%%%
       @@% @%
     @@%   @       @%@@%
    @@    %%      @@ %@
    @    @@       @%@%
   %%             @@%
    %@@@%%%@%     @%         %%    %%    @%   %%  %    %    %%  %@     %%
       %%%%@@@@  @%   %%    @%@@ %@@@  @@@   @@@  @%  @@   @@% %@%   %@ @
             %@ @@   @@%  %@@@% @%  @%@ @   @ %@@%@%@@@@  @@@ %@@%  @@@@%
 %@@@%    @  %@@ %  @@@  %@@@  %%   @@%%@% @   @@  @@ @  @%@%@% @% @@@   @%
%@    @@     %@  %%@ @%  @ @@ %@    %  %@ @        %  @%@%  @%  %%@% @  @
@      @%    @   %@% @%%@   @@%         @@%           @@         @%  %@@%
@     @@ @@ @@        @@%
@@@@@@    @@%

                   The First Chapter: Shenmue Walkthrough
                           Written by AdrenalineSL
                                & Sega Shiro
                    Version 1.01: Released July 21, 2002


        The very latest versions and updates can be found at GameFAQs:
                           http://www.gamefaqs.com

_____________________________________________________________________________

Have any questions? Then feel free to harass SegaShiro. If you're really
desperate for an answer, then you may e-mail Adrenaline as well. What's that?
You don't know our e-mail addresses? Do you think we get paid to tell you
that?! Wait...Shiro says we don't get paid at all, so I guess we could tell
ya...at the expense of your left pinky!

If you plan to e-mail Adrenaline, please include the  word "FAQ" somewhere on
the subject line. Otherwise some serious internet voodoo will be heading your
way.

Remember we accept all things Shenmue, and Shiro likes pornographic pictures
of Nozomi! Be sure to send them. No questions asked. No picture, no reply.

Our e-mail is here: ...No wait, it's below.
                   toiletrabbit(at)hotmail(dot)com (Adrenaline)
                   segashiro(at)hotmail(dot)com (Sega Shiro)


-----------------------------
----   VERSION HISTORY   ----
-----------------------------

Version 1.0  | July 19, 2002
That's weird. Is this version number stuck in some kinda time distortion? Not
really, but the guide did undergo some radical changes: from a standard would
be strategy guide to a simple  walkthrough--well, I also threw in a few bonus
appendices. Originally I had major plans drawn out for this FAQ, but you see,
I had forgotten one crucial aspect: I actually needed ample time to collect
the information I planned  to add to the guide. Time and I don't get along so
you can flush my hopes down that grimy toilet of yours. Anyway everything is
done and it's likely you won't see anymore updates after this. Of course,
every time I say that an update will somehow magically appear out of nowhere.
We shall see.

Version 1.3  | February 1, 2002
Wow, it's been about 6 months since I last updated the guide. Oh dear. Seems
Shiro and I have lost interest in it so we've just hurriedly finished
whatever we could. Anyway, some sections were excised and replaced, others
were finished and whatnot. Did a little format upgrade. Nothing dramatic. Uh,
what else? Oh yeah! Um, I forgot. 'Til my memory returns, see ya in another
like, 6 months.

Version 1.0  | September 22, 2001
The walkthrough is finished.  This  guide has actually been sitting in my PC
for almost 2 months now, and I've finally found the time to get around to
polishing it up and submitting it to the net for  public viewing.  SegaShiro
will hopefully be taking care of the rest of the guide. I've done my part.
This is Adrenaline, by the way, if you haven't figured it out already. From
The walkthrough up, everything is done. From the walkthrough down,
everything is nonexistent. But that will change within the next updates. See
ya!
_____________________________________________________________________________




+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--+
|                              TABLE OF CONTENTS                            |
+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--=+=--+=--+

