the rest of the
afternoon off. This is a good opportunity to mention that Ryo can train in
Amihama, using empty Warehouse #4 (behind Hisaka's lunch stand). Training is
available here until nightfall.
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[3.02] OBTAIN A JOB AT THE HARBOR
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Doable: Dec. 10, 1986 at earliest
Items : ¥2000
The next day, it's time to visit the harbor!
• OPTIONAL SCENE: Disappointment
This special scene only occurs if Ryo flakes out on meeting Goro at the
designated location. The next morning, the annoyed delinquent calls to
remind Ryo about the schedule.
• OPTIONAL SCENE: More Disappointment
Same as above, only flake out twice on the meeting. Goro will once again
call in the morning, pleading for Ryo to come. Seeing this scene earns a
notepad clue on the subject.
Goro's meeting in front of Warehouse #1 (around the corner from Hokuhoku
Lunches' stand) has a small window between noon and 2:00 PM -- miss by even
a minute and it'll be put off 'til the next day. Punctual players will be
rewarded with Mai's hard work -- she got Ryo a job at Alpha Trading!
First, Ryo must meet with the foreman, Yada-san. Visit Alpha Trading anytime
before 3:00 PM to officially be welcomed aboard. (The building is along the
pier near the lunch stand.) In the remaster, the "Gainful Employment" trophy
triggers here.
• MANDATORY EVENT: Forkliftin'
Meeting with Yada segues into a tutorial on driving forklifts. Mark, an
employee, will run players through the basic controls, then leave them to
their own devices until 5:00 PM, when work ends. (For fun, keep getting
Mark's directives wrong, or waste time until 5:00 PM, for some exasperated
comments.)
At 5:00 PM, Ryo will get his signing bonus (¥2000) and an explanation of how
his work will go. As a forklift driver, he'll be expected to take crates from
an outdoor location to a warehouse, then stack 'em in the grid-marked portion
of the floor. He'll have a daily quota to meet -- delivering that number will
earn a raise. Working hours are from 10 AM to noon and 2-5 PM; the two-hour
gap between work is the lunch break. Pretty cushy, no?
Before continuing, I want to note that forklift work is rather divisive -- it
can be relaxing or annoying as hell, depending on the player. Luckily, moving
the plot forward is never contingent on meeting delivery quotas. Those who
want to do the bare minimum (often zero, but some scenes require a slightly
higher amount) can scrape by just fine. Being a good worker will increase the
daily paycheck, however.
After speaking to Mark about arriving early the next day, Ryo is free to do
his main goal: investigating the local gang. Unfortunately, as a relative
outsider, he's not privy to any really useful info. There's not a lot to
collect anyway, outside of Honey (at Tom's hotdog stand) and a foreman's
anecdotes.
For reference, NPCs that give pertinent info are usually named NPCs (Hisaka,
Mark, Goro, etc.), fishermen and foremen. Foremen wear the exact same uniform
as Yada: brown jacket and white helmet. They can usually be found by or near
Alpha Trading near nightfall, and eventually go toward the bus stop between
8-9 PM.
• OPTIONAL EVENT: Sleazy Rider
This event occurs after nightfall when approaching the crossroads where
Hokuhoku Lunches sets up in the daytime. Shozo Miyuki, the friendly bum
from cutscenes past, will be accosted by Mad Angels biker thugs. They'll
challenge Ryo to a chicken race for his defiance. To win, do half of the
QTE prompts correctly -- [A, Down, Left, Right] or [X, Down, Left, Right],
for the original and remaster, respectively.
Leaving the harbor is impossible until the above event is scene, excepting
instances where Ryo teleports home for curfew. However, skipping this event
also misses out on several new technique opportunities, so avoid that!
Speaking of going home, players who like doing morning saves should change
their habit to nights instead. Why? Ryo automatically visits Amihama while
employed, so there's no chances!
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[3.03] INVESTIGATE THE MAD ANGELS (DAY 1)
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Doable: December 11, 1986 at earliest
Items : daily paycheck
• MANDATORY EVENT: The Forklift Race
This event occurs every morning while Ryo's employed. He and four drivers
will have a race around Amihama's warehouse-ridden port. The route starts
at the street behind Alpha Trading, winds toward Tomato Mart, takes the
seaside footpath toward the central pier, goes towards Warehouse #1, loops
behind Warehouse #8, and starts all over again. (In the remastered version,
a first-place win also pops the "Mark's Favorite" trophy.)
The forklift race gives prizes specific to each ranking. For instance, first
place earns the "Forklift No. 1" capsule toy; last place earns "Forklift No.
5" instead. In-between ranks give their appropriate toys. There's five to
collect in all, for those who want the complete set. Just note that winning
can be hard until one knows the route. After all, Ryo always starts in fifth
place and Forklift #1 is the fastest -- it always wins if given the chance!
Try driving in first-person POV for an easier time.
NOTE: Ryo needs to get over 30 km/h to overtake the other racers. In the PS4
remaster, there's a known issue that only makes the vehicle go 26-27 km/h
instead, preventing any lapping or winning. To fix this, go into the console
settings and enable custom button configurations (in the 'Accessibility' tab)
to swap R1 and R2. Those who want the trophy can switch the buttons, get it,
then switch back if they prefer. Coincidentally, this is also the fix for the
"Ryo runs too slow" problem.
Racetrack antics end after three laps or when the clock hits 10:30 AM, which
automatically throws Ryo into his working day.
• MANDATORY EVENT: Workin' for the Man (Day 1)
Ryo's daily task is delivering crates from the OWD's main gate to Warehouse
#18, near the Tomato Mart. The quota is 10 crates, a feat easily doable in
the before-lunch period (10:00 - Noon) if one's quick. There's a three-hour
period later on (2:00 - 5:00) to do it in as well.
Anyway, Ryo gets his lunch break from noon to 2:00 PM. It's partially wasted
on the first day with another event:
• MANDATORY EVENT: Marked Target
Mark is accosted by two Mad Angels thugs, forcing Ryo to intervene on his
behalf. Strength-wise, they're above Enoki's league, although one uses his
patented crouching headbutt for good measure. The camo-wearing clown has a
few kick moves, including one that careens Ryo backwards. Their quickness
makes it annoying to do close-range combat, so rely on grapples to thin the
duo or free-run to get distance for flashier moves.
Afterwards, Ryo can spend his remaining hour and a half as he sees fit. The
next (optional) event occurs when driving into Warehouse #18, provided Ryo's
delivered at least two crates.
• OPTIONAL EVENT: Rookie Mistake
Three veteran workers show up to squeeze Ryo for "insurance" money, which
he obviously isn't going to pay. Cue another brawl! Unlike the Mad Angels
pair, these three are complete trash -- I've won within seconds thanks to
a couple mastered Cyclone Kicks. Their weakness makes the losing condition
all the more funny: every single cent of Ryo's funds are stolen. (This has
no do-overs, so make sure to win, eh?)
Work ends at 5:00 PM and Ryo will get a fat ¥50-per-crate raise if he met his
quota. After Ryo questions Goro about the local gang and his shrinking violet
act falls through, one can finally head home. However, there's a few things
to do first...
• OPTIONAL EVENT: Swallow Dive Tutorial
Players can encounter this immediately after work ends by heading NW from
Alpha Trading's warehouse. Gui Zhang will offer to teach Ryo the titular
high kick, performed with Back+A (Back+X in remaster).
• OPTIONAL EVENT: Shadow Step Tutorial
This event plays near Warehouse #18 in the Tomato Mart plaza, but only if
Ryo previously saved Shozo (the friendly bum) during the "Sleazy Rider"
event. The bum offers to teach Ryo the Shadow Step evasion -- [Forward+Y+B]
in the original, [Forward+Triangle+O] in the remaster -- which dodges an
oncoming blow and gives a clean shot at the opponent's back.
Like all tutorials, Ryo can decline the goodwill and permanently lose out on
those techniques. 'Course, there's no reason to do that...
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[3.04] INVESTIGATE THE MAD ANGELS (DAY 2)
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Doable: December 12, 1986 at earliest
Items : daily paycheck
Off to the second day of work! As before, there'll be a forklift race before
any real work's done, starting at 10:00-10:30 AM, depending on how long the
event drags on.
• MANDATORY EVENT: Workin' for the Man (Day 2)
The second day's task is delivering crates from the cafeteria/Tomato Mart
plaza to Warehouse #3, where Mark's forklift tutorial took place. Because
of the drive's length, the quota's decreased to 8 crates. The quickest way
is using the long street between Amihama's entrance and Hokuhoku Lunches,
but this doesn't always mesh with the traffic flow.
At the two-hour lunch break, Ryo can once again use his spare time to collect
information. Unfortunately, there's not a lot to glean, outside of the bum's
note about the Mad Angels' Chinese connection. Speaking of the bum, he'll go
back to spawning beneath the Tomato Mart stairway, if other incipient events
aren't in play.
• MANDATORY EVENT: Rookie Mistake (II)
This late afternoon (3:30-5:00 PM) event occurs when approaching the alley
near Hokuhoku Lunches, but only while a crate is loaded on the forklift.
Our protagonist is lured into yet another fight with the veteran workers,
only there's five to plow under this time. Afterwards, four thugs from the
Dobuita parking lot fight reappear for a tailor-made trouncing. All foes
are pretty weak compared to a half-decent Ryo, though a few can survive
OHKOs.
Defeating the locals reveals a key clue: the Mad Angels hang out at Warehouse
#17, on the side of the harbor Ryo rarely has any reason to visit (so far).
Of course, even as early as "The Trouble with Mai" events, players could see
the Mad Angels graffiti on a warehouse door, so the revelation should shock
no one. Well, maybe Ryo...
With work over, Ryo has free reign over his time. There's a few things to
do, particularly following up on the Warehouse #17 lead...
• OPTIONAL EVENT: Shadow Blade Tutorial
This event plays in the Tomato Mart plaza if Ryo learned Shadow Step the
previous night. Shozo will teach Ryo the form of Shadow Blade, which uses
Shadow Step (Forward+Y+B) to strike a blow (X) on a foe's unprotected neck.
In the remaster, instead do (Forward+Triangle+O) with a (Square) follow-up.
The blow has to be done right after the Step, however. Unlike tutorials of
discs past, once encountered, it can't be refused or practiced on the spot.
Okay, back to those plot threads.
• MANDATORY EVENT: Marked Target (II)
As one turns the corner to approach Warehouse #17, Ryo once again finds his
friend Mark on the business end of a beatdown. Intervening turns the gang's
ire onto himself, only there's seven bodies to blitz, not two. Fortunately,
most of the foes -- particularly the goofballs wearing what looks like red
letterman jackets -- are fairly weak. (The two gangmembers from before are
back, though, and still have the same fortitude and skills.) Those having a
hard time should remember to free run with L-Trigger and deal potshots on
the fight's current sideline spectators. Remember, only a few enemies will
attack at once!
As on previous days, Ryo refuses to approach the bus stop until he's found
extra info on the Angels' activities. Speak with the bum (by Tomato Mart all
night) or Goro (patrols clockwise around Alpha Trading/Tomato Mart plaza) to
learn the Angels' motorcyclists gather at night, right near Warehouse #18.
The follow-up will have to wait for the next day, however...
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[3.05] INVESTIGATE THE MAD ANGELS (DAY 3)
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Doable: December 13, 1986 at earliest
Items : Photo of Nozomi
Once the third forklift race is in the books, it's time to make bank!
• MANDATORY EVENT: Workin' for the Man (Day 3)
Ryo's task for this day is delivering crates from near Warehouse #8 to
Warehouse #18, near the Tomato Mart. Due to the distance, an eight-crate
quota is imposed. Although the traffic and general environment makes the
driving a bit more annoying than usual, there's no time-wasting afternoon
beatdown events to do.
During the noon chow time, another event automatically occurs.
• MANDATORY EVENT: Picture Perfect
Eri will show up and want to take a photo of Ryo and Nozomi together. One
decides which picture (close together, far apart) for Ryo to keep; Nozomi
gets the other one. Both items are called "Photo of Nozomi," and the li'l
lady is happier when Ryo chooses the more intimate pic.
After work, there's nothing between 5:00 and 7:00 PM besides talking to the
local color. The friendly bum (by Tomato Mart, as always) and Goro all speak
of the bikers' cafeteria hangout spot, just like they did before. Thus it
comes as no surprise when nightfall occurs, visiting the Tomato Mart plaza
starts the third day's nightcap...
• MANDATORY EVENT: Sleazy Rider (II)
This is a five-part event doable after 7:00 PM. The first three are QTEs
in which Ryo commandeers a motorcycle and chase his old friend Charlie to
the Warehouse #17 loading yard. Failing some inputs -- which I've denoted
with parentheses -- instantly screws up the QTE chain and force a restart.
In the remaster, replace all "A" inputs with "X".
Part 1 - R, L, (A)
Part 2 - L, (L), (A)
Part 3 - R, R, R, L, (L)/R, L/(R)
The last two parts are battles. Charlie sends five of his henchment to do
his bidding, although they're "red jacket" quality and make nary a splash.
A few good hits or a grapple do 'em in. Finally, Charlie himself will put
up his dukes. Despite his cowardly actions in past events, his martial arts
aren't too shabby: his spinning backhand and knee-to-stomach grapples hit
hard, and his 2-kick combos give reach to an otherwise short-range skillset.
Due to his above-average parrying, kicks that also maintain distance (Gui
Zhang's Swallow Dive is amazing here) work well. Keeping Chuck at arm's
length avoids the need to reorient Ryo after the opponent uses Chai-like
dodging maneuvers.
Defeating Charlie earns precious info about Lan Di. The rest of the night is
free time, and Ryo doesn't even have to canvas for info this time. However,
talking to the bum, Goro or late workers does give a few tidbits about the
Mad Angels doing a deal of some sort...
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[3.06] INVESTIGATE THE MAD ANGELS (DAY 4)
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Doable: Dec. 14, 1986 at earliest
Items : daily paycheck
Another day, another reckless forklift race.
• MANDATORY EVENT: Workin' for the Man (Day 4)
The daily task is delivering crates from the Warehouse #17 loading bays to
Warehouse #18, which everyone knows is by Tomato Mart. The major difference
between previous days is the shortest route is now the zig-zaggy seaside
walkways, which is cramped and means deliveries go against the flow of
traffic. There's only an 8-crate quota to offset this inconvenience.
Lunch hour is uneventful, although Ryo can hit up the locals anyway. Many
notify him that the Mad Angels have been searching for him...
• MANDATORY EVENT: Rookie Mistake (III)
This is an afternoon event that occurs during work hours (3-5 PM) only, if
Ryo's forklift drives past Warehouse #12. Ryo will end up fighting Angels
again, this time in Warehouse #1. Unfortunately, it's just a longer QTE
sequence [shortest solution: B, A, B, A, A, B, Left, Down, A]. The PS4's
equivalent is [O, X, O, X, X, O, Left, Down, X]. Failing too many inputs
restarts the event.
The rest of work is like watching paint dry. Afterwards, if Ryo saw the third
"Rookie Mistake" event, he'll automatically meet Mark and learn of the Long
Zha.
• OPTIONAL EVENT: Cross Charge Tutorial
If Ryo learned Shadow Step and Shadow Blade on days past, walking by Tomato
Mart teaches Shozo's third and final technique [Forward+Forward+Y+B]. For
PS4 players, the combo is instead [Forward+Forward+Triangle+O]. It'll evade
a blow and strike an unguarded midriff, making it great against bigger
numbers.
Those who learn about the Long Zha by this point can't leave until learning
more. Questioning Mark and foremen learns Tony and Smith are involved, and
that they hang out by the cafeteria, respectively. Other stalwart info givers
like Goro and the friendly bum don't help, oddly 'nough...
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[3.07] INVESTIGATE THE MAD ANGELS (DAY 5)
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Doable: December 15-16, 1986 at earliest
Items : daily paycheck
With another race in the books, Ryo confronts his hardest schedule yet.
• MANDATORY EVENT: Workin' for the Man (Day 5)
Ryo must deliver crates near the OWD's main entrance to Warehouse #8 by
Hokuhoku Lunches, then deliver that building's crates to Warehouse #18 by
the Tomato Mart. Despite pulling double duty, the route makes a nice loop
around the harbor, ensuring most stops go with traffic, not against it.
There's a 10-crate quota, but thanks to the easiness, it's not hard to get
8 or 9 done in the morning session.
Lunchtime gives a funny announcement from Goro and Mai, and the retirement
means the former stops spawning in the harbor. Those who haven't learned
about Tony and Smith (the two foreigners/sailors who hang out by the harbor
cafeteria) should use the remaining break time learning precisely that info.
Mark and the jacket-wearing foremen can shed some light here.
NOTE: The next event is the plot's point of no return -- beyond it, the game
events come rapid-fire and there's little time for other things. Those who
need extra time to get forklift prizes, remaining trophies, move scrolls,
and collectibles should put things off for as long as possible.
• MANDATORY EVENT: Runner's High
This late afternoon (3:30-4:30 PM) QTE series has a very specific starting
point: approaching the pierside Tomato Mart intersection from the NW (where
Tom usually is) with freight loaded on the forklift. NPCs' info about this
beginning in the store plaza itself is wrong! Tony and Smith, small-timers
from several previous events, will bolt when Ryo mentions the Long Zha,
forcing him to chase 'em.
Part 1 --------- L, B, B, L, A, L/R, L
Part 2 (Tony) -- L, R, A, R, L, R
Part 2 (Smith) - R, A, L, R, L, R
On the PS4 remaster, the series is instead this:
Part 1 --------- L, O, O, L, X, L/R, L
Part 2 (Tony) -- L, R, X, R, L, R
Part 2 (Smith) - R, X, L, R, L, R
The first series of inputs is just keeping time with the retreating fools;
this includes a left/right option that doesn't matter much (going left'll
create a duplicate left prompt). Reaching the Hokuhoku Lunches crossroads
makes the duo split -- Ryo can pick which one to follow. Each has its own
special series of prompts; both lead to the same info-squeezing scenario.
Finishing the foot chase reveals who the Mad Angels' boss is and ends the
current work day. This also starts a mandatory scene where Ryo visits Master
Chen at Old Warehouse #8 to learn about the Long Zha. Reaching this stage of
the plot is the final portion of the current day, so there's nothing to do
but return home and sleep. (Those who didn't see the Tony/Smith scene end the
work day normally, get no scene, and must try again the next day.)
In a fun turn of events, the day doesn't end by sleeping. Ryo awakens at
midnight to a phone call, learning Nozomi's been kidnapped by Chai. Now's a
great time to stage a late-night rescue!
• MANDATORY EVENT: Racing the Clock
Ryo has between midnight and 3:00 AM to procure transportation. Visiting
the bus stop has one realize they don't run that late, and most places that
are open (Bar Linda, Bob's Pizzeria, Tomato Mart, Nana's Karaoke, MJQ Jazz
Bar) help little. Luckily, Saijo and Akemi at Dobuita's Bar Yokosuka nudge
Ryo in the direction of Naoyuki, our protagonist's motorcycle-owning buddy.
Buzzing his front gate in Sakuragaoka -- it's near Abe Store and has a bike
in front of it -- finishes the event.
Hitting the time limit fails the event, then restarts it a little earlier
than normal and with an extra clue (just so players aren't pulling their hair
out).
• MANDATORY EVENT: Racing the Clock (II)
This time, Ryo is literally racing to Amihama, and has until 4:00 AM to
reach it. Several things make this an annoying event: (1) first-person mode
is disabled; this ain't a forklift! (2) racing always starts at 3:00 AM, so
any saved time earlier is wasted (3) restarting the event starts back at
Sakuragaoka, which also wastes time. The best advice anyone can give is just
practicing the course and accelerating properly. That is, accelerating and
braking at the same time is more likely to waste time; instead, let off the
gas while breaking, then quickly reorient the bike and start again.
The Yokosuka race has a two-minute (real, not in-game) timer through three
districts. In terms of percentage, about 80% is the serpentine Yokosuka main
streets, 15% is the Amihama tunnel, and 5% is Amihama itself. Crossing under
the harbor overpass is the unwritten finish line. As long as one is making it
to the tunnel portion with 0:30 left or so, there's a good chance of winning
the event.
Ryo will automatically storm toward Warehouse #17 when he arrives.
• MANDATORY EVENT: Terry's Gang
Beset by seven thugs, whatever is Ryo to do? Luckily, these clowns are
street trash, most of whom have been on the receiving end of Ryo's fists a
few times already. It should only take a few good hits to defeat any of 'em.
• MANDATORY EVENT: Terry's Gang (II)
This is much the same, only instead of 7 weenies, it's 6 weenies and the
semi-powerful, camouflage pants-wearing thug who was beating on Mark a few
days prior. He's not exactly pushover status, and can do a decent bit of
chip damage if his cohorts aren't eliminated first.
Finally, the eventful day will come to a close with a rescue. Terry only lets
Nozomi go if Ryo promises to fight Gui Zhang. Ryo reluctantly "agrees" since
it's the only way for his friend to get out safely. The day finally ends at
around 6:00 AM. (In the remastered version, the "Fallen Angels" trophy pops
at this point.)
It's recommended to save at this point, since it's one of the few remaining
opportunities to do so. The game's plot and cutscenes will be coming almost
rapid-fire from now on, preventing most exploration and free time!
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[3.08] INVESTIGATE THE MAD ANGELS (DAY 6)
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Doable: Dec. 16, 1986 at earliest (Amihama)
Items : Photo of Father
Ryo's morning has several unskippable scenes in a row and -- I'm sure some
players will be doing cartwheels over this -- the final one results in him
being fired from Alpha Trading. No more forklift racing, no more grunt work
involving crates.
For the next 90 in-game minutes, players can do whatever they want. Because
of the recent work schedule, many get in the habit of avoiding the bus stop
around this time, but now Ryo can visit Dobuita (etc.) in the day and hear
some unique dialogue.
• OPTIONAL EVENT: Good Friend
This occurs by calling Nozomi from any phone. It's a simple touching scene
about one another's feelings (well, almost) and only occurs in the short
timeframe before the next mandatory scene.
• OPTIONAL EVENT: Doublin'
This occurs by visiting Nozomi at Aida Florist before 12:30 PM on this day.
She thanks him for saving her and wonders if they can double on the bike
again sometime, to which he agrees. I'm sure Naoyuki's down with that...
• OPTIONAL EVENT: That Night
This occurs by visiting Ine-san at the Hazuki Residence before 12:30 PM on
the current day. Ryo will finally reveal his intentions.
As mentioned above, the next event can only be delayed until 12:30 PM. Those
who want to do it early can just approach Tom's position.
• MANDATORY EVENT: Tornado Kick Tutorial
The dreadlocked foodie offers to teach Ryo a two-hit kick move in a quick
example -- the input is [Forward+Forward+A+A]. In the PS4 version, instead
use [Forward+Forward+X+X], which also earns the "Hot Dog Moves" trophy.
Viewing the tutorial automatically advances the clock to 10:00 PM, which is
the time Terry set earlier as his condition. Ryo will have to fight Gui Zhang,
although a little ways in, the two conspire to fake a Pyrrhic victory. Until
that mandatory end arrives, fight Gui Zhang as normal. Or don't -- Ryo can't
lose even if he never throws a punch. The event end with a one-prompt QTE
(solution: right), avoiding a closed-casket funeral for Chen's son.
But the day ain't over yet! Next is the holy mother of street fights, which
occurs immediately after. (Failing restarts it...from the very beginning.)
• MANDATORY EVENT: The 70-Man Battle
Ryo and Gui Zhang are up against the brunt of Terry's forces: seventy dudes
who want to pick a fight with Ryo. The way this event works is the duo mows
down fodder enemies (most of whom are OHKO-able) and after a certain point,
a mini-boss shows up. They're tougher than the regular joes.
- Miniboss 1: Shingo Murasaki, although players will know him more as "the
camo jacket punk" Ryo's given multiple ass kickings. He's mostly known
for foot moves, so keep him at bay with Swallow Dive or other similarly
long-reaching abilities.
- Miniboss 2: Satoshi Nagata, the Mad Angel who wanted to fight Ryo during
the initial meeting with Terry. He's one of the only fighters in the game
who uses a weapon, and this, combined with his plentiful kicks, gives him
an excellent range no matter what he's doing. Ryo can still tip the odds
in his favor by backing out of his kick combo range, then doing one of
his own as he (Nagata) moves in closer. For instance, try a Back+Y
technique to slink away, then using a Cyclone Kick to deal huge damage.
Low kick techniques (Crawl Cyclone, for instance) can work as well, and
are the only kind Satoshi doesn't use.
- Miniboss 3: Pedro Warren. This is the tall thug with the police cap on.
He's much tougher than any opponent fought this far, and has a wide range
of attacks (Enoki's headbutt, 2-punch combo, mid/high kick combo) plus two
unique suplex grapples. Coupled with his preternatural parrying abilities,
he's around Chai's level of toughness. Careful dodging -- that is, backing
up to lure him into doing a combo, then hitting him to damage and heal --
is one of the best ways to outlast his powerful abilities. (A good idea
is to dodge laterally when he lowers for the headbutt, as it always sets
up an easy Darkside Hazuki blow.) In the remastered version, defeating
this boss earns the "Sore Knuckles" trophy.
In general, passage of time and dealing damage will heal Ryo, while taking
(unblocked) hits will lower health. This means the "back up while guarding"
strategy, which is rarely useful in normal play, is constantly healing or
contributing to a healing strategy, so it's a must for long-term fights. On
a similar note, OHKOing the fodder enemies is smart, because no one wants to
find a hard miniboss with Ryo half dead, much less get interrupted by 'em.
Afterwards, there's more scenes and Ryo will return home in the morning. The
"Photo from Father" is obtained here if it wasn't found during the Phoenix
Mirror basement search. Note: this is the last time one can save before the
last few cutscenes and events.
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[3.09] THE FINAL DAY
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Doable: December 17, 1986 at earliest
Items : Amulet, Chen Intro Letter
After some mandatory goodbyes and a walk through Dobuita, Ryo automatically
advances to Amihama to meet with Master Chen.
• MANDATORY EVENT: Swallow Flip Tutorial
The Chinese master decides to drop some knowledge on Ryo, if he's willing.
This throw technique is done by dodging an attack [Back+X], immediately
tripping the opponent [A], then striking [X] while they're on their back.
In the remaster, the combo is [Back+Square], tripping with [X], then doing
the follow-up with [Square]. Gui Zhang is enlisted as a training dummy
about halfway through.
But how could the game end without a final boss?