Welcome to AdrenalineSL's and Sega Shiro's walkthrough for the Dreamcast hit,
Shenmue, the game that chronicles the adventures of Ryo Hazuki as he searches
for his father's murderer. Join Ryo on a quest to avenge his father's death
and wallow in self-pity, as you listen to the horrible, horrible
voice-acting. The games foundation is mainly based on interaction with the
people and objects in the game. The game is fairly linear, but there's just
so much to do that you might find yourself completely stumped at times. This
little document will hold you by your chubby hands and drag you right to the
finish line. Guaranteed. Just search for whatever you need using the Ctrl + F
function. And if you can't find what you need here, you can always search the
following page:

http://www.gamefaqs.com/console/dreamcast/game/24517.html

There, you will find mountains upon mountains of Shenmue-related FAQs. If you
can't find it even there, it probably doesn't exist. Please enjoy!


01.  Gameplay Information
02.  A Closer Look at Shenmue
       •  General Information
       •  Story
       •  Characters
03.  The Fun Begins
       •  Area Descriptions
       •  Disc One Walkthrough
       •  Disc Two Walkthrough
       •  Disc Three Walkthrough
04.  Appendix
       •  QTE Events
       •  Mini-Games/Arcade Games
       •  Items
05.  Outro
       •  Special Thanks
       •  Legal Junk



=============================================================================

  01.  - Gameplay Information -

=============================================================================


Controls:
-=-=-=-=-=-

Ah, the completely un-customizable controls of Shenmue.

Free Quest:
------------------

Ok, the one changeable aspect of these controls is L and R. The default is: L
is Run and R is Zoom, so  that's how I'll write this, but I like to change it
because I grew up on Jet Grind Radio.

D-Pad – * Moves Ryo
       * This is how you walk in the wonderful world of Shenmue.

L Trigger – * Press in conjunction with D-Pad to make Ryo run
R Trigger – * Investigate mode
           * When you hold this down, it zooms in to first-person view, and
             you can look around and stuff.  If you look at something you
             can interact with (which is pretty much everything) it will
             zoom in even closer, and like lock in on that thing.  Then, if
             you press A, Ryo will take it or look at it, or do what he's
             got to do with it.

Analog – * Zoom in & zoom out of first person mode

X button – * Opens notebook
Y button – * Quest menu
          * Use this to open the system menu. Also, whenever you have an
            opportunity to use an item, you'll see a little "Y" in the
            corner of the screen. When it's there, if you press Y, the menu
            will open, and you can select which item to use.
B button – * Cancel selections/speeds up conversations
          * If you hold this down, and use the d-pad, you can look in a 360º
            circle from your present location.
A button – * Action
          * You use A to open doors, you use it to pick stuff up.  You even
            use it to get on the bus.  When you pass something you can pick
            up or interact with or whatever, a little "A" will appear in the
            corner of the screen.  Press A, and Ryo will do...something.
            It's kinda like the condom icon in the Leisure Suit Larry games.

Start – * Opens the Help screen


Free Battle:
------------------

Unlike a traditional RPG, Shenmue features a real-time battle that the player
feasibly controls. Learning the moves and executing is the hard part, but
maneuvering Ryo is the fundamental basic to mastering the Free Battle Mode.

D-Pad – * Moves Ryo

L Trigger – * Press with D-Pad to make Ryo run/Running attack
R Trigger – * Opens scroll move list
           * If you go to the moves scroll when you're still in the free
             quest, you can set one of the moves to this button.  For
             example, if you want to do the Crescent Kick easier, just
             scroll over to it in the moves scroll (*rimshot*) and press A.

Analog – * Zoom in/zoom out of first person mode

X button – * Punch
Y button – * Parry
B button – * Throw
A button – * Kick

Start – * Opens the Help screen


Steering the Forklift:
-------------------------------

After a while, Ryo gets a job driving a forklift and needs to learn a whole
new set of controls--err...needs to learn his way around. Yeah. And the more
crates you bring to the designated area, the more money you make, and the
better chance you have of getting a raise. It's a win-win-win situation.