• MANDATORY EVENT: Chai Appears
The final fight with the pint-sized rascal is similar to the one at the
arcade, only this one's in Ryo's favor -- he's had plenty of time to train
his skillset and the wide-open spaces mean Chai's goofy dodging and quick
hits aren't as problematic. Like before, Chai's crouching stance means high
kicks are parry fodder or miss completely, so stick with low kicks (insert
another glowing endorsement of Crawl Cyclone here) and attacks that have
reach, like Gui Zhang's Swallow Dive. The baldy can still pinball around
and dive through Ryo's legs, but after the 70-Man Battle, this does seem a
mite easy. Chai seems to get a bit faster in the latter half of the fight,
however.
Unlike the arcade battle, Ryo MUST win this one, and successive failure drop
its difficulty slightly. To truly defeat Chai, though, one must complete an
after-fight QTE [Down, A, A, B] where any missed input results in a brief
reset. For PS4 players, use [Down, X, X, O] instead.
Winning against Chai closes the final disc properly; in the PS4 version, the
"Stay Down!" and "Next Stop Hong Kong" soon trigger. The platinum trophy "Full
Cabinet" also occurs after the final scene.
Past the credits, one can make a save that'll carry over into Shenmue II.
(That save can also be used to do a time attack version of the 70-Man Battle
from the main options menu. The Shenmue Passport global leaderboard function
doesn't work anymore, however.)
For remaster players, creating a cleared save unlocks a 70-Man Battle option
and enables "Weather Mode" in the menus. This allows players to simulate the
realistic weather from circa-1986 Yokohama, occasionally getting extra days
of sunshine for events.
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COLLECTIBLES [CLLC]
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This is a list of collectibles, mostly capsule toys, that are received with
the ¥100 machines outside Abe Store (Sakuragaoka) and You Arcade (Dobuita),
and inside Tomato Mart (Amihama). Ryo can access them most any time, although
there's no way to improve his odds of getting rare figurines.
In Shenmue 2, figurines can be sold in sets, which is a decent way to build
up a cozy nest egg off excess capsules.
ARCADE/GAMBLING PRIZES
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Available: Dobuita
The arcade and slot house have various prizes to be won. First, the non-toys:
the Matsayama and Mitsuzuka Prize certificates are obtained by having 10K and
50K tokens, respectively. The Hang On and Harrier tokens are received by
beating those particular arcade games on a single token.
Some "Mini" items (Darts, Hang On, Harrier, QTE, QTE Title) are simply given
by the manager for beating a specific score. Those scores are listed in the
Minigames section. Mini Cherry, Pool & Jukebox are for getting a 7-7-7 on a
1-, 5- and 20-token slot machine, respectively. Consider using the Lapis
Fortuneteller to determine Ryo's lucky number, then choose the machine of that
number in the gambling parlor for better chances.
_ _ _
|_| Cherry .............. |_| Mini Hang On ........ |_| Mini QTE Title .....
|_| Hang On Token ....... |_| Mini Harrier ........ |_| Mini Slot ..........
|_| Harrier Token ....... |_| Mini Jukebox ........ |_| Mitsuzuka Prize ....
|_| Matsayama Prize ..... |_| Mini Pool ...........
|_| Mini Darts .......... |_| Mini QTE ............
FORKLIFT RACING PRIZES
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Available: Amihama (Disc 3 only)
These capsule toys are only available in the daily forklift races, held on
Disc 3 while Ryo's employed in Amihama. To get a given toy, Ryo must get that
particular number's rank in the race: first place gets Lift #1, last gets #5,
and so on. There's enough time to get the whole set even if one does as much
as possible daily, though one can always extend the employment period by
skipping plot events.
_ _ _
|_| Forklift No. 1 ...... |_| Forklift No. 3 ...... |_| Forklift No. 5 ......
|_| Forklift No. 2 ...... |_| Forklift No. 4 ......
GAG PRIZES
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Available: all capsule machines
This is a list of crappy capsules mixed in with the sought-after toys. Other
than the A/B/X/Y buttons, native only to Sega-related machines, the rest can
be found in anywhere. This means those trying to complete their collection
will end up with an extra 25 Bisbeins, etc. Have fun!
_ _ _
|_| A Button ............ |_| Dice 2 .............. |_| Super Ball 2 ........
|_| B Button ............ |_| Dice 3 .............. |_| Super Ball 3 ........
|_| Binsbein 1 .......... |_| Heavy Bomb 1 ........ |_| X Button ............
|_| Binsbein 2 .......... |_| Heavy Bomb 2 ........ |_| Y Button ............
|_| Binsbein 3 .......... |_| Heavy Bomb 3 ........
|_| Dice 1 .............. |_| Super Ball 1 ........
HARBOR SERIES
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Available: Amihama (Disc 2+)
These items are of common harbor sights and are, unsurprisingly, available
only in the harbor. (Well, technically they can be won in any Tomato Mart
raffle as the fifth-place consolation prize. That's a crapshoot though, for
obvious reasons.)
_ _ _
|_| Anchor .............. |_| Shenmue Container ... |_| Truck 3 .............
|_| Container ........... |_| Steering Wheel ...... |_| Truck 4 .............
|_| Float ............... |_| Truck 1 ............. |_| Wooden Crate ........
|_| Forklift ............ |_| Truck 2 .............
RAFFLE PRIZES
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Available: all areas
These are special items only obtainable from store raffles. Abe Store only
rewards Ryo with capsule toys, though they aren't available anywhere else in
the game. (In the Yukawa figurines' case, they aren't available even in the
next game either!) Abe Store is also the only business that has a grand prize,
a super-rare Dural Gold toy.
Tomato Mart has a more standardized prize list: first is a boombox (arrives
on Ryo's desk afterward), second is a choice of Saturn games, third is a
choice of raffle-only cassettes, fourth is a choice of rare figurines. Each
store has a different selection of fourth-place rares, but the raffle tapes
appear in either. The Saturn games can be played if Ryo gets out his console
under the living room's TV.
Winning Cans -- special drinks obtained from vending machines -- can be
exchanged at the two above stores for a single raffle ticket. Those who want
to save scum (reload if the results don't go their way) for specific items
may prefer this method.
ABE STORE (SAKURAGAOKA) TOMATO MART (DOBUITA) TOMATO MART (AMIHAMA)
_ _ _
G |_| Dural Gold 1 |_| Boombox 1 |_| Boombox
1 |_| Dural Silver 2 |_| Hang-On 2 |_| Hang-On
2 |_| Mr. Yukawa Happi |_| Space Harrier |_| Space Harrier
3 |_| Mr. Yukawa Suit 3 |_| F.T. Off 3 |_| F.T. Off
4 |_| Bonanza Brothers |_| Hang On |_| Hang On
|_| R-360 |_| M.S. Shower |_| M.S. Shower
|_| Rent-A-Hero |_| Space Harrier |_| Space Harrier
4 |_| B.B. Ultra 4 |_| Crane
|_| Hot Dog Truck |_| Ferry
|_| Metal Sonic |_| Forklift Blue
|_| Super Sonic |_| Forklift Red
The unmentioned fifth-place "booby prize" is a random capsule from any type
of machine. However, this can lead to some interesting occurances, like
obtaining items from harbor-only machines before that location's available.
SEGA CHARACTERS (GREEN MACHINE)
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Available: Sakuragaoka, Dobuita, Amihama
The green Sega machine carries various franchise characters, most from Sonic
the Hedgehog's universe.
_ _ _
|_| Amy ................. |_| Espio ............... |_| Sonic 1 .............
|_| Bark ................ |_| Fang ................ |_| Sonic 2 .............
|_| Bean ................ |_| Knuckles ............ |_| Tails ...............
|_| Eggman .............. |_| Ristar ..............
SEGA CHARACTERS (RED MACHINE)
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Available: Dobuita, Amihama
The red Sega machine carries a more robust selection of toys, from franchises
such as NiGHTS into Dreams, Phantasy Star, Fantasy Zone and Panzer Dragoon.
Four Sega consoles are personified in very rare capsules (Dreamcasko, Gear-O,
Megadra Brother, Sataro) only obtainable in Shenmue 1.
_ _ _
|_| Aida II ............. |_| Jet Opa-opa ......... |_| ROBO ................
|_| Alex Kidd ........... |_| Megadra Brother ..... |_| Ruber ...............
|_| Chao & Pian ......... |_| MOBO ................ |_| Sataro ..............
|_| Chicken Leg ......... |_| Myau ................ |_| Shopa ...............
|_| Coba Beach .......... |_| NiGHTS 1 ............ |_| Solo Wing ...........
|_| Dreamcasko .......... |_| NiGHTS 2 ............ |_| Try-Z ...............
|_| Gear-O .............. |_| Opa-opa .............
|_| Hornet .............. |_| Poppors .............
SHENMUE PASSPORT MARKET
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Available: Shenmue Passport disc only
These special animal-themed capsule toys were only available from the Shenmue
Passport disc by trading rare toys from the main game. The superscript denote
which toy needed which item to be redeemed. (Mary, the only one without a
superscript due to space reasons, needed a Mini Jukebox toy. It's the only
one that did.) Legend:
¹ - Cherry
² - Mini Slot
³ - Mini Pool
_ _ _
|_| Big Philip¹ ......... |_| Little Philip¹ ...... |_| Pop¹ ................
|_| Big Robin¹ .......... |_| Little Robin¹ ....... |_| Pyonta³ .............
|_| Chip¹ ............... |_| Mary ................ |_| Rap¹ ................
|_| John³ ............... |_| Philips³ ............ |_| Robins³ .............
|_| Kelly³ .............. |_| Pip¹ ................ |_| Tora² ...............
|_| Kuro² ............... |_| Pochi³ ..............
In the remaster, all 17 Passport-specific capsule toys are obtained by default
on a new game. However, they don't count towards capsule-related trophies.
VEHICLES
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Available: Amihama
_ _ _
|_| Bus ................. |_| Delivery Moped ...... |_| Motor Scooter .......
|_| Coupe' 1 ............ |_| Hang On 1 ........... |_| Wagon 1 .............
|_| Coupe' 2 ............ |_| Hang On 2 ........... |_| Wagon 2 .............
|_| Coupe' 3 ............ |_| Hang On 3 ........... |_| Wagon 3 .............
|_| Coupe' 4 ............ |_| Hang On 4 ........... |_| Wagon 4 .............
|_| Coupe' 5 ............ |_| Hang On 5 ...........
VIRTUA FIGHTER
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Available: Sakuragaoka
_ _ _
|_| Akira 1 ............. |_| Kage 1 .............. |_| Sarah 1 .............
|_| Akira 2 ............. |_| Kage 2 .............. |_| Sarah 2 .............
|_| Jacky 1 ............. |_| Lau 1 ............... |_| Wolf 1 ..............
|_| Jacky 2 ............. |_| Lau 2 ............... |_| Wolf 2 ..............
|_| Jeffry 1 ............ |_| Pai 1 ............... |_| Wooden Man ..........
|_| Jeffry 2 ............ |_| Pai 2 ...............
VIRTUA FIGHTER KIDS
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Available: Dobuita
VFK capsule toys come in the dark blue vending machine and feature chibi
versions of Virtua Fighter characters. The Durals are the rarest of the lot.
_ _ _
|_| Kids Akira 1 ........ |_| Kids Kage 1 ......... |_| Kids Sarah 1 ........
|_| Kids Akira 2 ........ |_| Kids Kage 2 ......... |_| Kids Sarah 2 ........
|_| Kids Dural 1 ........ |_| Kids Lau 1 .......... |_| Kids Shun Di 1 ......
|_| Kids Dural 2 ........ |_| Kids Lau 2 .......... |_| Kids Shun Di 2 ......
|_| Kids Jacky 2 ........ |_| Kids Lion 1 ......... |_| Kids Wolf 1 .........
|_| Kids Jacky 2 ........ |_| Kids Lion 2 ......... |_| Kids Wolf 2 .........
|_| Kids Jeffry 1 ....... |_| Kids Pai 1 ..........
|_| Kids Jeffry 2 ....... |_| Kids Pai 2 ..........
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EVENT/SCENE LIST [EVNT]
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***** SPOILERS IN THIS SECTION ONLY *****
Here, I'll list any type of mandatory cutscene, chat and notable event in the
order they will normally appear. In other words, reading this section gives
the main breadth of the game's progression. The notation (e.g. 2-47) denotes
the disc and the event's placement. Some events may be triggerable across
many discs, but are listed only at the first time they appear.
Timetables are tested on a per-hour basis, so if there's anything awry (like
an event triggering at 8:30 or something), that may be overlooked. However,
in my experience, any limits like that are few and far between. Always gonna
be interested in pertinent corrections, though.
__________ ________________________________________________________________
| CATEGORY | PURPOSE |
|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Type | how listing is categorized (event, cutscene, just dialogue...) |
| Appears | Date listing occurs |
| Trigger | how to make scene happen |
| Missable | whether players can permanently miss listing or not |
| Length | approximately how much time elapses during scene |
| Item | any items received during/after scene |
|__________|________________________________________________________________|
So, without further ado...!
SCENE #1-01: Shenmue Prologue
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Type ---: Cutscene
View On : Nov. 29, 1986 (Saturday, 4:00 PM)
Trigger : start a new game
Window -: ---
Missable: no
Length -: ---
Reward -: ---
This is the game-opening scene that introduces the protagonist Ryo, his dad
Iwao, and their nemesis Lan Di, who's in search of a mystical artifact. He
disposes of Iwao and takes the Dragon Mirror before leaving. After getting
beaten up, Ryo dreams about the events while convalescing.
SCENE #1-02: Four Days Later...
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Type ---: Cutscene
View On : Dec. 3, 1986 (Wednesday, 8:55 AM)
Trigger : start a new game
Window -: ---
Missable: no
Length -: ---
Reward -: ---
Ine-san finds a letter in the mailbox while Ryo has nightmares about the
beatdown he took from Lan Di.
SCENE #1-03: Allowance
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : the day Ryo leaves his house for the first time
Window -: anytime
Missable: no
Apx Time: 15 min.
Reward -: ¥500 (daily)
Ine-san gently chides Ryo for not resting and gives him his daily allowance
of 500 yen. She points him in the direction of Masayuki Fukuhara (commonly
referred to as "Fuku-san"), the Hazukis' live-in student, currently at the
dojo. Laughably, this entire scene can be delayed by simply never exiting
Ryo's room. It only plays once, though the reward is available each day.
SCENE #1-04: Fond Memory #1
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : inspect food on kitchen table
Window -: anytime
Missable: yes
Apx Time: 15 min.
Reward -: n/a
In a recollection, Iwao scolds a young Ryo for not eating his carrots, since
the farmers worked hard to make them.
SCENE #1-05: Iwao's Sentiments
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : inspect Iwao's letter in his study
Window -: anytime
Missable: no
Apx Time: 15 min.
Reward -: ---
Ryo reads a letter addressed to him from Iwao, instructing him in the ways of
the warrior and his destiny. Though the letter is picked up, Ryo doesn't take
it.
SCENE #1-06: Fond Memory #2
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : approach the cherry tree in the Hazukis' yard
Window -: anytime
Missable: yes
Apx Time: 10 min.
Reward -: n/a
Ryo stands under the tree, remembering how his late father would instruct his
younger self on proper stances.
SCENE #1-07: Fuku-san
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : 1st time entering dojo
Window -: anytime
Missable: no (Ryo can't leave premises without this scene)
Apx Time: 15 min.
Reward -: n/a
Fuku-san recalls how Lan Di came to the dojo, wondering if Ryo will retaliate
for his father's death. Ryo swears revenge. (An interesting tidbit here is
that the game will put Fuku-san in the dojo all day, every day, until this
scene is completed, so there's no running around to do.)
SCENE #1-08: Fond Memory #3
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : inspect large "Eight Principles of Yin and Yang" banner in dojo
Window -: anytime (after speaking with Fuku-san in the dojo, of course)
Missable: yes
Apx Time: 20 min.
Reward -: n/a
One night in the dojo, after getting into a fight at school, young Ryo is
reminded not to fight with his friends -- they'll always be there for him as
he grows up, unlike his parents, who'll eventually pass away.
SCENE #1-09: Behind the Banner
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : inspect large "Eight Principles of Yin and Yang" banner in dojo
| after seeing "Fond Memory #3". Then, inspect nearby stool.
Window -: anytime dojo is available (disc 1-3)
Missable: yes
Apx Time: 10 min.
Reward -: Mysterious Scroll
Moving the stool automatically has Ryo take down the banner, which locates a
special "Mysterious Scroll" in the process. However, it's in Chinese and can't
be currently read...
SCENE #1-10: Megumi's Kitten
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Type ---: Cutscene
View On : Dec. 3, 1986 at earliest (Yamanose)
Trigger : approach shrine area for first time
Window -: daytime only (8:30 AM - 7:00 PM) in any weather
Missable: technically no
Apx Time: 45-50 min.
Reward -: n/a
A young girl from the neighborhood has a stray kitten in a box near the fox
shrine, noting that a black car ran over its mother on "the day it rained".
Ryo can find food for it at the shrine. If he chooses the dried fish, Megumi
notes Yamagishi-san was almost ran over by the black car. (Choosing the dried
tofu doesn't reveal this info, instead giving a missable MemoPad clue.)
Megumi despawns at nightfall, letting curious players temporarily skip the
event. However, since Sakuragaoka isn't available for Area Skip yet (even if
one visits) and the crucial NPCs also leave at nightfall, delaying Megumi's
event -- which happens each day until Ryo participates -- is rather pointless.
And, for those wondering: the cat doesn't spawn until the event occurs.
PS: Viewing this scene enables Area Skip.
SCENE #1-11: The Yamamotos' Visitor
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Type ---: Cutscene/Quest
View On : Dec. 3, 1986 at earliest (Sakuragaoka)
Trigger : approach the Abe Store in fair weather
Window -: 8:30 AM - 4:00 PM
Missable: yes (early Disc 1 only)
Apx Time: 10 min. if you're fast
Reward -: ---
In fair weather, Ryo will automatically stop to assist an elderly lady (Kame
Shibukawa) who's looking for the Yamamoto household. After the scene, she
automatically enters Sakuragaoka Park nearby and waits until 7:00 PM. To
completely the rewardless quest, find that house (right at the T-intersection
near the park itself) and inspect its nameplate, then deliver the info to
granny. Ryo must press A-button when reading the nameplate to "earn" the
information, note.
This is a one-time-only event -- once triggered, it will permanently fail if
Ryo doesn't hit the 7PM deadline (i.e. nightfall). Kame Shibukawa doesn't go
back to the park to wait on subsequent days or even spawn like other NPCs do,
since she doesn't live in the neighborhood.
HOWEVER, later on, if the quest was completed, she can appear in an obscure
circumstance related to the 3 Blades quest.
SCENE #1-12: Yamagishi's Woes
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Sakuragaoka)
Trigger : after hearing about his injury, locate him in his yard
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: no
Apx Time: 5 min.
Reward -: Dobuita now accessible
The old-timer who almost became roadkill inhabits his yard (near Abe Store)
all day, even in inclement weather. Repeated questioning reveals the renegade
car headed toward the Dobuita shopping district. Interestingly enough, if Ryo
approaches Yamagishi without having heard of his accident from Megumi, only
pointless small talk is exchanged. In that case, locate Sumiya near the dead
end past the construction site for the skinny.
SCENE #1-13: Pit Blow Tutorial
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Type ---: Cutscene/Training
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : approach dojo after speaking to Yamagishi
Window -: any time Fuku-san is in the dojo
Missable: yes
Apx Time: 20+ min. (varies depending on practice time)
Reward -: Pit Blow learned, sparring with Fuku-san enabled
After visiting Yamagishi in Sakuragaoka, nearing the Hazuki dojo will start
an automatic scene where Ryo finds Fuku-san practicing the Pit Blow attack.
If Ryo chooses to help out, doing the training session teaches the ability
permanently.
A pointless note is that one need only talk with Yamagishi to trigger the
scene -- the game doesn't check whether or not useful info was gleaned. This
event is permanently missed if put off too much, and is unavailable after the
time the mandatory sparring session occurs later on in the disc. (That's just
when I noticed; it may not be the cutoff.) Opting out of the Pit Blow clinic
doesn't give another chance to learn it either.
SCENE #1-14: Nozomi's Recollection
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : learn Nozomi was splashed from another NPC
Window -: during Aida Florist's regular business hours
Missable: no
Apx Time: 5-10 min.
Reward -: ---
Nozomi, who works at the florist shop north of Tomato Mart, will mention she
was splashed by a black car a few days prior, and that Tom apparently argued
with its driver. Nozomi gives up this information without Ryo needing to get
other NPCs' referrals, note.
SCENE #1-15: Tom's Testimonial
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : learn about Tom's argument from Nozomi
Window -: during Tom's Hot Dogs' regular business hours
Missable: no
Apx Time: 10 min.
Reward -: ---
Nozomi directs Ryo towards Tom, the hot dog salesman further down the main
street. (The dude in question has a bright red food van, dreadlocks and is
always chillin' on the street, so he's hard to miss.) Repeatedly questioning
him confirms Lan Di's involvement. To find Chinese, Tom suggests, ask other
Chinese folk.
SCENE #1-16: Enoki's Enmity, Pt. 1
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Type ---: QTE
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : After hearing Tom's info on Lan Di, walk south past Tomato Mart
Window -: 11:00 AM - 3:00 PM
Missable: yes (never walk north past Tomato Mart)
Apx Time: 10 min.
Reward -: ---
Enoki, a delinquent of acquaintance of Ryo, gets bumped into and picks a
fight. There's a small QTE to do, with the simplest solution being: left,
A, B. (Remastered version: left, X, O). Ryo wins as long as he doesn't fail
any consecutive inputs. This event can happen in any weather, but only at the
suggested time after Tom's given his information. (Failing the event makes it
replay.)
SCENE #1-17: The Three Blades
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : Speak with Tao-san after Tom suggested finding Chinese people
Window -: during Ajiichi Restaurant's regular business hours (10:00-21:00)
Missable: no
Apx Time: 40 min. (at its normal pace)
Reward -: ---
Tao runs the Ajiichi restaurant between the motorcycle shop and the Tomato
Mart, and being Chinese himself, will give info on the Three Blades. That is,
the three blade-using professions: barbers (Maeda), tailors (Itoi) and cooks
(Manpukuken Ramen). He also mentions the Liu barber shop, but apparently it's
closed due to the elder Liu's illness.
Note that Tao's wife is the one who makes the Three Blades suggestion. This
means, should Ryo catch Tao before work, he won't give up the info! Hence,
why one needs to visit during business hours.
SCENE #1-18: The Lius
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : get referral to Lius from Maeda, Itoi or Wong/Wu
Window -: regular business hours for each store involved (collecting info)
: 10:00 AM - 7:00 PM (Liu Barber Shop and Salon hours)
Missable: no
Apx Time: 15 min.
Reward -: ---
After being directed to the Lius from any local Three Blades member Tao-san
originally suggested, the Liu barber shop (near Dobuita's Sakuragaoka Park
entrance) can be accessed. Speak with Mr. Liu to learn he's a second-gen
Chinese and may not be of help, but his 80-year-old father might be -- he's
often hanging around Suzume Park.
Note that getting the referral for this scene is pretty easy, since Maeda and
Itoi have similar work hours to the Ajiichi Restaurant. Manpukuken Ramen, the
third suggestion, doesn't -- it opens at 5 PM, then refers Ryo to two workers
(Wong & Wu) who frequent bars at night. They can be found at Bar Yokosuka,
literally the closest one to the ramen shop (speak to both to get referral).
Until the referral comes in, the Liu barber shop is closed, regardless of its
regular store hours. Since the wife once again chips in the most useful piece
of info, Ryo has to do his questioning during regular business hours -- no
catching them on the street!
SCENE #1-19: The Lius, Part 2
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : Liu at the Barber Shop referred Ryo to his father
Window -: 8:30 AM - 8:30 PM
Missable: no
Apx Time: 10-15 min.
Reward -: ---
Suzume Park is the small space in the alley next to the arcade, across the
street from the Yamaji Soba shop. The gray-haired elder only spawns after Ryo
learns of his schedule (don't confuse him with the skullcap-wearing geezer
who also rests there on occasion) and sits on a bench until around 8:30 PM.
Unlike some NPCs, he can be questioned somewhat outside the park, so there's
a slightly larger timeframe than what I listed.
Repeated questioning reveals that Lan Di may be a mafia member. The closest
mafia base of operations is in the harbor, and sailors may know more about
those goings-on.
SCENE #1-20: Pool Prowess
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Type ---: Event
View On : Dec. 3, 1986 at earliest (MJQ Jazz Bar in Dobuita)
Trigger : learn about sailors from Liu-san
Window -: MJQ's regular hours (7:00 PM - 4:00 AM)
Missable: yes (unavailable after doing Heart Beats event)
Apx Time: 10-15 min.
Reward -: information on sailors
After Liu-san suggests canvasing for sailors, Ryo can see a special scene at
the MJQ club in the bar district. Two billiards players -- Gilbert & Wilson --
will offer a wager: sink the 9-ball in one shot for them to answer questions.
If Ryo misses, he must buy Gilbert a bourbon (¥1000).
Failing kicks Ryo out of the bar afterward. Succeeding learns the two pool
junkies are base workers and that sailors usually hang out at the Heart Beats
nearby.
SCENE #1-21: Heart Beats, Pt. 1
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Type ---: QTE
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : get tipped off that sailors hang out at Heart Beats
Window -: nighttime only (past 7:00 PM)
Missable: no
Apx Time: 10 min.
Reward -: ---
After Ryo gets his information, the next step is visiting Heart Beats, the
back alley bar opposite the Knocking Motorcycle shop. Unlike in the daytime,
the punk who prevents Hazuki from continuing into the alley is gone. However,
Tony and Smith, two Americans, decide to pick a drunken brawl with Ryo outside
the club.
Like many QTEs, getting all inputs right (B, A originally; O, X in remaster)
is the shortest route to completion, and getting any two successive inputs
wrong forces the event to restart.
SCENE #1-22: Heart Beats, Pt. 2
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Type ---: QTE
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : enter Heart Beats for the first time
Window -: during Heart Beats' regular hours (7:00 PM - 4:00 AM)
Missable: no
Apx Time: 25 min.
Reward -: ---
Once inside the seedy establishment, Ryo will quickly be assailed by mouthy
sailors who don't appreciate his snooping. The winning route this time is
just alternating buttons: [B, A, B, A] or, in the remaster, [O, X, O, X].
Failing successive inputs, or getting hit with the bar stool in the third
attack, forces the event to restart.
In the end, the annoyed bartender will give up information: Charlie, a well-
-known underworld informant, may know more about the Chinese cartel. He likes
motorcycles and wears a leather jacket and shades.
In exchange for the info, the barkeep expects the kung-fu troublemaker to
never return. Should Ryo do it anyway, he'll be chewed out; the barkeep won't
give any useful tips and the bar has no other patrons from now on. Oops!