D-Pad/Analog – * Steers the forklift

R Trigger – * Moves the forklift forward
L Trigger – * Moves the forklift backward

A Button – * Raises or lowers the lift
B Button – * Changes the view
X Button – * Displays the map
Y Button – * Brings up the menu


                        --Understanding In-Game Menus--


Once you start the game up, and hit the start button and stuff, you get the
Start Menu. It's set up like this.

                                 [New Game]

                        [Load]                [Continue]

                                 [Options]


Use the D-pad to select, just by pressing a direction, then press A when
you're satisfied with what you've picked.


New Game:
-----------------

If I have to explain this, maybe you should just give up hope now, but here
goes. When you select this, you choose to embark on the adventure that is a
new game. It means that you will soon actually have to do something (though
it is nice to just sit and watch the intro for a while.)

Load:
-----------------

This brings up a screen with three files on it.  Yes, that means you can save
up to three games in Shenmue. That comes in handy when you have a big choice
to make...or if you're writing a FAQ. Pick one of the files, and it will load
the game you previously saved. Once again, D-pad to select, A to confirm.

Continue:
-----------------

This is something I tend to use a lot. If you're too far from a save point in
the game...or even if you're not, you can use the resume feature, and get a
cool temporary game save. Then when you come back, select continue, and you
pick up from where you left off. But, remember, once you use it, it deletes
that resume file.

Options:
-----------------

It's an options menu...you use it to change  various options of the game.
Move your cursor around with the d-pad, and select stuff with A.


   Dialog and Text: Here, you pick if you want to see text, no text, no
          voice, so forth, and even so on. This is done by picking one of
          four modes: Cinema Mode, Game Mode, Shenmue Mode, or Text Mode.

   Cinema Mode: This mode is uber-cool (like us), it's like watching a
          movie, except you're playing...a video game. No text, just
          dialog. The downside is that if you use this, you can't skip
          through dialog. That's right, you're forced to sit there and
          watch beautifully animated people interact in a great virtual
          world. How sad.

   Game Mode: This is the one I like to use. It has voice and text. Reminds
          me of like playing King's Quest 5 and 6...but I digress. This is
          cool 'cause some guys' voices are hilarious (read: Goro).

   Shenmue Mode: This one kinda draws the line between Game Mode  and Cinema
          Mode. It's only dialog...but if you skip through said dialog, you
          get a neat little safety net in the form of subtitles. Yeah, AM2
          thought of everything.

   Text Mode: Ok, Text Mode, I think, was made specifically so you don't
          have to hear Mark's horrible voice acting when you get further
          into the game. There are no voices, just words at the bottom of
          the screen, otherwise known as text.

   Sound: Here's where you set it to mono or stereo sound. Remember, if you
          are using RF or have a mono TV, you want to use mono.

   Area Jump: This thing is great. Instead of having to walk the mean
          streets of Yokosuka, you can just jump to a certain part of the
          city once you've been there before. Just try to leave the house,
          and as long as you have this option on, a menu will pop up asking
          where you want to go.

   Toggle Run: Here you can change whether R is view and L is run (default),
          or vice versa.


                              --Playing Shenmue--


Shenmue is made up of 3 modes. Four if you actually count View Mode as being
something separate. These modes break down to Free Quest, Free Battle, QTE,
and View Mode.


Free Quest
-=-=-=-=-=-=

Free Quest is where you spend the majority of the time in the game. This Free
Quest system can also be defined as the "exploration mode" in a traditional
RPG. You have the basic walk-around-town-talking-to-people-who-can't-help-
you, but Shenmue features a much more realistic world, as opposed to a
completely fictional world in which people stand in the same spot 24 hours a
day. Speaking of which, the game runs on a 24-hour in-game clock. The hours
go by the minute, only a little slower. Get a feel for Shenmue's vivid world.
You can walk around town, drink a soda, go to the arcade, pick stuff up. You
name it.