SCENE #1-23: Latecomer
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Type ---: Dialogue
View On : Dec. 3, 1986 at earliest (Hazuki Residence)
Trigger : enter Ryo's home really late at night
Window -: 10:00 PM or so
Missable: no
Apx Time: 5 min.
Reward -: ---
Arriving home at a late hour will earn gentle annoyance from Ine-san. This
scene can be done on any day, and can repeat somewhat if Ryo keeps doing it.
If Ryo is teleported home due to 11:30 curfew, a similar scene may take place
in the morning instead.
SCENE #1-24: Soccer Bawl
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Type ---: QTE
View On : Dec. 4, 1986 at earliest (Yamanose)
Trigger : approach fox shrine the day after Megumi's first kitten event
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 10 min.
Reward -: ---
This is the quick time event (QTE) introduction of sorts. One of the local
kids will be playing and kicks a soccer ball. Ryo can catch it with A-button
or fumble it, which hits Kayoko in the head, making her cry and run off.
This event only happens once if triggered, and only appears if it's daytime,
the weather's fair and Ryo is approaching from the north. Area-jumping to
Sakuragaoka and working in reverse won't work.
SCENE #1-25: Megumi's Kitten, Pt. 2
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Type ---: Dialogue
View On : Dec. 4, 1986 at earliest (Yamanose)
Trigger : visit fox shrine after seeing Yamanose soccer event
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 10 min.
Reward -: ---
This scene is immediately viewable after the Yamanose soccer event, once Ryo
reenters the screen. Speak with Megumi to name the kitten: Mimi, Chibi or
Tama. Sasuke is also an option, but since it's an ill-fitting boy's name, she
won't allow it. (Ryo using the name anyway is worth seeing at least once,
though.)
SCENE #1-26: Enoki's Enmity, Pt. 2
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Type ---: Event
View On : Dec. 4, 1986 at earliest (Sakuragaoka)
Trigger : 1st day of sunny/snowy weather after 1st Enoki event
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes (becomes unavailable after finding Charlie)
Apx Time: 30 min.
Reward -: ---
If Ryo saw the first Enoki event in Dobuita, he can view this one on the next
day at earliest, provided the weather isn't crap, it's daytime and he hasn't
finished the tattoo parlor event. Approach Sakuragaoka Park to find Nozomi
trying to protect a child from Enoki and Nagashima. Ryo's intervention leads
to a full-blown brawl.
The lackey should drop like a sack of bricks, but Enoki's constitution and
repertoire (including a knockdown-enabled punch and lunging headbutt combo)
make it more of a fight. Players who've neglected their training may squeak
out a win, but diligent students of Hazuki-fu should barely break a sweat. If
someone is truly having a tough time, consider upgrading Ryo's attacks with
scrolls, like those at his house or buyable ones at Bunkado Antiques.
Note that as long as this quest is available and unfulfilled, Nozomi won't
appear at the florist shop, even after the fight's window has closed for the
day. This is actually a good way to learn if the event is still playing
without actually triggering it (although it's more of use to players who want
to learn the finer points of event timing).
SCENE #1-27: Thirst
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Type ---: Event
View On : Dec. 4, 1986 at earliest (Dobuita)
Trigger : approach vending machine near Maison de Ishikawa
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 10-15 min.
Reward -: ---
Once the Heart Beats bar event is done, this event can happen anytime during
the following days. Wang, the bespectacled goof-off who works at Tao-san's
Ajiichi Restaurant, is thirsty and has no money! He will literally stand by
the machine all day before heading back to his workplace.
Ryo can offer to buy him a beverage from the machine (¥100) or let the man
suffer. At the early stages of the game, helping him does nothing info-wise,
other than trigger the Freeloader trophy (PS4-only). However, later, when Ryo
is looking to translate his Chinese letter, Wang informs Ryu about Xia-san at
the China Shop. Of course, this only occurs if he gets sweet refreshment. Any
soda/coffee works to that end.
This event can happen repeatedly over the course of days leading up to the
letter-translation segment. The event may not happen on consecutive days if
Ryo views it. However, when Ryo gets to the translation segment, Wang's wait
in front of the vending machine doesn't occur UNLESS he speaks with Tao at
the Chinese restaurant. Once Ryo is sent to Wang (a.k.a. Guang Ji), he'll
automatically spawn as usual.
SCENE #1-28: Double Blow Tutorial
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Type ---: Event
View On : Dec. 3, 1986 at earliest (Dobuita)
Trigger : visit Suzume Park during the afternoon, except during the "find Liu
| Senior" step of the Three Blades quest.
Window -: afternoon only (3:00-7:00 PM)
Missable: yes
Apx Time: 1 hour
Reward -: Double Blow technique
Once Dobuita is accessible, Yamagishi (the resident who was almost ran down
by Lan Di's car) will spend his afternoons in that region's Suzume Park, all
the way to sundown. Ryo can trigger the scene as early as December 3, but it
can be done the day after the Heart Beats Bar roughhousing, too.
Visiting Suzume Park during the afternoon earns a special cutscene, where
Yamagishi reminisces about time he spent with Iwao. He'll offer to teach Ryo
the ancient Double Blow technique, done with the [Forward+X+A] combination.
For remaster players, the equivalent is [Forward+Square+X]. Hazuki can also
choose not to learn the ability, if one wants to snub the old-timer. However,
this prevents him from learning it entirely.
Like many scenes, this one won't play if Ryo simply waits inside Suzume Park
at the given timeframe. He must enter from the street! (Leaving toward the
main street and approaching again will work; leaving Dobuita entirely isn't
required.) Once the event ends, Yamagishi stops hanging around Suzume Park.
SCENE #1-29: Nagai Industries
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Type ---: Dialogue
View On : Dec. 4, 1986 at earliest (Dobuita)
Trigger : learn about Nagai Industries during search for Charlie
Window -: mostly during stores' regular business hours
Missable: yes
Apx Time: 15-20 min.
Reward -: ---
During the search for the infamous Charlie, some NPCs (like Sawano at the
Hokuhoku Lunches stand) may suggest he's a yakuza in cahoots with the Nagai
Industries folk. Said building is near the Sakuragaoka Park entrance to
Dobuita, right next to a vending machine. (If you hadn't done Wang's "I'm
thirsty!" event, it will play as you get near.) Though it looks like a house
of some sort, Nagai Industries is actually a company and has its own business
hours, opening around 1:00 PM.
In the upstairs office, speak to the totally-not-a-mobster guy, then the two
lackeys (Toshiki and Toya) will give information about Charlie's whereabouts
and schedule. It's the same information gleaned from talking to street NPCs,
but this is a fun way, albeit time-inefficient, to go about collecting info.
Interestingly enough, Nagai Industries clues override some of the easier
methods of learning Charlie's schedule, like Kurita and Tsuruoka, since Ryo
won't pursue that line of questioning.
SCENE #1-30: Charlie's Gang
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Type ---: Cutscene/Event
View On : Dec. 4, 1986 at earliest (Dobuita)
Trigger : Walk near arcade after learning Charlie's schedule; can't be done
| the same day as the Heart Beats Bar brawl.
Window -: nighttime only (7:00+ PM)
Missable: no
Apx Time: 45 min. if you're quick
Reward -: ---
After a long day of searching for Charlie, word's apparently gotten around!
Going near the arcade at nighttime will earn a visit from some thugs who
offer to take him to their buddy. Of course, when Ryo ends up in an empty
parking lot, it's obvious it's a trap. (Well, it was obvious from the get-go,
but still!)
There's five thugs to beat up. The fellas in the brown-colored jackets are
the lightweights, while the two thugs from the first Heart Beats event put a
bit more oomph into their attacks. Finally, the spiffy-looking guy in the hat
and black jacket is the best (relative) fighter of 'em all. Winning earns a
tip about a local tattoo parlor Charlie hangs out at.
As one of the first large brawls players experience, it can be overwhelming,
even though only three attackers are active at once. Hedging against damage
preventing foes from surrounding Ryo is a good strategy, while bringing the
pain with throws (which can hit other enemies) thins the crowd, too. Those
who are still struggling may want to buy better abilities at the antique shop
during the daytime, or practice leading up to the event. Don't feel bad about
putting it off either -- there's no rush.
One final note: the event only plays when Ryo approaches from the Suzume Park
alley or the jacket shop area. Approaching from the bus stop area (near the
cigarette stand) or waiting in the parking lot doesn't work! This rarely works
for any event, and may waste time, so it's a good habit to avoid.
SCENE #1-31: Joining the Gang
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Type ---: Dialogue
View On : Dec. 4, 1986 at earliest (Dobuita)
Trigger : learn about the tattoo parlor
Window -: 10:00 AM to Midnight
Missable: yes
Apx Time: 5-10 min.
Reward -: ---
Though there are several generic ways to locate the tattoo parlor, this one
is worth mentioning on its own grounds. Shingo and Koji, two biker thug types
one may have seen around Dobuita, are scripted to hang out at You Arcade for
most of the day (until Ryo finds the parlor). If Ryo tries hitting Shingo up
for information, he'll mention the parlor's location outright...but only if
Ryo joins the gang.
Ryo can "agree" to get the information or decline, which gets nothing. There
is only one shot at getting the whereabouts this way. Note: if Ryo chooses to
join the gang, he doesn't really do it. In a follow-up conversation, Shingo
laughs it off.
This scene is available immediately after the parking lot event, making it
the quickest way to get relevant info about the parlor. Just note that Shingo
won't give the invitation outside of You Arcade, and won't give it again if
Ryo declined.
SCENE #1-32: Tattooist's Tip
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Type ---: Dialogue
View On : Dec. 4, 1986 at earliest (Dobuita)
Trigger : visit tattoo parlor same night that one defeats the five sailors
Window -: nighttime only (7:00+ PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
This is an easily missable scene, and gives unique hints in the notepad, so
I'll include it here. Walloping the sailors at the parking lot gives a hint
about finding a tattoo parlor. Many players would think "hey, it's nighttime,
so I'll do it tomorrow" and return home. However, players who already know the
parlor is in Okayama Heights can go there immediately.
The resultant scene is unique: Ryo interrogates the tattooist, who constantly
deflects by asking to ink Ryo. After the final conversation, Ryo gets a note
about returning the next day, since his prey may be there.
SCENE #1-33: Charlie
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Type ---: Cutscene/QTE
View On : Dec. 5, 1986 at earliest (Dobuita)
Trigger : learn where the tattoo parlor is from any number of NPCs
Window -: 2:00 PM - Midnight
Missable: no
Apx Time: 30 min.
Reward -: ---
This event is doable after learning the tattoo parlor is in Okayama Heights,
the apartment block near the bar district's ramen shop. It can only trigger
during the parlor's regular business hours. NOTE: If Ryo visits the parlor
on the night he beats up the sailors near the arcade, he will only get a clue
to revisit the next day. Doing so starts the scene as normal.
Once the tough guys are run out, Ryo's informed Charlie is sleeping behind the
nearby curtain. Pull it back for a quick QTE -- [Left, A] or [Left, X], for
Dreamcast and PS4, respectively -- that avoids Charlie's knife slashes.
Missing any of the inputs results in failure, forcing the scene to replay.
Succeeding forces Charlie to make an appointment with some cartel folk at
3:00 PM the next day, near the arcade.
In the remaster, outwitting Charlie earns the "Needle in a Haystack" trophy.
SCENE #1-34: Nozomi's Worries
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Type ---: Cutscene
View On : Dec. 5, 1986 at earliest (Dobuita)
Trigger : leave the tattoo parlor after meeting Charlie
Window -: anytime (immediately after parlor/Charlie event)
Missable: yes
Apx Time: 15 min.
Reward -: ---
Once Charlie has been met, exiting back to the street earns a special scene
with Nozomi, who's worrying that Ryo is neglecting his studies. He sends her
home with a little reassurance. (This is the cutoff point for viewing the
2nd Enoki event in Sakuragaoka Park.) Technically, this scene is missable if
one is teleported home by staying out too late, though few players will ever
get that chance, I'm sure.
SCENE #1-35: Sparring
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Type ---: Cutscene/Event
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : after meeting Charlie, sleep at Ryo's house
Window -: 8:30 AM - 9:20 AM
Missable: no
Apx Time: 1 hour
Reward -: ---
The morning after Ryo meets Charlie, the Hazuki heir will have a mandatory
dojo match with Fukuhara. For those who haven't done any sparring events,
these are "for fun" and neither side can win or lose -- it's just training
moves. The match lasts about an hour.
If Ryo pulls out some interesting or new techs (like Yamagishi-san's Double
Blow), Fuku will be audibly impressed and wonder where Ryo picked 'em up.
Likewise, using dangerous abilities, like the Darkside Hazuki throw, causes
Fuku to say things like "don't use that move!".
SCENE #1-36: The Letter
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : complete the sparring session with Fukuhara
Window -: 9:20 AM - 9:40 AM
Missable: no
Apx Time: 15 min.
Reward -: Letter to Father
After the mandatory sparring session, Ine-san will eventually give Ryo the
letter she got towards the start of the game -- the one written in Chinese,
intended for Iwao. She also makes Ryo promise he won't do anything rash...
SCENE #1-37: The Letter, Pt. 2
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : after receiving the "Letter to Father," exit the house
Window -: anytime after getting "Letter to Father"
Missable: no
Apx Time: 20 min.
Reward -: ---
Fuku-san will run over and muse about the letter, stating the obvious about
finding a Chinese person to translate it. And...that's it. Kinda pointless
little scene.
SCENE #1-38: Charlie's Gang, Pt. 2
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Type ---: Event/QTE
View On : Dec. 6, 1986 at earliest (Sakuragaoka)
Trigger : after meeting Charlie, enter Sakuragaoka on a following day
Window -: 8:30 AM - 2:30 PM
Missable: no (automatically happens at 2:30 this day if Ryo waits too long)
Apx Time: 40 min. if you're fast
Reward -: ---
The first time Ryo enters Sakuragaoka after meeting Charlie in the tattoo
parlor, this event will play. An upset kid (Xie Gao Wen) will lead Ryo to a
construction site where Charlie's gang of lackeys will pick a fight. Although
five are there, including Charlie himself, Ryo need only contend with three.
They're a bit tougher than the low-ranked sailors fought at the Dobuita car
park, though not by much. The guy in the camo jacket is the toughest of the
trio. Try getting onto the wider street to fight, rather than the cramped
contruction lot, if Ryo's getting interrupted too quickly. Cyclone Kick is
great here.
Immediately afterwards, Ryo can do a satisfying QTE ['A' or 'X', depending on
the played version] to pelt Chuck in the face with a soccer ball. Missing the
timing results in a thug's lead pipe craniotomy, forcing a do-over.
SCENE #1-39: The Letter, Pt. 3
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Type ---: Dialogue
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : anytime after the construction site event, walk near the bakery
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 5-10 min.
Reward -: ---
If Ryo walks past Komine Bakery in Dobuita during the day, he'll automatically
be stopped by that green-jacketed tike, Xie Gao Wen. Although this has the
makings of another "this NPC does nothing" chat, Gao Wen offers a useful tip:
his grandmother Xia-san, proprieter of the Russiya China Shop, can probably
help. That shop remains closed until Ryo is directed there (by anyone).
SCENE #1-40: The Letter, Pt. 3.5
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Type ---: Dialogue
View On : Dec. 6, 1986 at earliest (Sakuragaoka)
Trigger : after doing the construction site fight, spawn Wang at the Dobuita
| vending machine. Do his scene, but don't buy him a drink; instead,
| return to Sakuragaoka and look for the granny. She only appears if
| Ryo helped her find the Yamamotos' house in the earlier event.
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 10-15 min.
Reward -: ---
This is an alternate way of learning about Russiya, but the method is easily
missable. To see it, Ryo must have helped the granny (Kame Shibukawa) during
an earlier event. Then, up to the current date, he must need a translator but
hasn't gotten any clues -- either from Xia's grandson or Wang. To ensure the
latter doesn't help, do his scene but don't buy him a beverage.
With the scene set, return to Sakuragaoka during the daytime (any weather),
and look for the old woman. She'll mention that Xia-san of the Russiya China
Shop being knowledgeable about Chinese characters, not to mention it's in
Dobuita and near a jeans shop. (Yeah, this one conversation is more fruitful
than most NPC hints combined.) Ryo may have to speak to her a couple times to
milk all the info, though.
This scene won't play if Ryo got info through some other manner, or screwed
up (or entirely skipped) Kame's earlier event.
SCENE #1-41: The Letter, Pt. 4
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : learn about Russiya China Shop from an NPC
Window -: regular business hours only (10:00 AM - 9:00 PM)
Missable: no
Apx Time: 45 min.
Reward -: ---
Once info is gleaned about Russiya, Ryo can enter and ask Xia-san about the
letter's nature. Being surprisingly educated, Xia-san immediately reveals the
text is reversed kanji, and warns of "those who pursue the mirror". Text onn
the back reveals an odd poem ("Father's Heaven, Nine Dragons; Mother's Earth,
Comrades") and a phone number, 0468-61-5647. Apparently, this is related to
the Master Chen the letter suggests seeking out.
NOTE: When calling numbers, only the last six digits really need to be used.
SCENE #1-42: The Letter, Pt. 5
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : translate the Chinese letter at Russiya China Shop
Window -: anytime (day letter is translated only)
Missable: yes
Apx Time: 10 min.
Reward -: ---
This easily missable event occurs if Ryo returns to his residence after the
letter is translated, but before learning about Warehouse #8. Fuku-san, who
expressed interest in the letter previously (and even asked Ryo to return to
him when it was translated, if one spoke to him afterwards) will get to learn
the letter's contents.
If the circumstances are correct, the event will play automatically when Ryo
enters his house -- Fuku-san doesn't seem to be present on the grounds until
it occurs. Ryo can miss the admittedly pointless scene in several ways, like
learning about the warehouse, "teleporting" back to his room due to the
curfew, etc. (Calling the number but failing the poem code doesn't foul up
the event.)
SCENE #1-43: Book Smarts
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : learn about Warehouse #8
Window -: 8:30 AM only
Missable: yes
Apx Time: 15 min.
Reward -: ---
Players are automatically treated to this scene if they learn about Warehouse
#8, but don't learn where it is for two days. Fukuhara will enter Ryo's room
and suggest using the phone book in the house phone's cabinet.
SCENE #1-44: Seeking Chen
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Type ---: Dialogue
View On : Dec. 6, 1986 at earliest (any phone)
Trigger : translate the Chinese letter at Russiya China Shop
Window -: anytime phones are accessible
Missable: no
Apx Time: 10 min.
Reward -: ---
Translating the letter reveals an odd phone number (0468-61-5647) and poem.
If Ryo tries dialing it at a phone -- such as those at his house, the booth
in Sakuragaoka or at Dobuita's tobacco stand -- he'll get a mysterious voice
on the other line, who references the poem. If Ryo's responses match up right,
he'll learn about Warehouse No. 8 before getting hung up on.
SCENE #1-45: Seeking Chen, Pt. 2
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : learn about Warehouse #8
Window -: anytime
Missable: yes
Apx Time: 5-10 min.
Reward -: ---
This small cutscene is available after learning about Warehouse #8, but before
its whereabouts are uncovered. Speak with Hirata at the tobacco shop to get a
valuable tip: just look the number up in a phone book. (Coincidentally, her
shop has one of the few phonebooks in the entire game, right by the kiosk's
window. It's available at all hours, just like Ryo's phonebook is within his
house phone's cabinet.) Inspect the directory to see Ryo languidly flip
through, finally revealing the destination: Amihama!
Technically, speaking with Hirata isn't necessary, a fact players may have
gleaned if they did this scene at night when she isn't around.
SCENE #1-46: Enoki's Enmity, Pt. 3
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Type ---: Cutscene/Event
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : receive the Chinese letter from Ine-san
Window -: nighttime only (7:00+ PM)
Missable: yes (only occurs if Enoki's Sakuragaoka Park event was done)
Apx Time: 30 min.
Reward -: ---
The final Enoki event can take in the small window between receiving the
translated letter and before taking the Amihama-bound bus, which ends Disc 1.
To view it, visit the Wakaba Apartments at night -- that is, the isolated
building between Dobuita's Suzume Park and the alternate route (dirt path) to
Sakuragaoka.
Enoki and Nagashima are scripted to appear at the Wakaba Apartments at night
anyway, but during the event's window, they'll end up taking revenge on Ryo
for the beating he gave 'em last time. Our protagonist starts out surrounded
in a 1-on-4 scenario, but only Enoki and his small arsenal (grab/headbutt &
lunging charge) are a threat. This small lot is cramped and weird-shaped, so
liberal use of throws to clear fodder is wise.
Afterwards, Ryo once again tells off the delinquents, causing them to flee in
terror. The event has no reward beside the satisfaction of victory.
SCENE #1-47: Leaving Dobuita
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : learn about Amihama and board the bus
Window -: anytime buses are available
Missable: no
Apx Time:
Reward -: ---
Once Ryo checks a phonebook or directory assistance, Amihama becomes the next
destination. He'll need to ride a crosstown bus to visit, and the only one
available is in Dobuita, on the main street near the cigarette stand. Before
this point, Ryo hasn't been able to access the highway sidewalk, but he'll be
able to wait for the bus this time, provided one's learned Amihama is the
town harbor. (Hirata at the cigarette shop will fit the bill.)
The bus comes every thirty minutes: top and bottom of the hour on weekdays,
a quarter past and a quarter to on Saturdays and holidays. (On Saturdays and
holidays, there's no 11:00 PM bus; Ryo has to wait for 11:30. This is of very
little importance, however.) It costs ¥160 to ride. Interestingly enough, it's
impossible to have no fare since Ryo refuses to waste money once it dwindles
too low (usually around ¥500).
SCENE #2-01: Amihama
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : start disc two
Window -: anytime
Missable: no
Apx Time: 15 min.
Reward -: ---
This is basically the introduction to Amihama, Yokosuka's massive port area.
At the end of the sweeping bird's-eye footage, Ryo arrives by bus. In terms
of game time, this is about an hour's time after leaving Dobuita.
SCENE #2-02: Goro
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Type ---: Cutscene/QTE
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : walk by parking lot for the first time
Window -: anytime before 10:00 PM
Missable: yes
Apx Time: 25-30 min.
Reward -: ---
Almost immediately on his journey to find Warehouse #8, Ryo stumbles on Goro
and his thug pal shaking someone down. Naturally he intervenes, starting a fun
justice-deliverin' QTE -- [Left, A, B] in the original and [Left, X, O] in the
remaster. Like usual, two failures in a row leads to an embarrassing beatdown
that restarts the event. Once kaput, Goro mentions #8 is down the right-hand
path, in the New Warehouse District.
The delinquents' event can be skipped temporarily by waiting until late at
night, but must be done eventually, since it debuts Goro.
SCENE #2-03: The Homeless Problem
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : approach Warehouse #14
Window -: 8:30 AM - 9:00 PM
Missable: yes
Apx Time: 30 min.
Reward -: ---
Warehouse #14 is in the New Warehouse District -- basically find Hisaka's
Hokuhoku Lunches stand and keep going straight along the ocean, rather than
turning toward Warehouse #8. Ryo will see a scene where a homeless man is
ejected from a building, and after a small talk, he asks the youngster for a
coffee. Ryo will have to get one from the nearby vending machine (¥100) to
automatically finish. Coffee is on the bottom row of the machine, note.
Laughably, Ryo can buy him cold drinks, too, which gives a marked difference
in his post-scene attitude. Instead of giving praise, he'll say things like
"the youth of today be pretty stupid".
Also worth noting is that those doing the Mai sidequest naturally run through
this scene's range, so it'll have to be witnessed before continuing (assuming
it wasn't done earlier).
SCENE #2-04: Access Denied
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : try entering Warehouse #8's front door
Window -: anytime before 7:00 PM
Missable: yes
Apx Time: 5 min.
Reward -: ---
This is a small cutscene if Ryo finds Warehouse #8 and tries entering through
the front door, leading to him being rebuffed. This winds up being a normal
Amihama occurance in other places, too, but this one's slightly different
since Ryo muses about another possible entry point. (This adds a notebook
note about it and spawns the movable crate behind the building.)
After nightfall, the warehouse closes and there's only a single gate guard,
and his conversation doesn't update the notepad. In other words, those who
get a late start on Disc 1 (like doing Enoki's last event) won't be able to
do this on December 6th, which means they also can't infiltrate the building.
SCENE #2-05: Goro's Diversion
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Amihama)
Trigger : the first day in Amihama, don't find Warehouse #8; then, on a
| subsequent day, try proceeding into Amihama
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
This scene only occurs if Ryo located Warehouse #8 on his first day at port,
but didn't find a way in. Goro will approach (at same spot where his beatdown
QTE occured) and offer his services to Ryo. Together, the two concoct a silly
distraction plan in front of Warehouse #8, resulting in Ryo sneaking in via
the ground floor. Other than that, the infiltration occurs in the same way as
if he'd snuck in through the back window.
SCENE #2-06: Stackin'
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Type ---: Dialogue
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : walk behind Warehouse #8 after trying to enter via the front
Window -: anytime
Missable: no (movable crate only appears after front door scene)
Apx Time: 10 min.
Reward -: ---
Once Ryo realizes the appointment-only front door is a no-go, walking 'round
back starts a mini-scene where he realizes stacking a crate can let him sneak
in through an open window higher up. To do the stacking, push the crate with
the d-pad until it abuts the bigger pile. (Ryo can't be spotted by any port
personnel during this, so don't coordinate movements to avoid forklift workers
or anything.)
SCENE #2-07: Realization
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : approach booth at end of Warehouse #8's interior
Window -: anytime before 11:30 PM
Missable: no
Apx Time: 10 min.
Reward -: ---
This scene plays when Ryo goes to the far end of the catwalk. Two workers'll
be kvetching about a wrong invoice, and how it was meant for Warehouse #8's
sister building in the Old Warehouse District. This is the first time Ryo and
players are tipped off to such a location. Afterwards, Ryo automatically exits
the warehouse and the boost-up crate disappears, preventing future break-ins.
SCENE #2-08: The Trouble With Mai, Pt. 1
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : After doing the Warehouse #8 infiltration, try entering the Old
| Warehouse District during the day, then visit Hisaka's lunch stand
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
This easily missable scene occurs only after learning about the Old Warehouse
District, but before successfully infiltrating it. Before the event occurs,
Ryo must try entering the OWB during the day, getting kicked out (which adds
a notepad clue), then visiting the Hokuhoku Lunches stand near the "newer"
Warehouse #8. It'll play automatically.
Mai, Hisaka's sister, will come around and brazenly try getting a monetary
handout, before running off empty-handed. Hisaka suggests Ryo talk sense into
Mai since they're in the same age group, and she might listen to a non-family
member. Ryo can accept or decline.
SCENE #2-09: The Trouble With Mai, Pt. 2
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : accept Hisaka's request to help Mai
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes (one-time-only event)
Apx Time: 20 min.
Reward -: ---
This is the resolution to the sisterly request for help. Ryo can find Mai by
Warehouse #17 (with or without anyone's help) with the delinquent girls who
hang around Dobuita. Ryo will automatically approach them when he's in the
right area.
There'll be a QTE -- [Left, A, Left] in the original, [Left, X, Left] in the
remaster -- to show the girls what for, with Ryo succeeding in saving Mai.
But, the funniest part of this scene is FAILING it. Ryo gets clobbered and
slashed by the foul-mouthed brats, then left for dead, even by Mai. Talk
about a sad scenario! It's worth seeing at least once, though I wouldn't
suggest saving after.
SCENE #2-10: Licking Wounds
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : fail the Mai QTE event near Warehouse #17
Window -: same timing and circumstances as QTE event
Missable: yes
Apx Time: ---
Reward -: ---
Losing to a bunch of teenage girls is embarrassing enough, but Fukuhara adds
extra insult to injury by ferrying the unconscious Ryo back home. (Presumably
because Mai told her sister or something.) In any case, after being cut up,
Fuku suggests resting for the rest of the day. Sure 'nough, after the scene,
the game automatically advances to the next morning, regardless of how much
time and events are lost in the process. Oops!
This same scene occurs if Ryo loses the fight with the Dobuita drunk (see the
"Bum Rush" section) and has the same fast-forwarding circumstances as above.
SCENE #2-11: The Trouble with Mai, Pt. 3 Finale
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : win the Mai QTE near Warehouse #17
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 30 min.
Reward -: ---
This event occurs after beating the delinquent girls on the far side of the
port, then approaching Hisaka's stand. Ryo will report in and offer to take
some lunches to the OWD security guards across the harbor. Doing this learns
the night shift (8:00-9:00 PM) is short-staffed, providing an opportunity for
any fledgling trespassers.
Actually, though the guards make it seem like that timeframe is the only one
available, Ryo can begin sneaking in as soon as nightfall occurs. Having to
restart the OWD break-in causes it to start at 8:00 PM on subsequent nights,
though. (See "Mendicant Generosity" section for more details.)
SCENE #2-12: Nozomi's Confession
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Type ---: Event/Cutscene
View On : Dec. 6, 1986 at earliest (Hazuki Residence)
Trigger : Ryo is home at 7:00 PM
Window -: apx. 7:00-7:10 PM only
Missable: yes (undoable after Ryo gets handguard)
Apx Time: 4.5 hours (!?)
Reward -: ---
This is an ongoing event available even at the start of Disc 2. If Ryo is home
at the 7:00 PM nightfall, there'll be a phone call; if he picks up the phone,
it starts a Nozomi-centric scene at Sakuragaoka Park that lasts for until the
11:30 PM curfew. The two teens discuss their feelings for each other somewhat,
and Nozomi mentions her father is insisting she return to Canada.
Since this scene requires Ryo to be at home at 7:00, and some scenes occur
in Amihama past then -- even on the first day in Amihama -- players trying to
make their days as action-packed as possible may want to put it off until
later. It's actually easier to do after meeting with Master Chen.
SCENE #2-13: Bum Rush
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Type ---: Cutscene/QTE
View On : Dec. 6, 1986 at earliest (Dobuita)
Trigger : random occurance when traversing bar district at night
Window -: nighttime only (7:00+ PM)
Missable: yes (never do it)
Apx Time: 10 min.
Reward -: ---
This is a repeatable event in the Dobuita bar district in which a drunkard
picks a fight with Ryo. The solution is [A, Left] in the original, [X, Left]
in the remaster. Missing the second input'll lead to Ryo being smashed with a
bottle, which results in one of Fukuhara's patented off-screen, day-ending
rescues.
Those having trouble triggering this should make sure they're walking the
district counterclockwise (i.e. start at Tomato Mart and head toward Ajiichi,
then up to Manpukuken Ramen). This event may not play after finding (Older)
Warehouse #8, however.
SCENE #2-14: Infiltration
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Type ---: Cutscene/QTE
View On : Dec. 6, 1986 at earliest
Trigger : learn about Old Warehouse District (Amihama)
Window -: 8:00 PM
Missable: no
Apx Time: 5 min.
Reward -: ---
This scene plays when Ryo tries infiltrating the OWD via a gate near where
Tom's Hot Dogs cart normally is. (The gate is the one that's only open a
crack, not the one with a guard standing out front.) Trying to squeeze under
the kiosk's counter give a short QTE (solution: right) where Ryo catches a
flashlight that would otherwise alert the guard. Success lets one sneak into
the area.
Fun fact: failing this repeats the scene, only the time advances one day. As
some future scenes (like Nozomi's post-Christmas scene and Shenmue's "bad"
ending in April) are yawn-inducing to see thanks to the game's lack of time
skipping, this is the fastest way on any disc to fast-forward the clock. Of
course, nowadays people can just use Youtube to see these curios rather than
putting in time themselves...
SCENE #2-15: Infiltration, Pt. 2
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Type ---: Event
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : enter Old Warehouse District
Window -: anyday after learning about Old Warehouse District (8:00+ PM only)
Missable: no
Apx Time: varies
Reward -: ---
After sneaking by the booth, Ryo has to actually locate the destination in
alleyways of patrolling guards. Our protagonist has a flashlight and wall-
-hugging capabilities (A-button by corners) that may of varying usefulness.
Actually, if one knows exactly where the destination is, it's possible to
run there without little ado, since the guard rotation spawns at the same
point each time.
If Ryo is caught, he'll be removed from the premises and the scene restarts
at 8:00 PM the following day. Yes, the game fast-forwards that far again! To
add extra fun to the situation,
SCENE #2-16: Mendicant Generosity
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Type ---: Cutscene
View On : Dec. 12/14/16/18, 1986 at earliest (Amihama)
Trigger : fail OWD infiltration event five times
Window -: automatically plays at 8:00 PM day after sixth event failure
Missable: yes
Apx Time: 20 min. (initial), 10 min. (subsequent)
Reward -: Old Depot Map
This is a series of missable scenes that occur automatically after Ryo fails
the guard avoidance event repeatedly. The bum who was ejected from Warehouse
#14 on Ryo's first day will automatically show up -- before that particular
day's attempt -- to help with information.
Here's a list of his updates and the tips he gives. Technically, each of these
is its own special scene, but it makes sense to put them all in this section.
The numbers denote the amount of failures Ryo must wrack up to earn the bum's
wisdom. (First number is amount of days needed if Ryo bought coffee for the
bum; second number is without doing that. In other words, helping him speeds
up the amount of days necessary to see everything.)
• [05/06] Map received and displays Old Warehouse #6
• [06/08] Map updated to also display guard routes
• [08/10] Map updated to also Old Warehouse #8
• [10/12] Bum suggests trying to sneak into OWB at 11:00 PM
If one gets the "try at 11:00 PM" tip, subsequent attempts have far fewer
guards to deal with. (Laughably, by this point, some of the guards' lines may
reflect Ryo's ridiculous amounts of attempts.) Missed attempts past the 12th
don't earn extra bum tips.
SCENE #2-17: The Eighth Warehouse
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Type ---: Cutscene
View On : Dec. 6, 1986 at earliest (Amihama)
Trigger : in Old Warehouse #8, inspect the decorative plate on 1F shelf
Window -: nighttime only (7:00 - 11:30 PM)
Missable: no
Apx Time: ---
Reward -: ---
This is the introduction to Master Chen and his son Gui Zhang, the Chinese
family who owns the OWB. Chen reveals he's oathbound to help Iwao's son and
mentions there are two mirrors, not just one. (He also says future visits'll
need to be arranged by phone, in the same manner as before.) The scene's
length is irrelevant since Ryo automatically goes home and rests.
SCENE #2-18: I'm Sorry!
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : after meeting with Chen, speak to Ine-san to learn about Fukuhara,
| then approach the backyard
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 40 min.
Reward -: ---
Under the cherry tree, Fukuhara admits he spilled the beans about Ryo's
revenge plot to Ine-san -- oops! Ryo will meet his caretaker right after,
and she mentions that Iwao supposedly left an important object at Bunkado
Antiques in Dobuita. This scene's the only way to learn this info, so it's
mandatory, although it can be delayed. If no one's under the cherry tree, be
sure to speak to Ine-san first; Fuku doesn't spawn there otherwise.
SCENE #2-19: Talk to Me
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Yamanose)
Trigger : approach the Yamanose fox shrine
Window -: daytime only (8:30 AM - 7:00 PM) in fair weather
Missable: yes
Apx Time: 15 min.
Reward -: ---
Approaching the fox shrine starts a small scene where Ryo converses with the
orphaned cat. Nozomi appears for no reason and comments that he doesn't talk
with her anymore.
SCENE #2-20: Shadowed
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 7, 1986 at earliest (Sakuragaoka)
Trigger : in Sakuragaoka, approach the road to Yamanose by the phone booth
Window -: 8:30 AM - 11:00 PM
Missable: yes
Apx Time: 20 min.
Reward -: ---
After meeting Chen, players can view this scene on their first trip into
Sakuragaoka -- just approach the road to Yamanose after going a distance in
some other direction. (It doesn't play automatically when entering normally,
unlike Charlie's earlier ambush.) Ryo will end up fighting Gui Zhang, only to
find out Chen asked him to be his bodyguard. This is an actual battle, but
it always concludes before deciding a winner. The brawl's notable for showing
the first glimpse of Chai, a (literally) eavesdropping Chi You Men thug who
wants to ingratiate himself to Lan Di by claiming the Phoenix Mirror.
Technically, this scene can be skipped indefinitely, by never returning home
manually. Either wait until curfew or return home automatically through a
different scene (like during the "Friendly Persuasion" event below).
SCENE #2-21: Checking In
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Type ---: Dialogue
View On : Dec. 7, 1986 at earliest (Dobuita)
Trigger : walk by Nozomi at the florist shop after learning about handguard
Window -: florist's regular business hours (7:30 AM - 10:30 PM)
Missable: yes
Apx Time: 5 min.
Reward -: ---
This minor chat can occur after learning about the handguard but before it's
claimed at Bunkado Antiques. Nozomi will hail Ryo as he runs by; Ryo updates
her on his progress a bit.
SCENE #2-22: The Handguard
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliet (Dobuita)
Trigger : visit Bunkado Antiques after hearing Iwao stored something there
Window -: 10:00 AM - 10:00 PM
Missable: no
Apx Time: 40 min.
Reward -: Sword Handguard
Players can view this scene after learning about Iwao's connection to the
antiques store from Ine-san. (Trying its business hours without doing that
step doesn't play the special scene.) Ryo will chat with the proprietor and
get the Hazuki handguard heirloom. However, the old-timer wasn't safeguarding
any mirror... Hmmm...
SCENE #2-23: Explained Legend
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Type ---: Dialogue
View On : Dec. 7, 1986 at earliest (Dobuita)
Trigger : speak to Liu Sr. in Suzume Park after obtaining the handguard
Window -: partial daytime only (10:10 AM - 6:00 PM) in any weather
Missable: yes
Apx Time: 15 min.
Reward -: ---
This interesting conversation is worth noting because Ryo documents it in his
notepad. Liu-san explains the meaning behind the cryptic password Master Chen
uses for his phone calls: it's an old legend relating to Hong Kong and how
nine dragons descended from heaven, were nurtured by Mother Earth, and came
to represent the nation's islands. (If the handguard hasn't been obtained, Liu
Sr. only talks about Ryo's health instead of this conversation.)
SCENE #2-24: The Handguard, Pt. 2
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : return home after obtaining the handguard
Window -: anytime
Missable: no
Apx Time: 10 min.
Reward -: ---
Ryo shows Fukuhara the handguard, who suggests questioning Ine-san about its
origins. Interestingly enough, if Ryo waits until 11:30 curfew without doing
this, the scene still plays on his front stoop. (He returns to his room right
after that; the follow-up has to wait until next morning.)
SCENE #2-25: The Handguard, Pt. 3
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : after obtaining handguard, find Ine-san in altar room
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 10 min.
Reward -: ---
Down the hall from the kitchen, Ine-san notes the handguard bears the family
crest. Players can't leave the house until viewing this scene.
SCENE #2-26: Intuition
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : inspect katana case, then idle instead of finding way to open it
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: 2 min.
Reward -: ---
This scene occurs if Ryo inspects the dojo's katana case without having the
Mysterious Key (from Iwao's desk drawer), then wastes several hours walking
around to no avail. The young Hazuki will "intuititively" focus on the case,
giving a notepad clue about the key's whereabouts.
To idle properly, Ryo or the camera must be moving; standing still doesn't do
anything. Simply holding down a direction on the d-pad to walk in circles is
fine.
SCENE #2-27: Intuition, Pt. 2
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : obtain katana, then idle instead of finding what it goes for
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: 2 min.
Reward -: ---
This scene can occur after getting the katana, then again wasting several
hours in the dojo without moving onto the next step. Ryo will "intuitively"
focus on the wall scrolls near the katana case, wondering if they hold any
special purpose (this adds another notepad clue). Players can trigger this
scene holding the katana or putting it alongside the wall near the entrance,
as when exiting the dojo.
SCENE #2-28: Hmm...
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : obtain katana and press A-button in front of scrolls
Window -: anytime (8:30 - 11:30 PM) before solving the dojo's wall puzzle
Missable: yes
Apx Time: 5 min.
Reward -:
Players can view this by standing in front of the scrolls (facing away) and
using A-button when the prompt comes up. Ryo swings the sword and wonders why
it has no handguard. This seems pointless, until one realizes it can play
without having seen the scroll-hidden slot, and mentions the handguard by
name, which is used as the other wall trigger. Solving the twin-lock puzzle
marks the end of this scene's appearance.
SCENE #2-29: Discovery
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : solve the dojo's sword/crest puzzle
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 5 min.
Reward -: ---
This is a small scene that plays after solving the dojo's puzzle. Ryo hears
a click and part of the wall flips, revealing a secret passage and a ladder
into a basement.
SCENE #2-30: Fukuhara's Assistance
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : enter dojo basement without flashlight/matches, then wait ~10 min.
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: 5 min.
Reward -: ---
This small scene can occur after opening the dojo's basement, which requires
using the katana and family crest on the sockets behind the hanging scrolls.
Enter the dark basement without any light source and just stay there for a
few minutes -- Fukuhara will arrive and see if there's anything amiss, then
mentions a flashlight's location (inside, cabinet underneath phone).
Ryo automatically leaves the basement after this event occurs. Interestingly
enough, if he goes back down anyway and waits the same 5-10 min., the scene
replays. (The scene only occurs until a light source is obtained for the
first time. For instance, if Ryo gets a flashlight, lets the batteries die
and gets automatically ejected to the ladder, Fuku won't appear again.)
SCENE #2-31: Fukuhara's Assistance, Pt. 2
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : idle in basement room after lighting it up
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
This scene only occurs if Ryo, after lighting up the basement room with his
light bulb, doesn't find the pushable shelving marks on the floor. (The best
way to trigger this portion is just walking in a circle for a couple hours.)
Fukuhara will come down to check up on Ryo, and notices said markings aloud.
The game's hints are so great, huh?
If Ryo finds the markings himself, the scene won't play. Also, candles will
burn out over the course of several hours, so this scene apparently can't
play without the light bulb (buyable at Tomato Mart in Dobuita).
SCENE #2-32: Fukuhara's Assistance, Pt. 3
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : idle in basement room after moving suspicious shelf
Window -: anytime (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
Fukuhara's final basement event occurs if Ryo STILL hasn't found the Phoenix
Mirror (over the course of a few hours) after moving the weird shelf. His
attention will focus on an off-color portion of the wall, suggesting there's a
false wall. However, Fuku gets spooked by the circumstances and runs off
scared!
This event can still play if Ryo missed the previous Fukuhara scene.
SCENE #2-33: The Found Phoenix
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : open the false wall with the axe
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 10 min. (1st scene), 15 min. (2nd scene)
Reward -: Phoenix Mirror
This section is two consecutive scenes. The first one begins with Ryo opens
the basement's false wall with the axe, uncovering the Phoenix Mirror. The
second occurs after automatically resurfacing and showing Fukuhara the shiny
object, which he (hilariously) surmises to be cursed. This is a throwback to
the earlier spookiness Fukuhara felt, although that context is obviously lost
for many, given those weird triggering circumstances.
SCENE #2-34: Good Fortune, Bad Fortune
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Sakuragaoka)
Trigger : talk with Yamagishi at Sakuragaoka Park (any weather)
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 25 min.
Reward -: ---
This scene occurs if Ryo brings the Phoenix Mirror to Yamagishi while he's
sitting in Sakuragaoka Park. The fogey appraises the mirror, then talks about
its ominous feel and how it may be related to Iwao's death. Oddly enough,
though the scene is viewable during inclement weather, the scene always plays
as if it's sunny. (Yuriko at Dobuita's Smiley Flower Shop, and possibly other
NPCs, mention that Yamagishi's wife like antiquing, which gives reason for
Ryo to visit out of the blue.)
SCENE #2-35: North Star
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Dobuita)
Trigger : visit Russiya China Shop after obtaining Phoenix Mirror
Window -: regular business hours (10:00 AM - 9:00 PM)
Missable: yes
Apx Time: 35 min.
Reward -: ---
This is viewable after visiting Xia-san at Russiya after the dojo's basement
events. When asked of her opinion, she mentions phoenixes are regarded as
birds of fortune, and they guard the Sky Lord, also known as the North Star.
Her presentation is notable for weaving Shenhua's presence into it during the
constellation portion. (Hearing this history makes a note in Ryo's pad. This
scene is also saved and can be viewed in the Shenmue Passport disc.)
In the remaster, viewing this scene, as well as "Gui Lin Lore" below, earns
the "What's It Worth?" trophy.
SCENE #2-36: Gui Lin Lore
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Dobuita)
Trigger : visit Bunkado Antiques after obtaining Phoenix Mirror
Window -: regular business hours (10:00 AM - 10:00 PM)
Missable: yes
Apx Time: 30 min.
Reward -: ---
Like the other two events above, this occurs by visiting Bunkado Antiques once
the special mirror's located. Oishi-san note that it's carved with a guardian
(supporting what Xia-san said) and is probably made from precious stone from
China's Gui Lin region. There's supposedly a legend about an emperor making
a commission to create such a mirror, though whether they're the same is just
speculation.
In the remaster, viewing this scene, as well as "North Star" above, earns
the "What's It Worth?" trophy.
SCENE #2-37: Friendly Persuasion
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : visit Bar Yokosuka one day after Nozomi's park confession
Window -: nighttime only (7:00 PM - 11:30 PM)
Missable: yes
Apx Time: 35 min.
Reward -: ---
This oft-missed event occurs the day after hearing Nozomi's late-night park
chat, which itself is missable. (See "Nozomi's Confession" for more details.)
To view it, enter Dobuita's Bar Yokosuka after nightfall. This begins a scene
where Akemi mentions Fukuhara called, causing him to return home and chat with
his childhood friends Naoyuki and Ichiro. The scene's also notable since it
mentions Fukuhara's crush on Akemi, Bar Yokosuka's hostess.
Triggering the scene requires entering the bar off the street. Players who
wait around inside for that 7:00 PM limit can't view it! Additionally, those
playing a JPN copy of Shenmue can see a minor change: after 11:00 PM, the
NPC next to Akemi changes to Mr. Yukawa! Nice easter egg.
SCENE #2-38: Meeting of the Minds
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Amihama)
Trigger : visit Master Chen after obtaining Phoenix Mirror
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: ---
Reward -: ---
This is a very lengthy bit of exposition, about the mirror's Phantom River
stone make, and the legend about Chi You, a creature of Chinese folklore that
will destroy the world. After a short QTE to prevent the mirror from being
stolen (solution: left), Gui Zhang mentions the Mad Angels, a gang of "dirty
bastards" that harasses Chen's group. After learning Lan Di may have returned
to Hong Kong, Ryo makes it his singular focus to reach that city.
Viewing this scene speeds the clock to 11:30 PM and returns Ryo home.
SCENE #2-39: Updating Fukuhara
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : show Master Chen the Phoenix Mirror
Window -: automatically at 11:30 PM
Missable: no
Apx Time: ---
Reward -: ---
This scene occurs after finishing Chen's mirror event, which automatically
returns Ryo home. Ryo relates the current situation (Lan Di, Hong Kong, etc.)
to Fukuhara in very short fashion.
SCENE #2-40: The Hawk
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Type ---: Cutscene
View On : Dec. 7, 1986 at earliest (Hazuki Residence)
Trigger : sleep after showing Master Chen the mirror
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
This occurs in the timeless "limbo" between 11:30 PM and 8:30 AM the next
morning. Ryo has a nebulous dream about a snow hawk and the Phoenix Mirror.
SCENE #2-41: Lump Sum
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : automatic day after showing mirror to Master Chen
Window -: 8:30 AM
Missable: no
Apx Time: 10 min.
Reward -: ¥36502
Ryo awakens and checks his passbook, learning he's got about 36,000 yen to
deal with. However, this still isn't a surefire amount for travel plans...
SCENE #2-42: What Did I Do?
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : visit Fukuhara's room the day after showing Chen the mirror
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 30 min. total
Reward -: ---
This is a twofer scene. The first scene is Ryo speaking to Fukuhara about
finding a travel agency to visit Hong Kong; the follow-up is the two boys
speaking to Ine-san about going. Fukuhara's big mouth spills the ulterior
motive behind the "vacation," causing Ine-san to forbid Ryo from going. "End
of discussion" punctuates her opinion very nicely. (Apparently this is so
upsetting, Ryo can't even speak to Ine-san when she retreats to her bedroom.
Fukuhara also seems to despawn at this point.)
Until the scene's viewed, Ryo can proceed no further than the front yard.
SCENE #2-43: Decryption
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Amihama)
Trigger : after obtaining the Mysterious Scroll, find the Phoenix Mirror,
| then schedule another appointment at Warehouse #8
Window -: anytime
Missable: yes
Apx Time: 15 min. (Stab Armor), 20 min. (M. Scroll)
Reward -: Poetry Scroll (renamed Mysterious Scroll)
The earliest available time to do this event is the day after showing Master
Chen the Phoenix Mirror. Call Warehouse #8 and schedule a meeting with Gui
Zhang. This time, when talking to him, he'll decrypt either the Stab Armor
scroll or the dojo's "Mysterious Scroll". (If one has both in their default
state, he'll decrypt Stab Armor first, apparently.)
The technique's performed with this combination: Forward, Back, Back, X+A.
Those on the PS4 remaster do the equivalent [Forward, Back, Back, Square+X]
instead. It has no practice session.
Ryo won't go back to Amihama until finding the Phoenix Mirror, which is why
players must wait so long to do this. Additionally, decrypting one of the
scrolls expels Ryo from the OWD, meaning he has to phone ahead and reenter
to get the second one done.
SCENE #2-44: Megumi's Kitten, Pt. 3
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Yamanose)
Trigger : find Megumi at the fox shrine in fair weather
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 20 min. at quickest
Reward -: ---
Megumi's event is available during the day (like all her others) in clear
weather, anytime before acquiring a Hong Kong ticket. The little girl notes
that her cat has left its box; Ryo offers to find it. Approach the downward
staircase near the Yamanose road's bend to hear telltale meowing. The cat's
down in that lower area, near the clothesline and bench -- an A-button prompt
appears when close. Nozomi shows up after finding it and together the two
return the cat to her kindergarten overlord...err, nice owner.
Note that it may often be raining during the listed timeframe, preventing
players from doing the scene until late afternoon (or worse, late afternoon
on subsequent days). Those having trouble triggering this in a timely manner
may want to turn on the Yokohoma District's real 1986 weather patterns. This
can be done in the main menu's options only; it's not available in-game.
SCENE #2-45: Asia Travel Company
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : visit Asia Travel Company after an NPC mentions them
Window -: regular business hours (10:00 AM - 8:00 PM)
Missable: no
Apx Time: 20 min.
Reward -: Bargain Flyer
ATC is right on the corner near Funny Bear Burgers and Nozomi's regular job
at Aida Florist. As some NPCs mention, their business is shoddy, and that's
precisely the attitude the snotty receptionist gives Ryo. He ends up finding
a ¥158,000 "bargain" before leaving. After, Ryo suggests returning home.
On the day Ryo visits ATC, he won't be able to enter until an NPC mentions
them (again, a common plot-related stall device). Aoi at the vegetable market
near Aida Florist, and Ono at Knocking Motorcycle Shop, both mention it, among
others.
SCENE #2-46: Global Travel Agency
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : visit Global Travel Agency after learning about Hong Kong
Window -: regular business hours (9:00 AM - 8:00 PM)
Missable: yes
Apx Time: 13 min.
Reward -: Hong Kong Flier
GTA is the company right across from Tom's hotdog stand in Dobuita. Walking
in plays a scene where Ryo learns a Hong Kong ticket is about ¥220,000 -- way
outside his price range. He acquires a pamphlet and leaves, noting he should
revisit Fukuhara again.
Apparently, if one hacks the game to earn the requisite amount for a plane
ticket, GTA is mandatorily closed to prevent any pricy purchases. Never tried
it myself, though.
SCENE #2-47: Breaking the Bank
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : enter Fukuhara's room after receiving a travel agency flyer
Window -: anytime (8:30 AM - 11:30 PM)
Missable: no
Apx Time: 20 min.
Reward -: ¥39634
Fukuhara allows Ryo to smash his piggy bank and take his savings for the Hong
Kong trip. Afterwards, he suggests visiting Nozomi, who travels oversees to
Canada a lot and thus may know some cost-friendly advice.
SCENE #2-48: Nozomi's Travels
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Type ---: Dialogue
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : talk to Nozomi after Fukuhara suggests doing that
Window -: regular business hours (7:00 AM - 10:30 PM)
Missable: yes
Apx Time: 10 min.
Reward -: ---
Although technically most chats where Ryo learns about boat travel are unique,
Nozomi scenes are always special to see. This one only occurs after Fukuhara
suggests visiting her, but before any NPC mentions going by ship. Nozomi has
a multi-segment chat with Ryo, tipping him off and even mentioning her granny
is afraid of airplanes.
SCENE #2-49: Global Travel Agency, Pt. 2
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : visit GTA after any NPC brings up boat fares
Window -: regular business hours (9:00 AM - 8:00 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
Ryo visits the professional agency, only to learn they don't do boat tickets.