Free Battle
-=-=-=-=-=-=-

Free Battle takes place at any time you have to fight somebody Virtua Fighter
style. Usually, it's unfair since you have to grapple with usually five or
more gangsters at once, and believe me, they are tough. If you're on a really
lucky streak, the game may throw in a boss or two (but that doesn't happen
'til later). When you see Ryo from the side, and you can use the new button
combinations to do neato stuff--like special punch and kick moves. Various
people are likely to teach you a few moves of their own.

At the beginning of a Free Battle, Ryo is poised and ready to get sweaty, and
at the same time, your adversaries are also in position to kick your arse.
The first thing you'd notice is the circular bar on the bottom-left corner of
the screen. That's Ryo's health meter. The green full dots indicate the
stamina he has remaining in him. If all the green dots disappear and you are
brutally given a final blow, you may get the chance to try again. You might
want to take this into consideration. When your health/stamina, whatever you
want to call it depending on your school of thought, gets low, try running
around. When you are running, two things are happening:

1. Ryo is SLOWLY recovering his health/stamina.

2. Ryo is (possibly) escaping danger's way.

However, running, like a normal human, can make a person tired. Ryo can get
tired and stop running. Thus, opening up to all kinds of attack from left and
right by his enemies.

QTEs
-=-=-=

QTEs are way cool. QTE--also know as Quick Time Events–-happen when you're
walking down the street and suddenly, a big red A or something of similar
nature pops onto the screen. It may leave you dazed before you can react
quickly enough, but you'd need to press the button in time. If you take too
long, or if you press the wrong button something horrible may happen. Usually
being that Ryo gets beaten up. If you screw up the QTE completely, you have
the chance to try again (something nice about the game) although sometimes
the game does flow along regardless whether you were successful or not. They
also had these in Dynamite Cop and Sword of the Berserk.

View Mode
-=-=-=-=-=-

View Mode is the fake-ass, red-headed step child mode. It's not a mode, Sega
just says it is. This is when the camera is positioned in a certain fashion
so you can see what's going on better. It usually occurs during important
sequences and events where Ryo is about to be confronted by nasty thugs that
beat him silly.

Conversation
-=-=-=-=-=-=-=

Throughout the game, you'll need to exchange a few words with Shenmue
denizens and shop owners to garner information on Lan-Di's whereabouts. All
the people who walk by on the streets are never helpful, so don't even bother
talking to them, unless you're on some strange conquest to collect the
definitive Shenmue Quote Guide or something. To converse with characters in
the game, approach them. When near enough, the A button command should
appear. Press A to start the conversation. It's out of your control from
there. It can either benefit you or bring you down to the idiot's level. It's
entirely dependent on who you talk to.

If you've foolishly chosen to have dialogue text in conjunction with voice
acting, you can rapidly press B to skip the voice dialogue. The conversation
will not end until the A button at the bottom is gone. Keep in mind that Ryo
isn't the only one who can initiate conversations; he may sometimes be
confronted and talked to, usually, if not always, by no-good wannabe thugs.

Action Selector
-=-=-=-=-=-=-=-=-

Otherwise known as "That weird way you select stuff in Shenmue",  the action
selector can really mess you up...especially if you're trying to raise a cat.
Ok, the deal is, whenever you have a choice of which action you would like to
use, a menu will pop up at the upper left corner of the screen. It will
either have two choices (left and right) or four choices (up, down, left, and
right). To pick the action in question, all you have to do is press the
direction of the action using the D-Pad, and Ryo will follow your orders like
what Adrenaline does to me.

Search
-=-=-=-=

The Search feature is a neat idea. Lotsa thanks to the guy who cleverly made
it up. The R button triggers this feature. Basically, the camera zooms into
first-person view. If it catches something of importance, it double zooms
into it. This is your cue to press the A button. It may be something you can
pick up and take, or something you could pick up and examine. Other times,
it's something interesting, or a person you could speak with. Naturally, you
find and add items into your inventory this way.