The worker reluctantly suggests trying out the competition (Asia Travel Co.).
Players can view this scene without having viewed the first GTA-related one.
SCENE #2-50: Asia Travel Company, Pt. 2
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : visit ATC after any NPC brings up boat fares
Window -: regular business hours (10:00 AM - 8:00 PM)
Missable: no
Apx Time: 20 min.
Reward -: ---
Though the bratty receptionist is still here, she does mention they sell boat
tickets, and Ryo instantly buys one (-¥69,000). Arrangements will take 3-4
hours apparently, so he's told to return by then.
SCENE #2-51: Dojo Duties
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : talk to Fukuhara after paying for ticket but before claiming it
Window -: varies
Missable: yes
Apx Time: 15 min.
Reward -: ---
This scene plays if Ryo returns home during the suggested 3-4 hour interim
period between buying the ticket and returning to claim it. Ryo asks Fukuhara
to take care of the dojo, then offers his thanks, which embarrasses his good
buddy.
SCENE #2-52: Asia Travel Company, Pt. 3
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Dobuita)
Trigger : after waiting X hours, return to ATC to claim Hong Kong ticket
Window -: regular business hours (10:00 AM - 8:00 PM)
Missable: no
Apx Time: 15 min.
Reward -: ---
This scene occurs after paying for the Hong Kong ticket, waiting four hours
(or until next day, if it's not open after a four-hour period), then visiting
again. Jimmy, ATC's owner, feigns ignorance about Ryo's ticket and mentions
no woman works for them. Ryo roughs up some of the punks and threatens Jimmy
himself if he doesn't pay, which earns quick results -- the ticket'll be
ready the following day.
SCENE #2-53: Nozomi's Orchids
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : after meeting Jimmy, approach the family's altar
Window -: day Ryo meets Jimmy only
Missable: yes
Apx Time: 10 min.
Reward -: ---
Ryo enters the altar room to find the Hazuki shrine's flowers have switched
to orchids. Ine-san, finally appearing after Ryo's Hong Kong announcement,
mentions Nozomi brought Iwao's favorite flowers for him, and that she's such
a nice girl. Who can argue with that?
Interestingly enough, Fukuhara will also (automatically) tell Ryo about the
orchids if he's met pre-event. During the afternoon, he may be standing by
the cherry tree; he enters the house around 7:00 PM.
SCENE #2-54: Shenhua
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Type ---: Cutscene
View On : Dec. 8, 1986 at earliest (Hazuki Residence)
Trigger : after meeting Jimmy, sleep back at home when able
Window -: nighttime only (8:00 PM - 11:30 PM)
Missable: no
Apx Time: ---
Reward -: ---
Ryo dreams of Shenhua, the Chinese peasant girl he's never met before, as
she's standing in a blizzard.
SCENE #2-55: House Call
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Type ---: Cutscene
View On : Dec. 9, 1986 at earliest (Hazuki Residence)
Trigger : occurs morning after meeting Jimmy at ATC
Window -: 8:30 AM
Missable: no
Apx Time: 15 min.
Reward -: ---
The morning after threatening Jimmy at Asia Travel Co., Ryo gets a phone call
about visiting You Arcade at noon to pick up his ticket. Note that Ryo leaves
immediately after the scene, so players who like doing early-morning saves'll
have to reenter (this is necessary to collect the day's allowance, too).
SCENE #2-56: Punched Ticket
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Type ---: Cutscene/Event
View On : Dec. 9, 1986 at earliest (Dobuita)
Trigger : the day after meeting Jimmy, visit You Arcade
Window -: 10:00 AM - 12:00 PM (Ryo automatically visits at noon)
Missable: no
Apx Time: 30-60 min.
Reward -: ---
Ryo arrives at the arcade for his purchase, only to find Chai, the goofus who
idolizes Lan Di. The creeper steals (and eats!) the Hong Kong ticket, then
fights Ryo in an actual battle. Failing the fight causes Fuku to interrupt
the beatdown; he brings Ryo back home and the day-ending "Ryo got beaten up"
scene plays (see: "Licking Wounds"). Beating Chai causes him to flee in pain,
while the arcade owner mentions Jimmy's in cahoots with the Chi You Men.
Not that it's important enough to list, but after Ryo leaves the Arcade (if
he won), going back in starts a follow-up chat with the owner, who reaffirms
suspicions of Jimmy. Players can see it during regular business hours, but
only if they beat Chai.
SCENE #2-57: The Dutch Connection
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Type ---: Cutscene/QTE
View On : Dec. 9, 1986 at earliest (Dobuita)
Trigger : complete the Chai Arcade fight
Window -: Asia Travel Co. regular business hours (10:00 AM - 8:00 PM)
Missable: no
Apx Time: 1 hour
Reward -: ---
After the arcade fight, players can view this scene the same day (if they won)
or a subsequent one (if they lost). After giving Ryo a bum steer on his Hong
Kong plans, Jimmy will flee his agency when our protagonist comes knockin'.
This leads to a not-so-merry QTE foot chase through Dobuita's bar district.
Part 1 Solution: L, R, L, R, L, R, A
Part 2 Solution: L, L, R, L, R, A
(In the remaster, switch all 'A' inputs for 'X'.)
Players who sampled the "What's Shenmue?" demo should be familiar with this
scene's inputs -- they're exactly the same. Ryo must get four inputs right
to pass the first part of the chase; for the second part, just half. They may
come a bit quicker than usual, though. (Missing inputs can skip future inputs
or add other ones in-between, which complicates things. Try getting the chase
down pat with exactly the same solutions above.)
SCENE #3-01: The Breadcrumb Trail
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Type ---: Cutscene
View On : Dec. 9, 1986 at earliest (Dobuita)
Trigger : start Disc 3
Window -: anytime (automatically plays)
Missable: no
Apx Time: 15 min.
Reward -: ---
This is the disc-opening scene in which Ryo lightly "interrogates" Jimmy at
his office, learning that the skinhead (Chai) is connected to the Mad Angels
gang, who run an extortion racket in the harbor.
SCENE #3-02: Nozomi's Concerns
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Type ---: Dialogue
View On : Dec. 9, 1986 at earliest (Dobuita)
Trigger : walk by Nozomi at Aida Florist
Window -: regular business hours (8:30 AM - 10:30 PM)
Missable: yes
Apx Time: 5 min.
Reward -: ---
This is another one of Nozomi's street conversations, available immediately
at Disc 3's start. She'll wonder if there's been a fight (a throwback to the
events that capped Disc 2) while Ryo spares her the details. If Ryo visits
really early in the morning when Nozomi's inside the shop, the scene still
plays when approaching her.
SCENE #3-03: Megumi's Kitten, Pt. 4
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Type ---: Cutscene
View On : Dec. 9, 1986 at earliest (Yamanose)
Trigger : approach the fox shrine
Window -: daytime only (8:30 AM - 7:00 PM)
Missable: yes
Apx Time: 15 min.
Reward -: ---
This scene automatically plays when doing the listed trigger above. Megumi
worries over the kitten who's climbed to atop the shrine; Ryo comforts her
in his usual way. Eventually, the cat jumps down, just as Nozomi was coming
to bring some medicine. After a few words, she returns back to the florist.
SCENE #3-04: Goro's Connections
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Type ---: Cutscene
View On : Dec. 9, 1986 at earliest (Amihama)
Trigger : approach (New) Warehouse #12 after an NPC mentions it
Window -: morning to early afternoon only (8:30 AM - 3:00 PM)
Missable: no
Apx Time: 20 min.
Reward -: ---
Goro appears here and offers his job-finding services, telling Ryo to meet
him the next day at noon, in front of Warehouse #1. As for triggering the
scene, the easiest NPC to find is the supervisor in Warehouse #18 -- it's
accessible anytime before nightfall. However, those starting the third disc
past 3:00 PM on the 9th can't trigger this scene until the following day.
SCENE #3-05: Shenhua's Moon
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Type ---: Cutscene
View On : Dec. 9, 1986 at earliest (Hazuki Residence)
Trigger : sleep for the first time on Disc 3
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
Ryo dreams of Shenhua, the Chinese girl, sitting pretty on a cliff against
the full moon's profile. The snow hawk flies in the background.
SCENE #3-06: Job Search
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Type ---: Cutscene
View On : Dec. 10, 1986 at earliest (Amihama)
Trigger : approach (New) Warehouse #1 any day after "Goro's Connections" event
Window -: early afternoon only (Noon - 2:00 PM)
Missable: no
Apx Time: 15 min.
Reward -: ---
Goro shows up with good news, mentioning how hard he worked to find Ryo the
job. Mai shows up to gainsay him, saying she used her connections when his
failed. Ryo has a 2:00 PM appointment at the Alpha Trading Offices. This is
across from Hisaka's lunch stand; the cutscene will show the area briefly as
well.
SCENE #3-07: Disappointment
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Type ---: Cutscene
View On : Dec. 11, 1986 at earliest (Hazuki Residence)
Trigger : miss the appointment Goro sets for Ryo
Window -: 8:30 AM
Missable: yes in general (mandatory if encountered)
Apx Time: 15 min.
Reward -: ---
This scene only plays if Ryo, after Goro asks him to meet at Warehouse #1,
flakes out. The following morning, an annoyed Goro will call and say he lied
to cover for him. In other words, this is the game's firm reminder of the
plot point.
SCENE #3-08: More Disappointment
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Type ---: Cutscene
View On : Dec. 12, 1986 at earliest (Hazuki Residence)
Trigger : miss Goro's appointment, then miss it again
Window -: 8:30 AM
Missable: yes in general (mandatory if encountered)
Apx Time: 15 min.
Reward -: ---
Like before, Goro, in his gentle annoyance, reminds Ryo to visit Warehouse
#1 at noon. Unlike before, though, seeing this scene gives an extra notepad
entry about the rendezvous.
SCENE #3-09: Job Search, Pt. 2
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Type ---: Cutscene
View On : Dec. 10, 1986 at earliest (Amihama)
Trigger : visit Alpha Trading Office after viewing first "Job Search" event
Window -: morning to afternoon only (8:30 AM - 3:00 PM?)
Missable: no
Apx Time: 3 hours (!?)
Reward -: ---
Alpha Trading is across from Hisaka's lunch stand. Visiting there starts a
meeting with Yada-san, the foreman and Ryo's new boss. He'll wonder if the
kiddo can start immediately, which jumps three hours ahead to the forklift
event.
If Ryo arrives after 3:00 PM, he'll have a shorter, different scene where the
secretary mentions Yada's manning the shift and won't be back until late. One
must return the next day instead. (On the bright side, at least she mentions
the 3:00 PM time limit, so players shouldn't foul it up a second time...)
SCENE #3-10: Forkliftin'
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Type ---: Cutscene
View On : Dec. 10, 1986 at earliest (Amihama)
Trigger : meet Yada-san at the Alpha Trading appointment
Window -: anytime during work hours (8:30 AM - 5:00 PM) on first day only
Missable: no
Apx Time: varies
Reward -: ---
Yada will ask Mark, one of the other drivers, to train Ryo on the forklift's
controls. It's all very simple, and Mark won't let one continue without doing
the basics first. Laughably, the funniest part of this event is constantly
getting it wrong or doing nothing, which makes Mark exasperated. (For the
ultimate goof-off, waste time until 5:00 PM.)
Passing the tutorial lets Ryo deliver some crates into the nearby warehouse,
until the work day ends at 5:00 PM.
SCENE #3-11: Terms of Employment
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Type ---: Cutscene
View On : Dec. 10, 1986 at earliest (Amihama)
Trigger : end the first day's work cycle
Window -: 5:00 PM (first day only)
Missable: no
Apx Time: 20 min.
Reward -: ¥2000
This is a twofer that immediately follows the forklift tutorial. Yada explains
how drivers are paid and how to earn raises by fulfilling quotas. Ryo gets his
¥2000 at this point -- he doesn't get any extras for delivering crates during
Mark's tutorial. The second scene starts outside the building, where Mark
reminds Ryo to be at the harbor at 9:00 AM from now on. Why? It's a secret!
SCENE #3-12: Sleazy Rider
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Type ---: Cutscene/QTE
View On : Dec. 10, 1986 at earliest (Amihama)
Trigger : complete the forklift tutorial
Window -: nighttime only (7:00 PM - 11:30 PM)
Missable: yes
Apx Time: 20 min.
Reward -: ---
Ryo can view this event as early as his first working day by approaching the
area where Hokuhoku Lunches sets up in the daytime. Ryo will find Mad Angels
bedeviling the helpful bum (Shozo Miyuki) from events past. Our protagonist
will agree to do a chicken race in exchange for leaving him alone.
This is a one-time-only QTE event, winnable by doing half the [A, down, L, R]
inputs correctly. The PS4 remaster equivalent is [X, Down, L, R]. Failing by
doing one input or less sadly doesn't careen Ryo into the murky waters, but
getting all inputs correct gives the cheating opponent that fate!
SCENE #3-13: The Forklift Race
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Type ---: Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : start the first official day of work
Window -: 8:45 AM - 10:30 AM maximum (every day Ryo is employed at harbor)
Missable: no
Apx Time: 90 min.
Reward -: Forklift No. 1-5 (repeatable)
The day after being hired by Yada-san, and most days after that, Ryo will
wake up at the crack of dawn and travel to Amihama (automatically) for the
daily three-lap forklift challenge.
The route begins at the corridor behind Alpha Trading, travels into the plaza
near Tomato Mart, then to the awkward seaside footpath toward Alpha Trading's
other side. From there, the racers go past Warehouse #1, use the peripheral
route to loop around Warehouse #8, then head back towards the start.
Amihama's course is always the same, and Ryo always starts in fifth place.
The carts are arranged in order of speed, so Lift #1 will always place first
if Ryo doesn't overtake it. Finishing the race earns a forklift capsule toy
that represents the placing, i.e. first place gets Forklift No. 1, last place
gets Forklift No. 5, etc. With practice, one can collect the whole set! Note
that the only time one can race is early in the morning; racing doesn't occur
at any other time.
SCENE #3-14: Working for the Man (Day 1)
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Type ---: Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : finish the first forklift race
Window -: morning (10:30 AM - 12:00) and afternoon (2:00 PM - 5:00 PM)
Missable: no
Apx Time: 4.5-5 hours
Reward -: ¥300 per crate delivered (quota: 10)
Ryo's first day on the job will have him working in the mornings and during
the afternooon. In-between then, he'll have a lunch break in which he can
run around and question NPCs or while away his hours.
The first day's task is delivering crates from the Old Warehouse District's
main gate to Warehouse #18 near the Tomato Mart. A simple route by any means,
but forklifters have to be mindful of NPCs -- they're mobile impediments and
can annoy quota seekers.
SCENE #3-15: Marked Target
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Type ---: Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : reach first day's lunch break
Window -: during first day's lunch break only (12:00 - 2:00 PM)
Missable: no (it also restarts if failed)
Apx Time: 30 min.
Reward -: ---
Mark and his bento box are violently assaulted by two Mad Angels, forcing an
intervention from Ryo. Both are semi-proficient fighters, a bit above Enoki's
level. The red-haired guy uses Enoki's crouching headbutt lunge while the
camo-wearing goon has a kick that propels Ryo several feet away. After
disposing of them, Ryo learns they think Mark sold 'em out to Master Chen.
SCENE #3-16: Rookie Mistake
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Type ---: Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : deliver at least two crates
Window -: afternoon (3:00 PM - 5:00 PM) on first day of employment only
Missable: yes
Apx Time: 30 min.
Reward -: ---
Players can experience this scene when entering Warehouse #18 after 3:00 PM
if they've delivered two crates or more. Three veteran workers will accost
Ryo during his run, suggesting he pay the usual "insurance". Of course, Ryo
refuses, leading to a rather easy fight. If one manages to lose, however, the
thugs take every last cent.
The event only occurs after delivering so many crates, however, so there's no
special "how does Ryo get home without bus fare?" scenarios.
SCENE #3-17: Payday
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Type ---: Cutscene
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : finish a working day
Window -: 5:01 PM (everyday while working in Amihama)
Missable: no
Apx Time: 7 min.
Reward -: ¥300-600 per crate delivered
This scene will play anytime Ryo finishes a day of employment in Amihama. His
boss Yada-san will give a paycheck and comment on his work: praise for seeing
the quota through, light chastising for not meeting it.
SCENE #3-18: Goro's Reticence
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Type ---: Cutscene
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : finish the first day of forklift work
Window -: late afternoon (5:07 PM - 5:30 PM) on first day of work only
Missable: no
Apx Time: 20 min
Reward -: ---
Goro meets Ryo outside Alpha Trading, and says pretty much the same things
he's been saying when interrogated on the street: the Mad Angels are bad news
and he doesn't want to talk about 'em! Apparently, someone got cement shoes
for drawing their ire... (Well, fishermen have apparently seen them dumping
into the harbor, so it could be true...)
SCENE #3-19: Swallow Dive Tutorial
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Type ---: Cutscene/Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : walk NW of Alpha Trading after first day of work
Window -: late afternoon and night (5:30 PM - 11:30 PM) only
Missable: yes
Apx Time: 45 min.
Reward -: ---
Gui Zhang can show up to show one of his patented kicks: the Swallow Dive,
performed with Back+A (Back+X in remaster). Like previous tutorials, Ryo can
practice the move his heart's desire if he accepts the goodwill, but can also
decline entirely, permanently missing out on learning it. After training, Ryo
and Gui Zhang talk by the seaside for a bit.
Note: learning Swallow Dive replaces the Side Reaper Kick.
SCENE #3-20: Shadow Step Tutorial
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Type ---: Cutscene/Event
View On : Dec. 11, 1986 at earliest (Amihama)
Trigger : view the "Sleazy Biker" event on the previous day, then walk by
| Tomato Mart/Warehouse #18 after the first day of work
Window -: after-work hours (5:30 PM - 11:30 PM) on first day of work only
Missable: yes
Apx Time: 20 min.
Reward -: ---
Approaching part of the Tomato Mart plaza earns a fun scene with the friendly
bum, who's interested in teaching his sensei's old Shadow Step move -- it's
a slick dodge performed with Forward + X + Y. (In the remaster, the combo is
instead Forward + Triangle + O.)
Like all tutorials, rejecting the offer for knowledge foolishly wastes the
opportunity to learn it. Shozo also mentions using Warehouse #4 for martial
arts practice, and that he'll sometimes be there himself. (All warehouses
lock at nightfall, however, if there's no plot-related need to enter.)
The tutorial is only given if Ryo came to the bum's aid during the "Sleazy
Rider" event, regardless of winning or losing the race. Skipping the event
entirely -- which is honestly hard to do -- means Shadow Step, plus future
bum-related scenes, are lost for good.
SCENE #3-21: Phoenix Dreams
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Type ---: Cutscene
View On : Dec. 11, 1986 at earliest (Hazuki Residence)
Trigger : sleep after first day of harbor work
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
Ryo dreams of a Phoenix Mirror, a cherry tree and a blizzard. Hmm...
SCENE #3-22: Workin' for the Man (Day 2)
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Type ---: Event
View On : Dec. 12, 1986 at earliest (Amihama)
Trigger : start the second day of harbor work
Window -: normal work hours (10:00 AM - Noon; 2:00 - 5:00 PM)
Missable: no
Apx Time: 4.5-5 Hours
Reward -: daily paycheck (at least ¥300/per crate)
Ryo's second task is taking crates near the harbor cafeteria to Warehouse #3,
the site of Mark's forklift tutorial. Although it's tempting to use the
seaside route, it's a common area for NPCs/forklifts/animals to go, making it
the main reason players lose time. Instead, taking the crossroads near the
harbor entrance is much easier, especially when driving in first-person mode.
Players will lose some time in the afternoon thanks to an event, so quota
seekers (need 8) may need to pick up the slack in the early hours.
SCENE #3-23: Lunch Line
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Type ---: Cutscene
View On : Dec. 12, 1986 at earliest (Amihama)
Trigger : start/repeat the second day of harbor work
Window -: noon only
Missable: no
Apx Time: 5 min.
Reward -: ---
Just a small scene that plays at the beginning of some lunch hours, provided
Ryo isn't otherwise proccupied. Ryo, Mark and the other forklift drivers eat
near the Alpha Trading building's chain-link fence. There's some unique chats
if one talks to the others, but none of it's very impacting.
SCENE #3-24: Rookie Mistake, Pt. 2
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Type ---: Cutscene
View On : Dec. 12, 1986 at earliest (Amihama)
Trigger : enter alley by Hokuhoku Lunches while a crate is on the forklift
Window -: late afternoon (3:30 PM - 5:00 PM) on second day of work only
Missable: no (must eventually be seen to progress plot)
Apx Time: 45-60 minutes
Reward -: ---
Moving between the alley nearest Hokuhoku Lunches' stand automatically starts
another harassment scenario -- this time, with Ryo being lured into Warehouse
#3 by five thugs. Luckily, they're comprised of the same veteran pushovers
from before, so it's a simple matter. Afterwards, the four thugs who accosted
Ryo at the Dobuita parking lot show up for bonus round. Their power levels
haven't really improved, luckily. They also start farther away, rather than
around Ryo, so a good Cyclone Kick (etc.) can take a couple out at the start.
This time, there's no penalty for losing, other than a restart and damaged
pride, and health regenerates between matches. After, an interrogated thug
tells the Mad Angels are at Warehouse #17. Of course, the graffiti says the
gang's name right on the warehouse door, and Ryo was there earlier during
"The Trouble with Mai" events, so this should surprise no one...
SCENE #3-25: Shadow Blade Tutorial
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Type ---: Cutscene
View On : Dec. 12, 1986 at earliest (Amihama)
Trigger : learned Shadow Step from Shozo Miyuki
Window -: after-work hours (5:00 PM - 11:30 PM) on second day of work only
Missable: yes
Apx Time: 30 min.
Reward -: ---
In the Tomato Mart plaza, the friendly bum offers to teach Ryo the Shadow
Blade maneuver, harnessing Shadow Step's maneuverability. It's done by facing
a foe, using [Forward+Y+B], then striking [X] immediately afterwards to hit
their unprotected neck. The PS4 equivalent is [Forward+Triangle+O] followed
by a punch with [Square].
Since the tutorial capitalizes on Shadow Step, players who didn't learn it
won't encounter this event. Also somewhat different from previous tutorials,
Ryo can't refuse its knowledge or practice it on the spot. Sparring with Fuku
is one of the only reliable ways to brush up.
SCENE #3-26: Marked Target, Pt. 2
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Type ---: Cutscene
View On : Dec. 12, 1986 at earliest (Amihama)
Trigger : learn the Mad Angels hang out at Warehouse #17
Window -: after-work hours only (5:00 PM - 11:30 PM)
Missable: no
Apx Time: 50 min.
Reward -: ---
This is a two-part segment. Approaching Warehouse #17's shipside plaza will
start a 7-man fight against the Mad Angels, including the two formidable men
who delivered Mark's beatdown earlier. They're still formidable here, which
is a little funny, since the ranks are boosted with red-jacketed pushovers
who can barely handle a few grapples/kicks.
The fighting segment restarts if it fails. Afterwards, Mark will chat with
Ryo about his missing brother, who he thinks has already been killed by the
Mad Angels for leaking info about the Chi You Men.
SCENE #3-27: Workin' for the Man (Day 3)
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Type ---: Cutscene
View On : Dec. 13, 1986 at earliest (Amihama)
Trigger : reach third day of harbor work
Window -: normal work hours (10:00-Noon, 2-5 PM)
Missable: no
Apx Time: 4.5-5 hours
Reward -: daily paycheck (¥300 per delivered crate minium)
Ryo's third day on the job involves taking crates from near Warehouse #8 to
Warehouse #18, which most players know is by the Tomato Mart. It shares many
similarities to the previous day's route, mostly in that the alley nearest
Hokuhoku Lunches is the most common area of annoyance (many NPCs/forklifts
appear there) and the main stretch behind Alpha Trading is the quickest way
to and fro. The seaside route, which shares many of the same NPC impediment
troubles, can be avoided again. The quota is 8 crates.
SCENE #3-28: Picture Perfect
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Type ---: Cutscene
View On : Dec. 13, 1986 at earliest (Amihama)
Trigger : reach third day of work
Window -: noon on third day of work only
Missable: no
Apx Time: 30 min.
Reward -: Photo of Nozomi
After lunch, Eri and Nozomi will show up and start a spontaneous photograph
session with Ryo. Players have a choice between the two polaroids: one with
the two close together, one with them apart. (Whichever Ryo doesn't pick is
given to Nozomi.) Those who've been skipping Nozomi's earlier events will now
learn she's going to Canada, and wanted a pic as a keepsake. That explains
why her feelings are a little hurt if Ryo chooses the "far apart" polaroid...
SCENE #3-29: Sleazy Rider, Pt. 2
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Type ---: Cutscene/QTE
View On : Dec. 13, 1986 at earliest (Amihama)
Trigger : learn the bikers hang out by the cafeteria at night
Window -: nighttime only (7:00 PM - 11:30 PM) on third day of work only
Missable: no
Apx Time: 1 hour
Reward -: ---
To make up for a rather uneventful third day, the nighttime portion is a
multi-part suite of pain. The first three portions are a QTE chain, comprised
of a plaza confrontation and two motorcycle chases. Certain inputs -- denoted
with parentheses -- instantly fail the chain, forcing a reset. In the PS4
remaster, all "A" inputs are "X" instead.
Part 1 - R, L, (A)
Part 2 - L, (L), (A)
Part 3 - R, R, R, L, (L)/R, L/(R)
After the chase section, Ryo ends up at the Warehouse #17 loading bays with
five of Charlie's cronies to fight. They're all "red jacket" caliber n00bs
that fall to a few good blows/grapples. The event's nightcap is a sparring
match with Charlie himself. He's definitely above Enoki's tier, both in terms
of damage and parrying. His spinning backhand and knee-to-stomach grapples
are particularly damaging, and his kick combos give a bit of reach to his
short-ranged repertoire.
Winning the fight reveals that Lan Di hasn't left for Hong Kong yet, giving
Ryo a possible opportunity to fight him...?
SCENE #3-30: Dream of Lan Di
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Type ---: Cutscene
View On : Dec. 13, 1986 at earliest (Hazuki Residence)
Trigger : sleep after third day of work
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
This is a small dream sequence featuring Lan Di as the Phoenix Mirror twirls
in the background.
SCENE #3-31: Workin' for the Man (Day 4)
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Type ---: Cutscene
View On : Dec. 14, 1986 at earliest (Amihama)
Trigger : start the fourth day of work
Window -: normal work hours (10:00 AM - Noon; 2:00-5:00 PM)
Missable: no
Apx Time: 4.5-5 hours
Reward -: daily paycheck (¥300 per crate minimum)
The fourth Amihama workload requires taking crates from Warehouse #15 -- near
the Mad Angels' hangout -- to the now-common Warehouse #18. The downside is
obvious: the distance makes the zig-zaggy seaside walkways the shortest route,
one often filled with forklifts and NPCs. Luckily, the quota holds steady at
eight crates.