Lock-On Action
-=-=-=-=-=-=-=-=

Lock-On action is a step further ahead of the Search mode. Like I said above,
when the camera locks-on to a specific foundation or item of the area, this
becomes the as called Lock-On Action.  When you are locked-on, there are four
active things you can do with it: Examine, Open, Pick up/Take, or Dial. I'm
sure Examine, Open and Pick up/Take are self-explanatory as they obviously do
what they mean. However, Dial can only be done when Ryo is using a telephone
to call someone. Use the D-Pad to move Ryo's hand to the corresponding
numbers on the phone and press A to dial it. Numbers are noted in Ryo's handy
notebook.


                             --Fighting Basics--


The following pertains to simple concept of Free Battles. Let me show you
how it's done, guy.


Moves Scroll
-=-=-=-=-=-=-=

A Moves Scroll displays possible moves that can be performed by Ryo to use
against an opponent or sparring partner. You must read the moves sideways
since it's set up that way. Next to the name of the move, the corresponding
buttons needed to be pressed are listed. On the bottom-left corner is a mini-
Ryo model which serves its purpose as a move demo simulation. Pressing the L
and R Trigger can flip through the pages of the vast move list. Some moves
are labeled unknown or remain transparent until you acquire the scroll for
the move or the technique from a character in the game.  During Training Mode
or Free Battle, you can open the Moves Scroll list by pressing the R Trigger.

Training
-=-=-=-=-=

It's imperative to balance your punches, kicks, throws and parry your enemy's
attacks. That's why those generous folks at CRI decided to stick in this
Training mode for you to practice your moves with. However, there are certain
spots Ryo can train on, typically saying an empty lot or a park devoid of
other people. You can set a training method via the menu in Ryo's Room. To
quit training, pop open the Move Scroll screen and stay there for a few, and
quit. Upon returning to Training Mode, you'll be prompted to choose whether
or not you want to Continue training.

Sparring
-=-=-=-=-=

Very much like Training, except Ryo gets his practice through beating up
Fuku-San at the dojo. At some point in the game, Fuku-San permits you to spar
with him and experiment with your moves and learn when to use them at the
right time. Don't underestimate Fuku-San, he won't hold back on kicking your
arse either so watch out. Though, the fun won't last long, as Fuku-San for
some unknown reason will refuse to spar with you shortly afterward.

Proficiency
-=-=-=-=-=-=-

The proficiency bar can be vaguely seen behind the translucent set of moves.
Each move on the moves scroll has a bar of certain height behind it. The
taller that bar is, the more proficient Ryo is with that move. What this all
boils down to is that greater proficiency brings more attack power and
strength, and it's easier to defeat monstrous foes. You can determine that
from the height of the bar and compare it to the words: Learning, Moderate
and Advanced shown on the very right. You can raise your proficiency by
practicing and sparring with Fuku-san. Before you go to bed, any moves you
select from the training menu will increase the next day.




=============================================================================

  02.  – A Closer Look At Shenmue -

=============================================================================


Some may find it hard to classify Shenmue. However, Yu Suzuki did not. He
came up with the genre of FREE, or Full Reactive Eyes Entertainment. And I'd
say it fits pretty well, after having the pleasure of being able to play
Shenmue. For you see, this isn't merely a straightforward game where you run
around and do things in a certain order to obtain an end goal. AM2 designed a
whole virtual city for you to do virtual things in. You don't play Shenmue,
you are driven towards madness by Shenmue when you are sucked in so far by
what you thought was only a game to the point that when you want to go to
sleep, you make Ryo run home, and set him down in his bed, only to realize
that you and Ryo are two different people. So, the word "adventure" doesn't
really do the game justice.