SCENE #3-32: Rookie Mistake, Pt. 3
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Type ---: Cutscene/Event
View On : Dec. 14, 1986 at earliest (Amihama)
Trigger : approach Warehouse #12 from any direction
Window -: afternoon (3:00 PM - 5:00 PM) on fourth day of work only
Missable: no
Apx Time: 30 min.
Reward -: ---
After finding Goro in a post-beatdown state, Ryo is lured into a fight at
Warehouse #1 with the disgruntled veterans and Mad Angels rejects. This time
the fight is only in QTE form [solution: B, A, B, A, A, B, Left, Down, A]. To
do the PS4 equivalent, try [O, X, O, X, X, O, Left, Down, X]. The rout fails
if too many inputs are screwed up. The most notable part of the workers'
threats is targeting his family and friends...
SCENE #3-33: Long Zha
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Type ---: Cutscene
View On : Dec. 14, 1986 at earliest (Amihama)
Trigger : see the third "Rookie Mistake" event earlier in the day
Window -: 5:00 PM only
Missable: no
Apx Time: 15 min.
Reward -: ---
After work, Ryo automatically finds Mark, who has some new info: the Angels
are on edge over a "Long Zha," something to do with their upcoming meeting.
Ryo has no idea what it means, though...
SCENE #3-34: Cross Charge Tutorial
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Type ---: Cutscene/Event
View On : Dec. 14, 1986 at earliest (Amihama)
Trigger : start the fourth day of work
Window -: after-work hours (5:00 PM - 11:30 PM) on fourth day of work
Missable: yes
Apx Time: 15 min.
Reward -: ---
This scene automatically plays when approaching Amihama's Tomato Mart plaza
on the fourth day of work (day after chasing/beating up Charlie), but only if
Shadow Step and Shadow Blade were learned earlier. The bum will impart his
final technique: the Cross Charge, performed with [Forward, Forward+X+B]. Done
right, Ryo evades a blow and strikes a foe's exposed side. The PS4 remaster
equivalent is [Forward, Forward+Square+O].
Like the previous bum technique, there's no practice session or anything, so
interested players will have to scrounge up training dummies the best they
can. (Of course, Fukuhara's spars aren't available at this point, so there's
not a lot one can do right now.)
SCENE #3-35: Workin' for the Man (Day 5)
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Type ---: Event
View On : Dec. 15, 1986 at earliest (Amihama)
Trigger : learn about the Long Zha
Window -: regular work hours (10-12, 2-5 PM)
Missable: no
Apx Time: 4.5-5 hours
Reward -: ---
This day's task is a little different. Ryo has to take brown crates (near the
the OWB main entrance) to Warehouse #8 past Hokuhoku Lunches' stand, then
take that building's red crates to Warehouse #18. Then, it all repeats! Only
ten crates total need to be delivered to hit quota, thankfully. Note that the
"Runner's High" event below can interrupt the final hour and change, so do
the brunt of the quota in the morning.
SCENE #3-36: Marital Bliss
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Type ---: Cutscene
View On : Dec. 15, 1986 at earliest (Amihama)
Trigger : reach the lunch hour of fifth day of work
Window -: 12:00 Noon
Missable: no
Apx Time: 15 min.
Reward -: ---
Goro will announce he's "going straight" and plans on marrying Mai, who,
surprisingly, isn't revolted at the idea. The delinquent's sudden reformation
means he stops spawning in the harbor. (On another note, there's no way to
tell Hisaka the good/bad news!)
SCENE #3-37: Runner's High
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Type ---: Cutscene/QTE
View On : Dec. 15, 1986 at earliest (Amihama)
Trigger : reach fifth day of work (see below for other info)
Window -: late afternoon work hours only (3:30-4:30 PM)
Missable: no
Apx Time: 60 min.
Reward -: ---
This event has a very specific trigger: approaching Tomato Mart's pier
intersection from the NW (where Tom's usually set up) with a crate loaded on
the forklift. Doing it right leads to a QTE foot chase with Tony and Smith,
two local hoods fleeing the scene.
The first section is just a general foot chase, and contains a split-path
decision of little meaning -- picking "left" only creates an extra "left"
input that otherwise wouldn't occur. The second split-path choice decides
which of the thugs to chase: left for Tony, right for Smith.
Part 1 --------- L, B, B, L, A, L/R, L
Part 2 (Tony) -- L, R, A, R, L, R
Part 2 (Smith) - R, A, L, R, L, R
For those doing the PS4 remaster, the equivalent inputs are:
Part 1 --------- L, O, O, L, X, L/R, L
Part 2 (Tony) -- L, R, X, R, L, R
Part 2 (Smith) - R, X, L, R, L, R
It doesn't matter which thug is pursued, since they both cough up the same
info when cornered: Terry is the Mad Angels' leader.
SCENE #3-38: Chen's Insight
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 15, 1986 at earliest (Amihama)
Trigger : confront Terry/Smith during work hours, then finish the work day
Window -: 5:00 PM
Missable: no
Apx Time: 35 min.
Reward -: ---
This scene automatically plays after work, provided Ryo learned about Terry
from his low-level goons. Yada will give Ryo a letter from Gui Zhang, which
spurs him to visit Old Warehouse #8. Master Chen notes that Lan Di isn't
involved with the Long Zha, and that the deal is drug-related. If the Angels
cement their drug routes in Amihama, Chen's business will be submarined. The
wise master suggests Ryo back off for now, and for once, Ryo listens.
SCENE #3-39: Nozomi's Disappearance
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 15, 1986 at earliest (Hazuki Residence)
Trigger : sleep on the fifth day of work
Window -: 11:45 PM
Missable: no
Apx Time: 20 min.
Reward -: ---
After an uncharacteristic nighttime stroll, Ryo returns home to find Ine-san
worried about Nozomi -- apparently she hasn't come home yet. A short phone
call later, Ryo learns she's been taken by Chai to Warehouse #17...and he
expects the youngster to get there within four hours.
SCENE #3-40: Racing the Clock
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Event-esque
View On : Dec. 16, 1986 at earliest (Yokosuka)
Trigger : learn Nozomi's been kidnapped
Window -: special morning hours only (12:05 AM - 3:00 AM)
Missable: no
Apx Time: 3 hours
Reward -: ---
Ryo knows he can't reach Amihama if he doesn't leave the area by 3:00 PM, so
that effectively becomes the cut-off point. Most places that are open (like
the Dobuita bar district shops) are duds...except for Bar Yokosuka's Saijo.
He suggests borrowing a buddy's motorcycle, which reminds Ryo that Naoyuki's
got one. Visiting that friend's house in Sakuragaoka -- it's near Abe Store
and has a bike in front of it -- finishes the event. (Use the gate doorbell,
if it's not obvious.) Failing the event restarts it.
SCENE #3-41: Racing the Clock, Pt. 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Yokosuka)
Trigger : borrow Naoyuki's motorcycle
Window -: special hours only (3:00 AM - 4:00 AM)
Missable: no
Apx Time: 1 hour
Reward -: ---
This racing minigame takes Ryo through Yokosuka toward Amihama. In the day,
it'd be a fun drive; at night, and with a two-minute clock, it's more than
nerve-wracking. Part of the frustration is that there's not a lot of room for
error, and it's very common for players to fail the event a few times before
getting the hang of it. There's no real trick besides smart racing -- drift
around corners properly, brake well to maintain speed without hitting any
guardrails, etc. Thankfully, there's no traffic to screw up runs further.
One of the best tips about braking is simply not trying to accelerate at the
same time -- this doesn't really help drifting issues. (Remember, grinding on
a guardrail drastically reduces speed until it hits zero.) Instead, rounding
turns is best done by a combination of lowered acceleration, braking, and
reorienting the bike so it avoids the rail.
Failing the event restarts it all the way from the Sakuragaoka scene, so it's
a bit frustrating on that end, too. Success comes by exiting Dobuita's main
highway, finishing the Amihama tunnel, then reaching the docks before time's
up. The last two segments take about 30 seconds in all, if a player's good.
SCENE #3-42: Need for Speed
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : race through Yokosuka and reach the docks in time
Window -: ---
Missable: no
Apx Time: 30 min.
Reward -: ---
This scene plays if Ryo makes it to Amihama on time. He races through the
empty streets and yards to find Warehouse #17. A man on a mission!
SCENE #3-43: Terry's Gang
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : reach Amihama after the Yokosuka racing event
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
After arriving, Ryo is beset by seven of Terry's grunts, many who've been on
the receiving end of earlier beatings.
SCENE #3-44: Terry's Gang, Pt. 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : defeat Terry's outdoor thugs
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
After sending a few Angels to heaven on the streets, Ryo is attacked by seven
more. This is similarly easy
SCENE #3-45: Terry
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : defeat Terry's indoor thugs
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
Terry gives Nozomi back, but at a cost -- Ryo needs to beat up Gui Zhang so
he can't walk. Apparently, Chen and his son have been nuisances for too long.
Ryo "accepts" the deal while adding his own condition: he wants to meet Lan
Di. The deal done, Ryo leaves. Unbeknowst to him, Chai has seen the whole
thing...
SCENE #3-46: Midnight Rider
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : meet Terry
Window -: sometime before 6:00 AM (the game doesn't show proper time here)
Missable: no
Apx Time: ---
Reward -: ---
With Nozomi safe, Ryo takes his li'l lady on a ride out of Amihama. Players
are treated to an adorable scene as they ride through town, Nozomi hugging
Ryo all the while. The song that plays here is Isayama Mio's "Wish".
SCENE #3-47: Iwao's Spirit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Hazuki Residence)
Trigger : sleep after rescuing Nozomi
Window -: set morning hours only (7:45 AM)
Missable: no
Apx Time: 15 min.
Reward -: ---
Rather than immediately going to Amihama for work, Ryo makes time to meditate
in the dojo. He imagines his father with katana in hand, which steels his
resolve.
SCENE #3-48: Lunch with Tom
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : rescue Nozomi
Window -: early morning only (somewhere between 10:00-10:45 AM)
Missable: no
Apx Time: ---
Reward -: ---
Visiting Amihama starts an automatic scene with Tom. Ryo accepts his invite
to have lunch with him.
SCENE #3-49: Fired!
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : reach the sixth day of work
Window -: early morning only (somewhere between 10:00-10:45 AM)
Missable: no
Apx Time: 20 min.
Reward -: ---
Yada gives Ryo his pink slip, mostly because of the troublesome reputation
he's acquiring lately. At least he acknowledges that Ryo's not completely at
fault!
SCENE #3-50: Good Friend
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : get fired from the harbor job, then call Nozomi
Window -: special noontime hours (11:30 AM - 12:30 PM) only
Missable: yes
Apx Time: 10 min.
Reward -: ---
This is an easily missed cutscene of sorts, activated by phoning Nozomi from
any phone (her number is 22-5508, remember). Ryo will break his stone-faced
act, nearly admitting he cares about her!
SCENE #3-51: Doublin'
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Dialogue
View On : Dec. 16, 1986 at earliest (Dobuita)
Trigger : get fired from the harbor job, then talk to Nozomi in Dobuita
Window -: special noontime hours (11:30 AM - 12:30 PM) only
Missable: yes
Apx Time: 5-10 min.
Reward -: ---
If Ryo goes back into town and finds Nozomi at her florist job, he can share
a special chat. She's appreciative for his rescue and wonders if they can
double on the motorcycle again sometime, to which Ryo agrees. D'aww...
SCENE #3-52: That Night
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Dialogue
View On : Dec. 16, 1986 at earliest (Hazuki Residence)
Trigger : get fired from the harbor job, then talk to Ine-san
Window -: special noontime hours (11:30 AM - 12:30 PM) only
Missable: yes
Apx Time: 15 min.
Reward -: ---
If Ryo returns home in the small 90-minute timeframe, approaching Ine-san in
the kitchen starts an automatic chat about Ryo's intentions. Without giving
her the runaround, he finally confesses he's after his father's killer. The
kindly caretaker only asks that he return safely.
SCENE #3-53: Tornado Kick Tutorial
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : visit Tom after getting fired
Window -: fixed hours only (11:00 AM - 12:30 PM)
Missable: no
Apx Time: 9-10 hours (viewing automatically advances to 10:00 PM)
Reward -: ---
Should Ryo visit his dreadlocked buddy, he'll have a chance to learn a nice
two-hit kick technique [Forward, Forward, A, A]. The PS4 equivalent is simply
[Forward, Forward, X, X] As it turns out, it's the last kindness Tom can do
-- he's almost ready to return to the States. In a nice final scene, the two
cement their friendship over the fast food, and later, Ryo watches his jet
take off from afar.
Unlike the bum's last few tutorials, Ryo can refuse the going-away present,
missing it completely.
SCENE #3-54: Terry's Plot
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event/QTE
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : automatically occurs late at night, day after rescuing Nozomi
Window -: late night only (10:00 PM)
Missable: no
Apx Time: ---
Reward -: ---
Ryo will have to fight Gui Zhang at the appointed time, although after a bit
of sparring, our protagonist lets the acquaintance in on his act. Continue
battling (it's similar to the Gui Zhang "fight" in Sakuragaoka, only he's got
a better skillset) until the two exhaust each other. Make sure to pass the
final one-prompt QTE (right) to avoid having any head-splattering outcomes.
Fun fact: players don't have to throw a single punch the entire battle, since
the fight's on a special timer. Ryo's health will never dip below four orbs,
no matter how much of a beating he receives.
SCENE #3-55: The 70-Man Battle
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : save Gui Zhang in the previous fight
Window -: late night only (10:00+ PM)
Missable: no
Apx Time: varies (lasts all night for that given day and breaks curfew)
Reward -: ---
True to its name, Ryo and Gui Zhang will take on a boatload of participants,
as they move from Warehouse #4 toward Warehouse #17. Most of the enemies are
fodder, appearing in-between the harder opponents who'll be introduced in
special cutscenes. They're fought in this order:
• Shingo Murasaki -- he's the one who was beating on Mark a few days prior.
He's mostly known for his kicks, so keeping him at bay with Swallow Dive
or other similarly long-reaching abilities helps.
• Satoshi Nagata -- this is Terry's lieutenant who wields a pipe. He also has
several kicks, giving him good range no matter what he does. Ryo can still
tip the odds in his favor by backing out of his kick combo range, then
doing one of his own as he (Redjacket) moves in closer. For instance, try
a Back+Y technique to slink away, then using a Cyclone Kick to deal huge
damage. Low kick techniques (Crawl Cyclone, for instance) can work as well,
since Redjacket only uses mid/high ones.
• Pedro Warren -- this is the tall thug with the police cap on. He's much
tougher than any opponent fought this far, and has a wide range of attacks
(Enoki's headbutt, 2-punch combo, mid/high kick combo) plus three unique
suplexes/grapples. Coupled with his preternatural parrying abilities, he's
around Chai's level of toughness. Careful dodging -- that is, backing up to
lure him into doing a combo, then hitting him to damage and heal -- is one
of the only ways to outlast his powerful abilities.
Dealing damage is how Ryo regains health during the fight, so it helps to
eliminate fodder enemies as quickly and cleanly as possible. A single Cyclone
Kick (or any high-damage/mastered move) will work for that. Don't forget to
map abilities to R-Trigger either. Using Crawl Cyclone against Terry's Right
Hand thug can work well, interrupting his headbutt and mid-range attacks while
avoiding his powerful jump kick and grapples.
SCENE #3-56: Anticlimax
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/QTE
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : defeat the 70-man battle
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
Immediately after kicking every Amihama thug's ass, it's time to eliminate
the smug-looking boss. This is done with a one-input QTE (solution: right) to
avoid being smacked with Terry's pipe. (Failing the event restarts it from
this point, so no redoing the last major event.) Surprisingly, Terry goes
down with nary a fight! He also reveals that Chai took Lan Di to the offshore
ship.
SCENE #3-57: Gui Zhang's Pride
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : defeat Terry
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
This occurs at an unspecified time after Terry's defeat. Gui Zhang, in a nice
mood, offers to help Ryo's vendetta against Lan Di, and suggests getting in
contact with him later.
SCENE #3-58: Iwao's Photo
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 16, 1986 at earliest (Amihama)
Trigger : didn't collect Iwao's photo earlier + defeat Terry
Window -: early morning (~5:00 AM) only
Missable: yes
Apx Time: 20 min.
Reward -: Photo of Father
If Ryo didn't obtain his father's picture from the secret dojo basement, it's
obtained at this point. The scene doesn't differ much from the "who's this
with my father" sentiment that Ryo normally expresses. Interestingly enough,
the game considers
SCENE #3-59: Fond Farewells
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : defeat Terry and then sleep
Window -: 8:45 AM
Missable: no
Apx Time: 20 min. (first scene), 30 min. (second scene)
Reward -: ---
This automatically occurs the morning after Terry's defeat. Ryo sets off from
his house without saying goodbye, only to be stopped by Fukuhara on his way
out. He gives Ryo some money from the family; Ine-san silently eavesdrops on
the exchange. Afterwards, Ryo walks alone through Dobuita's early-morning
crowd en route to the bus.
SCENE #3-60: Swallow Flip Tutorial
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : reach Amihama the day after defeating Terry
Window -: automatic
Missable: no
Apx Time: ---
Reward -: ---
Master Chen's farewell gift is the Swallow Flip, the most sacred move in his
arsenal. It's done by a side counter (Back+X), immediately tripping them (A),
then striking (X) while they're down. The PS4 equivalent is [Back+Square],
[X], then [Square] again. Gui Zhang acts as a training dummy for this portion
once Ryo shows a small amount of mastery.
SCENE #3-61: Chai Appears
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/Event
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : finish the Swallow Flip tutorial
Window -: automatic
Missable: no
Apx Time: ---
Reward -: ---
Immediately after Chen's going-away present, Chai will dislodge a girder and
have it injure Gui Zhang's leg. Ryo will then have to fight the bald munchkin
on his own.
SCENE #3-62: Chai Disappears
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene/QTE
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : defeat Chai
Window -: automatic
Missable: no
Apx Time: ---
Reward -: ---
After Chai's beatdown, he reveals Lan Di already left for Hong Kong. There's
a shot of him and his two bodyguards on a speeding motorboat, heading for the
offshore vessel. With his final burst of energy, Ryo is forced to fend off
the goon with a QTE where any missed input ends in failure. The solution is
[Down, A, A, B] in the original and [Down, X, X, O] in the remaster. There's
a satisfying "burial at sea" for Chai if one wins, and a short restart if one
fails.
Either way, Gui Zhang won't be able to travel with Ryo, so instead, Master
Chen gives a letter to Tao Li Shao, one of Hong Kong's elder masters, who'll
help in his stead.
SCENE #3-63: Nozomi's Goodbyes
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : defeat Chai once and for all
Window -: ---
Missable: no
Apx Time: ---
Reward -: Nozomi's Amulet
With Chai gone, Ryo prepares to disembark. He thinks back to the previous
night where he met with Nozomi at the Yamanose fox shrine. She offers him a
good luck amulet, hoping it'll keep him safe in her stead.
SCENE #3-64: Departure
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : Dec. 17, 1986 at earliest (Amihama)
Trigger : reach the game's end
Window -: ---
Missable: no
Apx Time: ---
Reward -: ---
Ryo boards the boat docked near Warehouse #17 and moves onto the top deck as
it sets sail. Master Chen looks on, as Shenhua's game-opening legend recites
again. At the very end, her face appears in the heavens as the North Star
twinkles brightly. (The credits roll after this.)
_______________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
CALENDAR-SPECIFIC SCENES (ODDS & ENDS) |=======================================
_______________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is the miscellaneous section for events that both exist outside of the
main plot's progress and require a specific calendar timing to view. As such,
players who are breezing through the game will often miss most, if not all,
of these.
SCENE: Yukawa's Sushi
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Dialogue
View On : 9th day of any month at Takara Sushi (Dobuita)
Trigger : Obtain both Yukawa figurines from the Abe Store raffle
Window -: nighttime only (8:00 PM - 9:00 PM)
Missable: yes
Apx Time: 10 min.
Reward -: ---
This is one of the odder, and more difficult, scenes to trigger in the game.
To begin, Ryo must obtain both of the rare Yukawa figurines (Happi & Suit) in
the Sakuragaoka store's raffle, which one enters by buying food. Then, visit
Takuara Sushi -- the shop next-door to Aida Florist in Dobuita -- during the
given nighttime hours.
With the stage set, players can see Mr. Yukawa working behind the counter.
When Ryo talks to him, however, he runs away, harkening back to his adventure
in "What's Shenmue?". Those who don't want to go through the rigamarole of
finding rare items and waiting a month can simply watch the following Youtube
video!
https://www.youtube.com/watch?v=TyyU9oct-oY
SCENE: Nozomi's News
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : any day after Christmas (December 26th, 1986 at earliest)
Trigger : viewed "Nozomi's Confession" scene
Window -: nighttime only (7:00 - 11:30 PM)
Missable: yes
Apx Time: 4.5 hours (!?)
Reward -: ---
This is a special post-Christmas scene that plays when nearing Sakuragaoka
Park after locating the Phoenix Mirror. Ryo will stumble upon Nozomi crying
by herself, and learns about her travel plans to Canada. She asks him to stay
with her for awhile and rests her head on his shoulder. (It'd be even more
adorable if Ryo wasn't saying "yeah" and other one-word responses...) The
scene automatically moves the timer to 11:30 PM once finished.
A few more things of note:
• It doesn't play if one missed Nozomi's previous late-night park event
• It doesn't play if one hasn't obtained the Phoenix Mirror yet (apparently)
• It can play on any day after Christmas, even months and months ahead!
• Later in the game, if the scene is available, talking with Eri on the You
Arcade street corner will mention Nozomi crying in the park -- this adds a
notepad clue about it. Eri may do her usual "tell Ryo off" nonsense if one
tries talking to her the day of finding the Phoenix Mirror, though.
Also, calling Nozomi the next morning results in a quick scene where she
apologizes to Ryo. Her cuteness knows no bounds!
SCENE: New Year's Day
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: n/a
View On : January 1, 1986 only
Trigger : reach the new year
Window -: all day (8:30 AM - 11:30 PM)
Missable: yes
Apx Time: ---
Reward -: ---
This isn't an event like the other entries, but it's worth mentioning all the
same. For New Year's, many of the younger Yokosuka women -- like Noriko, Eri,
Miki and unnamed NPCs -- will dress in traditional kimonos, plus Dobuita's
streets are decorated a bit with flowers. Note that the usual NPC scripts and
dialogue may still be active. (Oddly enough, Nozomi doesn't dress up!)
SCENE: The Bad Ending
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Type ---: Cutscene
View On : April 15, 1987 (the final available day)
Trigger : reach April 14th, then sleep
Window -: ---
Missable: yes
Apx Time: ---
Reward -: ---
If players reach the final in-game day, they're treated to a "lovely" scene
in which Ryo finds Lan Di beating up Fuku in their dojo. When Lan Di says
he's there for the second mirror, Ryo attacks and is hit with his nemesis'
powerful punch (presumably killing him -- we saw what it did to his dad!).
The 'game over' text then displays.
_______________________________________________________________________________
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ITEM LIST [ITML]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's a list of available items.
Cassettes are items playable in Ryo's handheld player, although he can use a
boombox (if he won it in a raffle) or Tom's blaster on his hot dog truck.
Unlike most other items, there's so many cassettes that the game ends up
making them available in phases, which can screw up a player's collection
duties. It's always best to buy them as soon as they're available for those
cases. (Oddly enough, some harbor availabilities seem to stretch beyond the
April 15th plot deadline...)
_________________ _________________________________________________________
| CASSETTE | OBTAIN AT... |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Antiquity Tree | Tomato Mart (12/03 ~ 3/30 Dobuita; 12/13 ~ 4/03 Harbor) |
| Be-Witch | Tomato Mart (12/13 ~ 4/03 Dobuita; 12/20 ~ 4/10 Harbor) |
| Boz Nov | Tomato Mart (12/13 ~ 4/03 Dobuita; 12/06 ~ 3/27 Harbor) |
| Dandy Old Man | Tomato Mart (12/13 ~ 4/03 Dobuita; 12/20 ~ 4/10 Harbor) |
| Destiny | Tomato Mart (12/13 ~ 4/03 Dobuita; 12/06 ~ 4/27 Harbor) |
| Feel Tired Song | Tomato Mart (12/06 ~ 3/27 Dobuita; 12/20 ~ 4/10 Harbor) |
| F.T. Off | Win 3rd prize in a Tomato Mart raffle |
| Flower Girl | Tomato Mart (12/03 ~ 3/20 Dobuita; 12/13 ~ 4/03 Harbor) |
| Glyfada | Tomato Mart (12/27 ~ 4/14 Dobuita; 12/20 ~ 4/10 Harbor) |
| GoGo | Tomato Mart (12/03 ~ 3/20 Dobuita; 12/27 ~ 4/14 Harbor) |
| Hang On | Win 3rd prize in a Tomato Mart raffle |
| Harbor Bar | Tomato Mart (12/20 ~ 4/10 Dobuita; 12/20 ~ 4/10 Harbor) |
| Harbor Beats | Tomato Mart (12/13 ~ 4/03 Harbor only) |
| Heart Beats | Tomato Mart (12/06 ~ 3/27 Dobuita only) |
| Hip de Hop | Tomato Mart (12/06 ~ 3/27 Dobuita; 12/03 ~ 3/20 Harbor) |
| Like a Feeling | Tomato Mart (12/06 ~ 3/27 Dobuita; 12/03 ~ 3/20 Harbor) |
| Linda | Tomato Mart (12/03 ~ 3/20 Dobuita; 12/27 ~ 4/14 Harbor) |
| Liquor | Tomato Mart (12/13 ~ 4/03 Dobuita; 12/06 ~ 3/27 Harbor) |
| M.S. Shower | Win 3rd prize in a Tomato Mart raffle |
| MJQ | Tomato Mart (12/20 ~ 4/10 Dobuita only) |
| NaNa | Tomato Mart (12/20 ~ 4/10 Dobuita; 12/03 ~ 3/20 Harbor) |
| Sha Hua | Hazuki Residence, in one of Ryo's desk drawers |
| Shenmue | Hazuki Residence, on top of Ryo's desk |
| Space Harrier | Win 3rd prize in a Tomato Mart raffle |
| Spider | Tomato Mart (12/27 ~ 4/14 Dobuita; 12/03 ~ 3/20 Harbor) |
| Strong | Tomato Mart (12/06 ~ 3/27 Harbor only) |
| Y.A.D.A. | Tomato Mart (12/27 ~ 4/14 Dobuita; 12/27 ~ 4/14 Harbor) |
| Yokosuka Blues | Tomato Mart (12/27 ~ 4/14 Dobuita; 12/27 ~ 4/14 Harbor) |
|_________________|_________________________________________________________|
Food is mostly pointless, outside of feeding to the cat or as a waste of yen
for entering raffles. At no point does Ryo use it to recover health, etc.
__________________ _____ __________________________________________________
| FOOD ITEMS | DSC | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Canned Tuna | 123 | Food for Megumi's kitten |
| Caramel | 123 | Earns a raffle attempt at Tomato Mart/Abe Store |
| Chocolate | 123 | Earns a raffle attempt at Tomato Mart/Abe Store |
| Milk | 123 | Food for Megumi's kitten |
| Potato Chips | 123 | Earns a raffle attempt at Tomato Mart/Abe Store |
| Salami | 123 | Food for Megumi's kitten |
| Sliced Fish | 123 | Food for Megumi's kitten |
| Squid Legs | 123 | Food for Megumi's kitten |
|__________________|_____|__________________________________________________|
These are closer to key items than anything.
___________________ _____ _________________________________________________
| SPECIAL ITEMS | DSC | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| AA Batteries | 123 | Used to power the cassette player |
| Amulet | --3 | Nozomi's good luck charm |
| Bargain Flyer | -2- | Shows Asia Travel Company's "bargain" flights |
| C Batteries | 123 | Used to power the Flashlight |
| Candles | 123 | Can power underground passages (needs matches) |
| Cassette Player | 123 | Lets Ryo play any collected cassette tapes |
| Chen Intro Letter | --3 | Has uses in Shenmue II |
| Flashlight | 123 | Used to brighten dark areas |
| Hang On | 123 | Can be played on Sega Saturn at Ryo's house |
| Hang On Token | 123 | Beat Hang On at the arcade with just one token |
| Harrier Token | 123 | Beat Space Harrier at the arcade w/ one token |
| Hong Kong Flyer | -2- | Shows Global Travel Agency's flights |
| Letter to Father | -2- | Gives valuable information once decrypted... |
| Lightbulb | 123 | Used to brighten dark areas |
| Matches | 123 | Used to light Candles |
| Mysterious Key | 12- | Used to unlock katana case in Hazuki dojo |
| Mysterious Scroll | 123 | Can be brought to Gui Zhang for decryption |
| Old Depot Map | -2- | The bum's map of the Old Warehouse District |
| Phoenix Mirror | -2- | The strange Chinese artifact Iwao possessed... |
| Photo of Father | -23 | A picture of Iwao and his unknown acquaintance |
| Photo of Friends | 123 | Shows Ryo's three childhood friends |
| Photo of Hazukis | 123 | A picture of Iwao, Ine, Ryo and Fukuhara |
| Photo of Nozomi | --3 | A pic of Nozomi & Ryo (has close & apart ver.) |
| Poetry Scroll | -23 | The decrypted "Mysterious Scroll" |
| Space Harrier | 123 | Can be played on Sega Saturn at Ryo's house |
| Sword Handguard | -2- | Used to unlock Hazuki dojo's basement |
| Watch | 1-- | Shows the current time |
| White Leaf | -23 | An unknown leaf to an unknown plant... |
| Winning Can | 123 | Swap for raffle ticket at Abe Store/Tomato Mart |
|___________________|_____|_________________________________________________|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
MARTIAL ARTS MOVES [MRTL]
_______________________________________________________________________________
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This is a list of Ryo's kung-fu abilities. Some will be available from the
beginning, while others are learned through the plot, optional events and
purchasing (or finding) technique scrolls. Additionally, learning some techs
may overwrite other, weaker ones.
Ryo's moves come in three categories. Punches may not always be powerful, but
are often quick, which is helpful when one needs to interrupt an attack or
reorient oneself. Kicks are generally slower, but have better range and can
be more damaging. Finally, throws (grapples) are close-range feats that can
deal huge pain...supposing one's positioning is right.
When free time is available, Ryo can visit several places to practice. These
aren't always an option, due to scheduling and event timing conflicts, but
there's usually at least ONE within walking distance. They are:
• Hazuki family dojo (when empty or at Fukuhara's request)
• Sakuragaoka Park (when empty)
• Dobuita parking lot (near arcade and cigarette stand; always empty)
• New Warehouse #4 (Amihama; generally empty)
Abilities have three ranks: learning, intermediate, and mastered. Practicing
in the above areas increases their strength, and may silently grant other
upgrades, like increasing a kick move's range or its execution speed. Note
that throws cannot be practiced EXCEPT with an opponent to test it on. This
makes Fukuhara's sparring sessions crucial for people wanting to train those
areas. (To see available moves and their current prowess, visit the Moves
scroll in Ryo's inventory menu.) Abilities that are below basic "learning"
ranking don't display how to perform the move, though they will after it's
performed for the first time -OR- the ranking improves by practicing similar
abilities.
Finally, players can choose Ryu's practice settings when inspecting his bed
after 8:00 PM. (Why it can only be done at this time is beyond me!) Options
allow one to centralize training evenly or on a certain area. For instance,
I like kick moves, so I just have Ryu focus all his gained experience on those
areas, rather than spreading the experience over to punches and throws. It
helps build up kicks faster, but neglects other areas -- that's the catch.
NOTE: All combinations are listed as they are in-game. They assume Ryo is
facing to the right (at an opponent) for all intents and purposes. Remember
that, in a real battle, if Ryo is facing an opponent on his left, the combo
will be reversed.
With the release of the remastered version, I've included PS4 inputs.
PUNCH: Tiger Knuckle
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Input --: X
: Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: low
Learn --: available by default
A quick, short-range jab. Nothing special on its own, but becomes more useful
when strung into combos.
PUNCH: Pit Blow
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Input --: Right+X
: Right+Square (PS4)
Hits ---: 2 (high, high)
Speed --: fast
Strength: medium
Learn --: during Fukuhara's "Pit Blow Tutorial" event (Disc 1 only)
Ryo learns this when he chooses to demonstrate the proper technique to Fuku,
as early as speaking to Yamagishi on Disc 1. It's basically two quick high
punches with a slight recovery time afterwards.
PUNCH: Elbow Slam
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Input --: Right+X
: Right+Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: low
Learn --: available by default
A quick bash with Ryo's left elbow, done in a quick, nearly overhead, motion.
This generic move is overwritten if/when Ryo learns the superior Pit Blow.
PUNCH: Twist Knuckle
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Input --: Back+X
: Back+Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: low
Learn --: available by default
Another quick punch. Unlike Tiger Knuckle, this one lunges a bit, giving it
better range in exchange for slightly worse recovery time.
PUNCH: Elbow Assault
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Input --: Forward, Forward+X
: Forward, Forward+Square (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: medium
Learn --: available by default
A quick elbow to the opponent's chest. However, even from the test image on
the Move scroll overview, it's clear that its recovery time is...shall we
say, leisurely?
PUNCH: Upper Knuckle
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Input --: Back, Back+X
: Back, Back+Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: available by default
A basic uppercut.
PUNCH: Sleeve Strike
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Input --: Forward, Back, X
: Forward, Back, Square (PS4)
Hits ---: 1 (high)
Speed --: medium
Strength: medium
Learn --: automatically (once performed or rating is "learning" or better)
A quick mid-level jab with the left hand. Nothing that'll wow a fighter.
PUNCH: Rain Thrust
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Input --: Forward, Back, X
: Forward, Back, Square (PS4)
Hits ---: 1
Speed --: fast
Strength: medium
Learn --: automatically (once performed or rating is "learning" or better)
A quick left-handed punch. This is closer to something you'd see in a bar
brawl than a disciplined martial artist's technique, heh.
PUNCH: Big Wheel
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Input --: X+A
: Square+X (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: available by default
A powerful sweeping blow to the enemy. Ryo ends up facing the opposite way
he started in, though, which can be a mixed blessing in the heat of battle.
Be prepared to do a basic kick or punch to reorient him!
PUNCH: Twin Hand Waves
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Input --: Forward, X+A
: Forward, Square+X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: medium
Learn --: available by default
Ryo minimizes his profile with a smaller stance, then does an ascending hit
with his right palm. Like Elbow Assault, it then has a slight recovery time
that leaves our protagonist exposed.
PUNCH: Backfist Willow
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Input --: Back, X+A
: Back, Square+X (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: available by default
True to its name, Ryo does a 360-degree twirl and smacks the opponent with
a clenched-fist backhand. Due to the full spin, Ryo ends up facing the same
way he started.
PUNCH: Avalanche Lance
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Input --: Forward, Forward, X+A
: Forward, Forward, Square+X (PS4)
Hits ---: 1 (mid)
Speed --: medium
Strength: medium
Learn --: available by default
Ryo uses his left hand to give extra force to a mid-range elbow attack, with
a slight lunging stance, no less.
PUNCH: Katana Mist Slash
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Input --: Back, Back, X+A
: Back, Back, Square+X (PS4)
Hits ---: 1 (medium)
Speed --: fast
Strength: medium
Learn --: available by default
Ryo does a sweeping, palm-down motion with his right hand, almost like he's
swinging an invisible katana. He crouches slightly when performing it, which
may help against jumping high kicks.
PUNCH: Mistral Flash
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Input --: While sprinting, X
: While sprinting, Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: available by default
More like a reckless Avalanche Lance, Ryo brings his right elbow down in a
high strike. Since he's running while doing it, it can close a slight amount
of distance in the process.
PUNCH: Rising Flash
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Input --: Forward, Back, Back, X
: Forward, Back, Back, Square (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: bought at Bunkado Antiques in Dobuita (¥500)
Nothing but a dramatic right-handed uppercut. Yawn.
PUNCH: Stab Armor
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Input --: Right, Left, Left, X+A
: Forward, Back, Back, Square+X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: high
Learn --: have Gui Zhang translate the Stab Armor scroll found in the Hazuki
basement on Disc 2-3.
Ryo will need his harbor buddy to translate this scroll after finding it, but
it can be very profitable -- Stab Armor is a very damaging punch move, that's
basically drawing back and striking heavily at the foe's chest.
PUNCH: Twin Blades
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Input --: Back, Forward, Forward, X
: Back, Forward, Forward, Square (PS4)
Hits ---: 2 (mid)
Speed --: fast
Strength: medium
Learn --: locate Twin Blades scroll in Hazuki Residence (Disc 1-3)
For such an easily missed scroll, the ability taught is pretty basic -- Ryo
uses his right hand in a sweeping, palms-down motion, as if it was a knife.
Not all that different from the Katana Mist Slash, honestly.
PUNCH: Double Blow
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Input --: Forward, X+A
: Forward, Square+X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: high
Learn --: learn from Yamagishi at Dobuita's Suzume Park (Disc 1)
Ryo does a double palm strike on an opponent's front chest. It hits quite
hard, but has a slow recovery afterwards, so it's not quite a "use this all
the time" ability. Learning this overwrites the "Twin Hand Waves" technique.
KICK: Crescent Kick
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Input --: A
: X (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: low
Learn --: available by default
Just an average high kick. Its deceptive simplicity masks its excellent range
and combo potential.
KICK: Trample Kick
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Input --: Forward+A
: Forward+X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: low
Learn --: available by default
A frontal kick, almost like Ryo is punting a football. Doesn't seem to have
as much range as a Crescent Kick, but it can still keep foes at bay just the
same.
KICK: Side Reaper Kick
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Input --: Back+A
: Back+X (PS4)
Hits ---: 1 (low)
Speed --: fast
Strength: low
Learn --: available by default
A basic low kick with Ryo's left leg. Not that amazing, although there's at
least one major enemy where low kicks are useful, so it can see some use
outside of "I'm going to button mash!!" strategies.
KICK: Swallow Dive
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Input --: Back+A
: Back+X (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: from Gui Zhang in Amihama (Disc 3)
Ryo uses his left leg to do a sweeping frontal high kick. Since it's performed
while moving backwards, it's an excellent attack for keeping opponents at a
distance. (Learning this overwrites the Side Reaper Kick, which is ten times
worse than this awesome one.)
KICK: Against Cascade
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Input --: Forward, Forward+A
: Forward, Forward+X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: medium
Learn --: available by default
Less of a kick, more of a flying knee that never really gets off the ground.
This crappy move is overwritten by the great Tornado Kick in the last disc,
should Ryo choose to learn it.
KICK: Surplice Slash
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Input --: Back, Back+A
: Back, Back+X (PS4)
Hits ---: 1 (high)
Speed --: medium
Strength: medium
Learn --: available by default
A kick where Ryo, facing away from his foe, shifts all his weight onto his
right leg, then does a 180-degree turn to bring the left down onto the foe's
head. This will generally count as a high kick, but may end up striking the
other regions, too.
KICK: Thunder Kick
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Input --: Forward, Back, A
: Forward, Back, X (PS4)
Hits ---: 2 (mid, high)
Speed --: medium
Strength: medium
Learn --: automatically (once performed or rating is "learning" or better)
A built-in combo. While balancing on his right leg, Ryo slams his left leg
into the foe's side, then brings drops it from on high like a guillotine.
KICK: Hold Against Leg
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Input --: Back, Forward, A
: Back, Forward, X (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: medium
Learn --: automatically (once performed or rating is "learning" or better)
Basically an extended right-legged kick.
KICK: Brutal Tiger
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Input --: Forward, Back, X+A
: Forward, Back, Square+X (PS4)
Hits ---: 1 (high)
Speed --: fast
Strength: medium
Learn --: automatically (once performed or rating is "learning" or better)
An upward roundhouse kick while Ryo balances on his right leg. Ryo ends up
facing the same direction as he started.
KICK: Dark Moon
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Input --: Back, Forward, X+A
: Back, Forward, Square+X (PS4)
Hits ---: 1 (mid/low)
Speed --: fast
Strength: high
Learn --: automatically (once performed or rating is "learning" or better)
Ryo faces an enemy, begins twisting, then hits the foe with a downward left
kick as he falls to the ground. It's similar to Surplice Slash, but has a
recovery time, so it's less useful.
KICK: Cyclone Kick
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Input --: L-Trigger + A
: R2 Button + X (PS4)
Hits ---: 1 (minimum)
Speed --: medium
Strength: high
Learn --: available by default
This author's favorite move! This is a roundhouse kick done in midair, which
not only does hefty amounts of damage, but can strike multiple enemies who've
hoved too close to Ryo. Note that although it's a spin kick, it won't do
damage in a full circle -- the kick portion only begins around three-quarters
of the way through it.
KICK: Windmill
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Input --: While sprinting, X+A
: While sprinting, Square+X (PS4)
Hits ---: 1 (high)
Speed --: medium
Strength: medium
Learn --: available by default
Similar to the amazing Cyclone Kick, only instead of doing a midair horizontal
kick, Ryo brings his leg down from an angle. It can be used while inert, so
it's got a leg up (PUN!!) on sprinting-only abilities.
KICK: Mud Spider
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Input --: Forward, Back, Back+A
: Forward, Back, Back+X (PS4)
Hits ---: 1 (mid/high)
Speed --: medium
Strength: medium
Learn --: bought at Bunkado Antiques in Dobuita (¥1000)
Ryo faces the enemy, puts his right hand on the ground, then does an twisting
upward kick before landing in the same position as he started. If mastered,
this becomes more of a high kick move, which may not be preferable -- but it
looks good while doing it at least!
KICK: Crawl Cyclone
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Input --: Back, Forward, Forward+A
: Back, Forward, Forward+X (PS4)
Hits ---: 1 (low)
Speed --: medium
Strength: medium
Learn --: bought at Bunkado Antiques in Dobuita (¥1000)
Ryo starts in a stance with his right leg forward, then drops down and sweeps
the area in a circle with his left leg, before landing in his first stance.
This ability is probably the low kick move of choice for many players, since
it has decent speed and range, plus leveling it up doesn't give any screwy
changes to its execution. Good players can do consecutive Cyclones to keep
foes at bay, even without mapping it to R-Trigger.
KICK: Twin Swallow Leap
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Input --: Back, Forward, Forward, X+A
: Back, Forward, Forward, Square+X (PS4)
Hits ---: 2 (high, high)
Speed --: medium
Strength: high
Learn --: bought at Bunkado Antiques in Dobuita (¥1000)
This technique does a quick high kick with Ryo's left leg, then switches to
a heel drop kick after the spin. It's not lightning quick, but can be reliable
once leveled up.
KICK: Shadow Reaper
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Input --: While sprinting, Y+A
: While sprinting, Triangle+X
Hits ---: 1 (low)
Speed --: medium
Strength: medium
Learn --: technique scroll found in Fukuhara's room (Disc 1-3)
This is a sliding kick. The good news is its recovery time is brief, letting
one get back to a normal fighting stance quickly. The bad news is it's only
doable while sprinting -- it can't be done on a dime like Cyclone Kick.
KICK: Tornado Kick
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Input --: Forward, Forward, A, A
: Forward, Forward, X, X (PS4)
Hits ---: 2 (high, high)
Speed --: fast
Strength: high
Learn --: from Tom during Amihama plot events (Disc 3)
Our favorite hotdog seller can teach this double roundhouse to Ryo in a
special bonding scene on the last disc. It's very simple to do, with one
midair kick, and another on the ground. If both kicks connect, it's one of
the most damaging attacks in the game! Learning this move overwrites the
vastly inferior "Against Cascade" attack.
THROW: Overthrow
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Input --: While facing foe, B
: While facing foe, Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: medium
Learn --: available by default
A basic grapple technique: Ryo faces the enemy, pulls the poor bastard toward
him, then flips him onto his back. As with many throws, the enemy ends up
flattened and has to get up, which may setup an extra free hit (if timed
properly).
THROW: Sweep Throw
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Input --: Forward+B
: Forward+Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: medium
Learn --: available by default
Kinda like the Overthrow, only Ryo partially trips the enemy, making it easier
to flip the foe (over-the-shoulder style) in the process.
THROW: Vortex Throw
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Input --: Back+B
: Back+Circle (PS4)
Hits ---: 1
Speed --: medium
Strength: medium
Learn --: available by default
Here's a fun one! Ryo faces the enemy, knees them, tugs them close in doing
so, then rolls onto his back and flips them over his head with the momentum.
THROW: Mist Reaper
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Input --: While facing foe's back: Forward, Forward+B
: While facing foe's back: Forward, Forward+Circle (PS4)
Hits ---: 1
Speed --: medium
Strength: medium
Learn --: available by default
Ryo takes the enemy by the neck, does a few steps, then sweeps their legs
with his right foot, sending them to the floor face-first.
THROW: Demon Drop
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Input --: Back, Back+B
: Back, Back+Circle
Hits ---: 1
Speed --: medium
Strength: high
Learn --: available by default
Ryo grabs hold of the opponent's arm, situates himself underneath, then,
while still holding onto the arm, flips the opponent over his shoulder. To
add insult onto injury, Ryo also flips in the process, landing onto his
opponent's stomach. Hilarious!
THROW: Shoulder Buster
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Input --: Forward, Back+B
: Forward, Back+Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: high
Learn --: automatically (once performed or rating is "learning" or better)
Ryo takes the opponent and knocks 'em onto their head, then pins them with an
armlock. Like Tengu Drop, this isn't available at the beginning, much to
players' annoyance.
THROW: Tengu Drop
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Input --: Back, Forward+B
: Back, Forward+Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: high
Learn --: automatically (once performed or rating is "learning" or better)
A simple flip that drops the enemy head-first onto the ground. It's a pity
this isn't available from the beginning, since it's fun to do, with a little
practice. (There's a reason people bemoan the fact that they can't level this
up or even learn what it does.)
THROW: Darkside Hazuki
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Input --: While facing opponent from the side, B
: While facing opponent from the side, Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: high
Learn --: available by default
If Ryo can get to an opponent's side, this ability does a heavy elbow drop
right onto the back of their neck. Very powerful! It's also funny, since if
one does it on Fukuhara in sparring practice, he complains about Ryo using
such a damaging move against him.
Note that getting into position for this is rather tough. Ryo may have to
wait for a sidestep dodge (usually Up+Y or Down+Y in relation to where he's
facing), then quickly perform it. Naturally this won't work unless Ryo's in
close range already.
THROW: Back Twist Drop
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: When facing enemy's back, B
: When facing enemy's back, Circle (PS4)
Hits ---: 1
Speed --: slow
Strength: high
Learn --: available by default
Ryo latches onto the enemy from behind, the falls backwards, crashing the
foe onto the ground. Ryo ends up on the opposite side of the foe afterwards,
however.
THROW: Tiger Storm
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: Back, Forward, Forward, B, B
: Back, Forward, Forward, Circle, Circle (PS4)
Hits ---: 2 (low, low)
Speed --: fast
Strength: high
Learn --: Purchase at Bunkado Antiques in Dobuita (¥2000)
This ability uses the B-button but doesn't really do a throw. Basically, the
combination does a low-range shoulder charge, then with the last hit, does
another upward thrust that throws the opponent backwards.
THROW: Arm Break Fire
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: Forward, Back, Back+B, X, X+A
: Forward, Back, Back+Circle, Square, Square+X (PS4)
Hits ---: 1
Speed --: slow
Strength: high
Learn --: Purchase at Bunkado Antiques in Dobuita (¥3000)
This is a rather hard three-step ability to pull off. First Ryo grabs the
opponent's arm and hits them in the chest, before damaging their outstretched
arm. Then, he uses both legs to latch onto the upright person, pulling them
down into an armbar position. (Note that, when mapped to R-Trigger, the whole
ability won't be performed, so be sure to practice it!)
THROW: Swallow Flip
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: Back+X, A, X
: Back+X, Square, X (PS4)
Hits ---: 2 (low, low)
Speed --: fast
Strength: high
Learn --: from Master Chen before leaving Amihama (Disc 3)
This is Chen's farewell gift for Ryo, a counterattack of sorts. First, Ryo
will intercept the opponent's attack (Back+X), flip them (A), then strike 'em
as they lay flat on the ground (X).
OTHER: Free Running
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: hold L-Trigger
: hold R2 Button (PS4)
Hits ---: ---
Speed --: fast
Strength: ---
Learn --: available by default
This isn't a fighting move per se, but players will use it anyway. Doing this
allows Ryo to run in the player's suggested direction, which breaks free of
any "let's encircle and gang up on Ryo" fighting conditions, allowing one to
often fight better and without being interrupted constantly.
Additionally, fights with many participants also have enemies who stand on
the sidelines and wait for their shot at Ryo. Free-running allows Ryo to get
potshots in at 'em, due to how easy it combos into other L-Trigger skills,
among others.
In the PS4 remaster, the running button is annoyingly switched to R2. Those
who can't stand this difference should switch the button back to L2 for a
more authentic experience.
GUARD: Shadow Step
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: When facing an enemy, Forward+Y+B
: When facing an enemy, Forward+Triangle+O (PS4)
Hits ---: ---
Speed --: fast
Strength: ---
Learn --: from Shozo Miyuki, the friendly Amihama bum (Disc 3)
Shadow Step is a dodge performed by the strangely proficient harbor bum. When
done right, Ryo will sidestep his oncoming opponent and end up facing their
back.
GUARD: Shadow Strike
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: When facing an enemy: Forward+Y+B, X
: When facing an enemy: Forward+Triangle+O, X
Hits ---: 1 (high)
Speed --: fast
Strength: high
Learn --: from Shozo Miyuki, the friendly Amihama bum (Disc 3)
This can be learned from the bum, provided Ryo learned Shadow Step first.
Basically, it's the same as before, only one hits X immediately after, which
delivers a strike to an opponent's unprotected neck.
GUARD: Cross Charge
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: Forward, Forward, Y+B
: Forward, Forward, Triangle+O (PS4)
Hits ---: 1 (mid)
Speed --: fast
Strength: high
Learn --: from Shozo Miyuki, the friendly Amihama bum (Disc 3)
The bum will teach his final ability if Ryo previously learned Shadow Step
and Shadow Strike. The technique is both offensive and defensive: evading the
opponent and slamming into their unprotected midriff.
COMBO: Triple Kick
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: A, A, A
: X, X, X (PS4)
Hits ---: 3 (high, mid, high)
Speed --: medium
Strength: medium
Learn --: available by default
Ryo performs an extended kick, twists to hit with the next leg, then does a
quick jump to plant himself or the final roundhouse. Pretty easy to execute,
though the last hit is slower than the others.
COMBO: Triple Strike
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: A, X, A
: X, Square, X (PS4)
Hits ---: 3 (high, high, high)
Speed --: fast
Strength: medium
Learn --: available by default
Another three-hit combo: an extended kick, an uppercut that closes distance,
then a midair roundhouse to sweep the front. Considering its relation to the
amazing Cyclone Kick, this is a combo worth remembering.
COMBO: Two-for-One
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: X, X, A
: Square, Square, X (PS4)
Hits ---: 3 (high, high, high)
Speed --: medium
Strength: medium
Learn --: available by default
Two quick punches and an extended kick. It's not slow, but it's not exactly
fast either, and since it hits the same height as the A-X-A combo above, it's
rather forgettable.
COMBO: 8 Punches
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: X, X, X, X, X, X, X, X
: Square, Square, Square, Square, Square, Square, Square, Square (PS4)
Hits ---: 8 (high, mid, high, high, high, high, mid, mid)
Speed --: fast
Strength: medium
Learn --: available by default
Here's a combo any button-masher can master: just hit X-button eight times in
a row. It's a flurry of punches that manages to work in an Elbow Slam and
Elbow Assault towards the end. (The first 'X' punch can be substituted for a
kick, if one prefers. The rest will be the same.)
COMBO: Flying Knee 4-Hitter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: X, X, Forward, X, A
: Square, Square, Forward, Square, X (PS4)
Hits ---: 4 (high, high, high, high)
Speed --: medium
Strength: medium
Learn --: available by default
This string features two punches at the beginning and a flying knee at the
end. Kinda hard to do -- like many that require an extra directional press
in their midst -- but it's fun if it's pulled off.
COMBO: Katana Mist Slash 4-Hitter
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Input --: X, X, Forward, X, X
: Square, Square, Forward, Square, Square (PS4)
Hits ---: 4 (high, high, high, mid)
Speed --: medium
Strength: medium
Learn --: available by default
Just another basic combo that ends in a KMS. This combo can be done in a way
simpler method: hold down the d-pad direction that points at the target and
perform four X-button presses.
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MINIGAMES [MNGM]
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There are several minigames to play in Shenmue, mostly found at You Arcade in
Dobuita or the Tomato Mart at Amihama's harbor. These games cost a small fee
(¥100) per play and can win Ryo prizes if he beats the high score or completes
the game on a single token.
DARTS
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Prizes: Mini Darts (score 300+)
Darts is a deceptively simple game. Ryo pays his fee to get 5 darts and must
reach certain point totals to reach stage 2 and stage 3 (120 and 240 points,
respectively). Points are calculated like so:
Bull's-eye -----------------> 50
Bull's-eye green perimeter -> 25
Outer red/green line -------> double that value
inner red/green line -------> triple that value
However, players don't control Ryo's hand -- it moves on its own and one
simply chooses a good time to throw. This turns what would be a fun aiming
contest into a game of patience, which is something players'll have to harness
if they ever want to get to the last round. (Well, that or the devil's luck.)
EXCITE QTE 2
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Prizes: Mini QTE (score 300,000+)
This is basically a way to practice QTE proficiency. Press the button that's
displayed (d-pad directions, A, B, X, Y) within the timeframe to get points.
The difficulty ranges from easy 'beginner' level, with its slow, predictable
inputs, to expert, which requires very fast responses, some of which require
two inputs in a row.
The game's over if Ryo messes up three times.
HANG ON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Prizes: Mini Hang On (score 10,000,000+)
: Hang On Token (complete game using only one token)
Hang-On is a motorcycle racing game, its name obviously derived from the
fact you'll lose if you go too slow, so you need to stamp the gas pedal and
hang on for dear life. There's two main tips here:
• Use the analog stick, not the d-pad. The latter is too clunky to do this
game properly.
• Avoid other racers. Even grazing one's liable to send the player-controlled
racer into the ditch or, worse, a tree/billboard. Needless to say, too many
wrecks thwarts the chances of finishing the race, so avoid them whenever
possible. They often don't hug the inside of curves, so use that to one's
advantage.
Other than that, there's little to do besides practice the courses and brake
as little as possible. Losing speed's preferable to crashing, of course.
QTE TITLE
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Prizes: Mini QTE Title (score 300,000+)
In this QTE-based game, the game machine will activate punching bags and Ryo
must punch them (i.e. use correct input) in the given timeframe. Unlike Excite
QTE, though, the only prompts are, from left to right: X, A, B. This element
of predicatability helps, since one can intuitively press buttons based on
which bags move and not any other visual. As the game goes on, Ryo's inputs
will have to be done in 2- and 3-button chains.
Three failures loses the game. However, this one's pretty fun compared to
the Excite QTE, so that allure will keep players returning for more!
SPACE HARRIER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Prizes: Mini Harrier (score 10,000,000+)
: Harrier Token (complete game on only one coin)
Space Harrier is an 18-level game where the player controls a gunman with a
rocket pack and maneuvers him in a 3D environment. Unlike previous games,
Ryo isn't on a strict time limit and can play as long as he has lives, which
are bought before the game begins (¥100/per, 9 lives max). Dying three times
in-game brings one back to the main title, forcing one to start all over.
Unlike other arcade titles, SH is an actual video game and had an official
release, so there's no need to do a whole retread about it. Just check out
one of the site's guides, such as:
http://www.gamefaqs.com/sms/588144-space-harrier/faqs
All eighteen levels of the regular game are available.
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PS4 TROPHY LIST [TRPH]
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Sega remastered the first two Shenmue games in 2018, and naturally there were
a bunch of trophies to find! These locations will also be mentioned in the
walkthrough. Trophies marked with an asterisk (*) are mandatory.
____________________________ ___ __________________________________________
| TROPHY LIST | T | OBTAINMENT METHOD |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Appropriate Response | S | Call the cops at the game's beginning |
| Boy Scout | S | Help the old lady in Sakuragaoka |
*| Break and Enter | S | Meet Master Chen at Warehouse 8 |
| Cat Burglar | S | Find Megumi's kitten when it disappears |
*| Fallen Angels | S | Rescue Nozomi from the Mad Angels |
| Freeloader | S | Buy a beverage for Wang Guang Ji |
| Full Cabinet | P | Obtain all other trophies |
| Gacha Catcha | B | Obtain 1 capsule toy |
| Gacha Catcha II | B | Obtain 25 capsule toys |
| Gacha Catcha III | B | Obtain 50 capsule toys |
*| Gainful Employment | S | Get a job at the harbor |
*| Hot Dog Moves | S | Learn a move from Tom the hotdog vendor |
| I Know Kung Fu | B | Learn a combat move |
| I Know More Kung Fu | B | Learn 5 combat moves |
| Mark's Favorite | G | Win a forklift race |
*| Mirror, Mirror | S | Get Yuanda Zhu's letter translated |
*| Needle in a Haystack | S | Find Charlie in Dobuita's tattoo parlor |
*| Next Stop Hong Kong | G | Complete Shenmue 1 |
*| One Step Closer | S | Reach New Yokusuka Harbor |
| Practise Makes Perfect | S | Spar with Fuku-san in the dojo |
| Simpler Times | S | View the flashback @ the dojo's yard |
*| Sore Knuckles | G | Complete the 70-man Battle |
*| Stab in the Dark | S | Find the Phoenix Mirror |
*| Stay Down! | G | Defeat Chai at the harbor |
| To Be This Good Takes Ages | B | Play Hang-On or Space Harrier |
| Treasure Your Friends | S | View the flashback @ the Hazuki dojo |
| Unexpected Visit | S | Visit the Dobuita fortune-teller |
| What's It Worth? | S | Appraise the P. Mirror @ 2 antique shops |
| Yummy Meal | S | View the flashback @ Hazukis' kitchen |
|____________________________|___|__________________________________________|
Other notes on specific trophies:
• CAT BURGLAR: Megumi's kitten eventually runs away, relocating to a small
part of Yamanose nearby (the area with the stairway into a lower yard). Ryo
must inspect the cat to return it and pop the trophy. There's a glitch that
prevents Ryo from doing this, though I was able to get around it by running
back to Megumi, speaking to her, then retrying.
• FREELOADER: Though it's almost unimaginable that players could miss this
annoying event -- where Ryo has no choice but to hear Wang's low-key plea
for drinks, often multiple times in a playthrough -- it's possible. Wang is
found, at least for a portion of the early events, in front of a vending
machine shortly after entering via Sakuragaoka (the paved road). The trophy
will pop for quenching his thirst, regardless of whether the story requires
his participation or not.
• GACHA CATCHA I, II, III: These require obtaining one, twenty-five, and
fifty capsule toys, respectively. These must be unique -- duplicate pulls
don't count, and neither do the 17 Shenmue Passport-related ones Ryo starts
the game with. The totals stack as well, so obtaining the last Gacha Catcha
trophy actually requires finding 76 (1+25+50), not just 50.
• I KNOW MORE KUNG FU: It's possible that players go through the game without
learning five moves -- this is usually due to declining NPCs' teachings or
just skipping events entirely. A good way to get this trophy out of the way
is to visit Bunkado Antiques in Dobuita, buy 0-5 scrolls (however many are
left for the quota, then read 'em all in one go.
• MARK'S FAVORITE: It's possible that players will have trouble winning the
race due to acceleration issues. If Ryo's top speed can't exceed 30 km/h
for some reason, try remapping the acceleration button to R1 instead. To
switch controls on PS4, go into the main settings menu and navigate into
the custom button configurations (via 'Accessibility' feature).
• PRACTISE MAKES PERFECT: As of August 2018, this trophy only becomes doable
after obtaining a "Letter from Father" from Ine-san.
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SHENMUE PASSPORT [SHMP]
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Shenmue Passport is a complementary disc for the main game, and provides some
interesting features of its own: a jukebox, movie theater, tutorial-esque
information and an online database. The disc can't be accessed without having
a Shenmue 1 save file, though.
_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
SHENMUE THEATER
_______________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The theater option lets players browse relevant in-game cutscenes based off
which ones are unlocked on the loaded save. There's forty in all, including
a couple that are open by default. Titles with a superscript one (¹) denote
a missable cutscene. If they aren't witnessed, they'll be replaced with a
blank "?" instead. Holding down the A-button displays subtitles (while held).
____ ______________________________ _______________________________________
| ## | SCENE TITLE | DESCRIPTION |
|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| 01 | Promotional Movie Trailer | A short Shenhua-narrated trailer |
|----+------------------------------+---------------------------------------|
| 02 | What's Yokosuka | A trailer highlighting Ryo's town |
|----+------------------------------+---------------------------------------|
| 03 | Magic Weather & Time Control | A trailer about the game's passage of |
| | | time and differing climates |
|----+------------------------------+---------------------------------------|
| 04 | Preview #1 | Scene compilation set to hard rock! |
|----+------------------------------+---------------------------------------|
| 05 | Forklift Preview | Scene compilation of Ryo's first day |
| | | as a driver, again set to hard rock! |
|----+------------------------------+---------------------------------------|
| 06 | Prologue | Shenhua's normal game-opening speech |
|----+------------------------------+---------------------------------------|
| 07 | Drifting Blossoms | Disc 1: Ryo reminisces about Iwao and |
| | | him training under the cherry tree |
|----+------------------------------+---------------------------------------|
| 08 | Trap on the Street | Disc 1: Ryo's fight with Tony & Smith |
| | | in front of Heart Beats Bar (partial) |
|----+------------------------------+---------------------------------------|
| 09 | Nozomi vs. Enoki¹ | Disc 1: the Sakuragaoka Park argument |
| | | between Nozomi, Enoki and Nagashima; |
| | | includes after-fight scene w/ Nozomi |
|----+------------------------------+---------------------------------------|
| 10 | Tattoo Parlor & Charlie | Disc 1: Ryo meeting Chuck in Dobuita |
|----+------------------------------+---------------------------------------|
| 11 | Nozomi Returns from Class¹ | Disc 1: Ryo meeting Nozomi outside of |
| | | Okayama Heights' tattoo parlor |
|----+------------------------------+---------------------------------------|
| 12 | Nozomi and Ryo in | Disc 2: Nozomi confesses her feelings |
| | Sakuragaoka Park, Pt. 1¹ | for Ryo, and he almost does as well |
|----+------------------------------+---------------------------------------|
| 13 | Encounter with Master Chen | Disc 2: Ryo encounters Gui Zhang and |
| | | Master Chen at Amihama's Warehouse #8 |
|----+------------------------------+---------------------------------------|
| 14 | Oishi's Antiques | Disc 2: Ryo visits Bunkado Antiques, |
| | | claiming Iwao's handguard heirloom |
|----+------------------------------+---------------------------------------|
| 15 | The North Star¹ | Disc 2: Xia-san at Russiya gives some |
| | | extra info on the Phoenix Mirror |
|----+------------------------------+---------------------------------------|
| 16 | Chai Attack | Disc 2: Chai attempts to steal the |
| | | Phoenix Mirror from Warehouse #8 |
|----+------------------------------+---------------------------------------|
| 17 | Piggy Bank | Disc 2: Fukuhara breaks his bank to |
| | | give Ryo savings for a boat ticket |
|----+------------------------------+---------------------------------------|
| 18 | Boat Ticket | Disc 2: Ryo pays for his boat ticket |
| | | at the Dobuita travel agency |
|----+------------------------------+---------------------------------------|
| 19 | Chai's Trap | Disc 2: Chai steals Ryo's ticket at |
| | | You Arcade and eats (!!) it |
|----+------------------------------+---------------------------------------|
| 20 | Jimmy's Apology | Disc 2: Jimmy the travel agent finds |
| | | himself a target of Ryo's fury |
|----+------------------------------+---------------------------------------|
| 21 | Goro's Job Introduction | Disc 3: Goro, but mostly Mai, come |
| | | through on finding Ryo a harbor job |
|----+------------------------------+---------------------------------------|
| 22 | Goro's Information | Disc 3: Ryo coaxes a reluctant Goro |
| | | into discussing the Mad Angels gang |
|----+------------------------------+---------------------------------------|
| 23 | Mark Takes an Ugly Beating | Disc 3: Ryo defeats Mad Angel thugs, |
| | | saving Mark from a vicious beatdown; |
| | | includes Mark's dialogue scene after |
|----+------------------------------+---------------------------------------|
| 24 | Goro's Marriage | Disc 3: Goro informs Ryo he'll marry |
| | | Mai, go straight and start a family |
|----+------------------------------+---------------------------------------|
| 25 | Nozomi and Ryo in | Disc 2-3: post-Christmas scene where |
| | Sakuragaoka Park, Pt. 2¹ | Nozomi and Ryo share a tender moment |
|----+------------------------------+---------------------------------------|
| 26 | Borrowing Ito's Motorcycle | Disc 3: In order to save Nozomi, Ryo |
| | | visits Ito to borrow his sweet ride |
|----+------------------------------+---------------------------------------|
| 27 | To the Harbor | Disc 3: Ryo speeds toward the Angels' |
| | | Amihama base on Ito's motorcycle |
|----+------------------------------+---------------------------------------|
| 28 | The Deal with Terry | Disc 3: Terry gives over Nozomi in |
| | | exchange for Ryo beating up Gui Zhang |
|----+------------------------------+---------------------------------------|
| 29 | Nozomi and the Motorcycle | Disc 3: Ryo and Nozomi's discussion |
| | | on the way home from Amihama Harbor |
|----+------------------------------+---------------------------------------|
| 30 | Dream of the Phoenix Mirror | Disc 3: kinda self-explanitory... |
|----+------------------------------+---------------------------------------|
| 31 | Meditation | Disc 3: Ryo meditates in the dojo and |
| | | thinks about his late father |
|----+------------------------------+---------------------------------------|
| 32 | Tom's Treat | Disc 3: Tom offers to buy Ryo lunch |
|----+------------------------------+---------------------------------------|
| 33 | Tom Move Instruction | Disc 3: Tom shows off a Tornado Kick |
| | | and teaches it to Ryo, then mentions |
| | he's going to leave for America |
|----+------------------------------+---------------------------------------|
| 34 | Goodbye Tom | Disc 3: Near dusk, Ryo reminisces as |
| | | he watches Tom's plane fly off |
|----+------------------------------+---------------------------------------|
| 35 | Ambushing Gui Zhang | Disc 3: Ryo encounters Gui Zhang as |
| | | he returns from work, challenging him |
|----+------------------------------+---------------------------------------|
| 36 | Ryo & Gui Zhang at Sunrise | Disc 3: Gui Zhang offers to help Ryo |
| | | in his revenge quest |
|----+------------------------------+---------------------------------------|
| 37 | The Parting | Disc 3: Fukuhara gives Ryo some extra |
| | | funds before he leaves; Ine prays for |
| | | Ryo to have good tidings; Ryo takes a |
| | | last look at the house before exiting |
|----+------------------------------+---------------------------------------|
| 38 | Dobuita, Departure | Disc 3: In a light snowfall, Ryo goes |
| | | through Dobuita to the bus stop |
|----+------------------------------+---------------------------------------|
| 39 | Nozomi's Amulet | Disc 3: At Yamanose's fox shrine, Ryo |
| | | gets a good-luck amulet from Nozomi |
|----+------------------------------+---------------------------------------|
| 40 | Ending | Disc 3: Ryo takes the Hong Kong ship |
| | | and sails off; Master Chen looks on |
|____|______________________________|_______________________________________|
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SHENMUE MUSIC (JUKEBOX)
_______________________
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This is a section where players can listen to music they've encountered in
the game. Most tracks are encountered by advancing the game, purchasing tapes
from Tomato Mart (etc.), or just entering certain shops. The last 3 tracks
are Christmasy and are only heard once it's close to that time of year.
01) Shenmue Original
02) Sha Hua Orch. w/ Vocals
03) Sha Hua Orch. w/ Chinese Fiddles
04) Loneliness
05) Harbor Light
06) Visitor at Night
07) To the Sky
08) The Spot
09) Beyond the Memory
10) Yamaji
11) Lapis
12) Bob's Pizzeria
13) Abe Store
14) Slot House
15) Tomato Convenience Store
16) Liu Barber & Hair Salon
17) Asia Travel Company
18) Harbor Lounge
19) Light
20) Earth and Sea
21) Yokosuka Blues
22) Sadness, Hope
23) Sunny Places
24) Mysterious Letter
25) Morning Dew
26) Working Man
27) I Wish...
28) Why?
29) Antiquity
30) Jingle Bells
31) Silent Night, Holy Night
32) Sha Hua Christmas
_______________________
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SHENMUE ONLINE DATABASE
_______________________
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This section requires a player to connect to the internet with a dial-up
connection, and can't be viewed without it, unfortunately. There's quite a
few different options available once one is, though. Players who want to see
for themself can use this link (https://www.youtube.com/watch?v=ZDDozGk8sdM)
for the whole shebang.
Those who don't have hours to spend can just read my summaries!
• DATA REVIEW - This section keeps track of various player stats on the given
save file, such as: overall time spent, file's in-game time/date and current
goal, collected cash; the number of saves, times help was used, notebook
checks, conversations given, number of searches and lock-ons initiated, and
time spent moving/idling. (The funniest stat is definitely "number of times
walls hit" though.) There's a QTE-related success/failure/attempts section
as well, including one's reaction speed, plus battle-related info about
training sessions and opponents defeated. Minigame and gambling stats are
listed here, too, among other things (like bus fares, forklift races, toys
and vending machine items bought, etc).
• EVERYONE'S SPACE - A three-option section. "Shenmue Goodies" lets one turn
in winning soda cans for downloadable NPC portraits (for VMU). "Free Market"
allowed players to trade Shenmue 2 collectibles for rare ones (Cherry, Mini
Pool, Mini Slot Game, Mini Jukebox) in the first. Finally, the "What's New"
section does...nothing. Presumably it would have been a listing for updates
if the Shenmue series had become a major moneymaker. Before picking any of
the three options, players can also see how healthy Megumi's kitten is; if
one continues feeding it, its size and length will increase.
• SHENMUE WORLD - This contains three options. "Profiles" gives information on
all the characters and NPCs in the world, which may be helpful, since many
don't have their full names revealed (or it's hard to find out oneself). The
character synopses was loaded by the website and is defunct now, but viewing
things like height, weight, age, Zodiac sign, etc. is still possible. Note
that like many functions, characters who haven't been seen on one's loaded
save file show up as "?"s. (Also, pets around town have their own character
profiles, which is adorable!)
The second option "Places" lets one view maps of the game's notable places:
the Hazuki Residence, Yamanose, Sakuragaoka, Dobuita and Amihama Harbor. The
game will landmark notable things in the layouts, in much more detail than
the normal in-game street maps. (Players used to be able to click on those
notable objects to get information, but this feature is defunct now across
all maps. Stills of those places are still shown, though, presumably since
they're on-disc.)
Finally, "All Moves Scroll" will show Ryo's martial arts progress on the
given save file. It's very similar to bringing up the moves scroll during a
practice session, so this may be the least impressive portion in terms of
new information.
• NETWORK RANKING - This was the section that kept track of a player's ranking
in minigame and compared it with the rest of the world. That leaderboard no
longer functions, but players can still keep track of their own high scores
here. (They can even enter their own online handle, though it's pointless in
this day and age...) Each game's theme plays when the empty leaderboard is
accessed, also.
• NOZOMI'S MESSAGES - I believe this section had Nozomi giving gameplay hints,
but as with many features, those tips aren't stored on disc, so this section
is basically useless now. Nozomi's theme will play while viewing it, though,
so perhaps it's not a complete loss...
• ONLINE MANUAL - A precursor to today's online manual systems, this one shows
various tips and instructions about options newbies want to know about, like
using the Notepad or events. Or it would, if it still worked.
• shenmue.com - This section was a way to browse the official website back in
the day, but doesn't do anything now. It does play a pretty catchy theme if
one tries, though.
• URGENT MESSAGES! - Another section meant for Shenmue-related events. If the
series had been a smashing success instead of a cult classic, this probably
would've been where updates were posted. From what I've seen, the section
was rarely used even back when the games were new and Shenmue was fresh in
most players' minds. (The adorable picture of Nozomi at Aida Florist is all
that remains content-wise.)
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WHAT'S SHENMUE? [WHTS]
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Released as a Japan-only preorder bonus, "What's Shenmue?" is effectively a
demo of the game, set in Dobuita. Instead of searching for Lan Di and those
regular plots, Ryo instead has to find Hidekazu Yukawa by 7:00 PM. None of
this content was put into the Shenmue remaster.
The demo has several differences compared from the main game, such as:
• There is no given date.
• Controls can't be changed.
• The demo's starting weather is random.
• X-button makes Ryo crouch for no reason.
• Many lock-on search functions are missing.
• Several daytime businesses are mysteriously closed.
• Tom's shirt has a skeleton instead of a caricature of himself.
• In the Enoki event, Enoki doesn't recognize Hazuki immediately.
• No capsule toy machines exist, but the arcade has playable games.
• NPCs prevent Ryo from walking past Maeda barber shop, Suzume Park's stairs,
the fortuneteller shop, and both bar district side streets, effectively
boxing Ryo in.
• Some NPCs, like Itoi (Mary's Patches & Embroidery), Tamura (butcher shop),
and Shinkichi (fish market) have different faces. An older Hokuhoku Lunches
worker is switched for the younger one at the harbor; the Water Dragon 2
proprietor works at the other Water Dragon. Some NPCs, like Honey Jackson
and Megumi, are scripted to walk around and don't acknowledge Ryo in any
friendly way.
What's Shenmue? also includes four overview tutorials (the same ones included
in the Shenmue Passport disc).
WALKTHROUGH
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The game begins at noon. If Ryo doesn't complete his search by nightfall,
it's a game over and players're kicked to the main menu. Some events below
can be skipped if a later event is done, but the general info-gathering order
is below.
• The first task is asking around about Yukawa. Some NPCs (like Kurita) will
direct the player toward Aida Florist, since its owner is apparently very
knowledgeable about the community.
• Visit that location past Tomato Mart to find Nozomi, Ryo's adorable love
interest tending the shop. She'll mention she saw someone fitting Yukawa's
description having an argument by Suzume Park.
• Travel to the park (in alley by arcade) and question the man on the bench.
He'll mention Yukawa was there, but left, heading for the arcade.
• Visiting the proprietor of You Arcade earns the 'Business Card' item, which
reveals a 4:00 PM note about Asia Travel Co. when its back is inspected. If
Ryo doesn't look at the back, he doesn't learn about the travel agency from
anyone, though Nozomi will suggest giving the card a long look as a hint.
Many other NPCs just mention Yukawa having gone to the west side of town.
• Walking past the Tomato Mart starts the debut Enoki event, which is solved
in the same way the normal one is (short route: Left, A, B). Ryo questions
the delinquents about Yukawa, learning he was heading toward the arcade or
Asia Travel Co., depending on where the search currently is. (The event can
play immediately after the Suzume Park portion.)
• After learning about Asia Travel, Ryo can visit the store at 4:00 PM; it's
closed until Ryo learns about it, like many plot-related shops. Entering
starts a bar district QTE chase, which is followed by a chase through the
main drag.
Part 1: Left, Right, Left, Right, Left, Right, A
Part 2: Left, Left, Right, Left, Right, A
Players can fail the chase sequence once; failing it twice earns a game
over, which kicks them to the main menu. Some inputs may change slightly
(or be omitted) if Ryo misses a prompt, which is possible easily in the
second half.
The chase ends at You Arcade. Enjoy the funny ending!
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V. FREQUENTLY ASKED QUESTIONS [FAQZ]
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[Q] - I found Nagai Industries, but I can't get in!
[A] - Nagai Industries may look like an apartment building, but its actually
an office. Try visiting in the afternoon, past 2PM.
[Q] - I can't get into the tattoo parlor!
[A] - Like some plot-related shops, it doesn't "open" officially until it's
learned about in the storyline. Until then, even if Ryo tries at an
appropriate time, it's always closed.
[Q] - [Disc 2] I can't move the crate behind Warehouse #8
[A] - Ryo first has to walk near the big stack of crates to notice the setup.
After that, the push prompts appear.
[Q] - Does the weather do anything?
[A] - Sure does -- some event triggers may only occur on sunny or rainy days
after certain plot points, which means those running through the plot
as fast as possible could miss 'em.
[Q] - I have weird gaps in my MemoPad for some reason?
[A] - Collecting some information may prevent other entries. For instance,
if you feed the kitten tofu in the first scene, Ryo will write down an
entry that won't appear if he feeds the cat dried fish. Using the Lapis
fortuneteller for clues will often give entries that otherwise fall by
the wayside, too.
[Q] - Do I need to have Shenmue Passport to play?
[A] - No, it's an optional, auxiliary tool for players. Unlike the "What's
Shenmue" disc, though, it was released in English, so it may be worth
seeking out for big fans. (Perhaps even more so now that Shenmue 3 is
on the horizon and it may go up in price!)
[Q] - Which is correct: Sha Hua or Shenhua?
[A] - I believe Sha Hua was correct around the first game's release, but it
was eventually changed to Shenhua officially. That's the name given in
official Shenmue 3 documents/videos/etc. right now, so it'll probably
stay that way.
[Q] - What's "US Shenmue"?
[A] - It's a version of Shenmue with English voices and Japanese subtitles.
[Q] - What is "especially because you bought merchandise" supposed to mean?
[A] - Ahh, this is the Tomato Mart teller's awkward line. Apparently, in the
Japanese version, she's trying to express condolences for Ryo pulling a
dud raffle ticket. This didn't seem to be translated correctly for the
English audiences.
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VI. UPDATES & CONTRIBUTORS [UPDT]
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6-22-15 ----------------------------+ Started walkthrough
9-17-15 ----------------------------+ Finished walkthrough
9-01-18 ----------------------------+ Updated guide with PS4 remaster info
THANKS TO...
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• Sailor/Ceej, for hostin' my stuff
• Shenmue Wiki, for cassette tape availability dates
• Goro, for being the groovin'-est, bro-est bro in history.
NOTES TO SELF/THINGS I NEED
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• Disc 2: Mai QTE fail scenario -- any specific scenes afterwards?
I'm always interested in errors and other corrections. Additionally, for my
huge scene/event list, I'm also interested in conditions that cause scenes to
NOT play (weather-related, X scene is necessary to view Y, and so forth).
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VII. LEGALITY [LGLT]
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This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.
Allowed Sites: Disallowed Sites:
• Gametalk.com • cheatcc.com
• GameFAQs.com • gamershell.com
• MyCheats.com
• Neoseeker.com
• Gamesradar.com
• Supercheats.com
• Cheathappens.com
• Honestgamers.com
• Chaptercheats.com E-mail me for permissions ~
• Cavesofnarshe.com shotgunnova (a+) gmail (d0t) com.
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WE'RE NOT MAKING ANY Document © Shotgunnova, 1997-2015 (and countin'!)
BETS, WE'RE JUST Shenmue namesake © respective owners
PLAYING THE HOUSE E N D O F D O C U M E N T