One cool thing about the Shenmue world is that it changes constantly, much
like the real world does. For instance, if you leave the game sitting, to go
do something, and come back, chances are it will be the next day, and you'll
be back at home, far away from the travel agent, or wherever it is you were
standing. Because time progresses just like in the real world. Not only does
time keep going, but what usually changes with time? Other than your fey
maturity--weather. Each day, it's something different. It may rain, it may
snow. It may be rain that changes to snow. And in the spring, the "sakura"
(cherry blossoms) bloom.

Now you're thinking "Wow, this sounds like an amazing game." Yes, but that's
not all there is to it. In addition to having a fully functional city, this
game is done in FULL VOICE. That means each character has at least one thing
to say. This makes for likeable townspeople, so when you're walking through
town, you actually WANT to stop and talk to the idiots that don't help you on
your quest at all just because IT'S COOL. You can become immersed in the life
of a gathering of polygons, and actually shed tears as you see some of the
later movies in the game (I admit it, the Ryo and Nozomi on the park-bench
scene got me).

You see, this is what makes a great game. Not just a great game, but a FREE
game (not that kinda free, mind). AM2 goes that extra step, and actually
creates life where there was no life before. Mimicking the real world to a
tee, it has steady time, fluctuating weather, and unique characters all with
their own story. So, the next time you're in EB, and you hear some idiot
making remarks about how "The Dreamcast tanked" you can spit in his eye for
me. Yeah!


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                                STORY                              ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

The year is 1986, the place Yokosuka, Japan. The normally tranquil day-to-day
life of Ryo Hazuki is suddenly and irrevocably 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 before seen, to engage 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  resource, Iwao reluctantly  tells 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 of 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.

-Instruction Manual, p. 4


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                            CHARACTERS                             ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

While Shenmue is teeming with more or less lovable characters, we just didn't
have all the time in the world to nail down each NPC and bio them, so the
important ones are listed below. Their character information is based on what
we know thus far.


Ryo Hazuki
-----------
Appearance: Teenager in a leather jacket and sturdy blue jeans
Character Role: Main character of the game – i.e. you control him

The protagonist of this tale is none other than squeaky clean Ryo Hazuki.
Ryo's a young man, living in Yokosuka with his father and his father's
student, Fukuhara, or Fuku-san. He's lived there all his life, and has since
childhood, earned the nickname "Suede-head Ryo," given to him by the woman
that works at the Abe store, when he was a boy. Also given to him as a boy
was a strange tendency to shy away from girls. He once had a girlfriend, but
his friends teased him so much that he was never the same, and has acted
awkward toward them ever since.

Fast-forward a couple years to December, 1986. Ryo is now 18, living quite
happily training under his father in the Hazuki style of martial art, and
hanging out with his err..."girlfriend", Nozomi Harasaki. Well, on this day,
it all changes, as Ryo runs up to his house, only to see Fuku-san come
flying out of the dojo. Upon entering the dojo, he sees his father, Iwao,
battling Lan Di, a man wearing cool Chinese robes. Ryo tries to stop Lan Di,
but is quickly put in his place. He then watches his father get killed,
helpless to do anything. Now, it's payback time. We join Ryo in his quest,
already in progress.

Nozomi Harasaki
----------------
Appearance: Pigtail-less School girl
Character Role: Ryo's would-be girlfriend

Who's that girl in the cute plaid skirt?  Why that's Nozomi. The cool thing
about her is that she's originally from Japan, but moved to Vancouver,
Canada, and then back to Yokosuka. Nozomi is Ryo's main squeeze, and 18 as
well. She can't find a way to tell Ryo how she feels about him (not very
character-exposing, I know, as that's how most chicks are). And, we all know
how Ryo acts back, don't we? Nozomi works at the Aida Florist in Yokosuka,
but will soon have to go back to Vancouver.

Lan Di
-------
Appearance: Chinese bad boy in green robes
Character Role: Evil dude behind the drama

Lan Di is the mysterious, ultra-evil villain of Shenmue. Think satan on
crack. This guy is in the Chinese cartel, the Chi You Men, and practices a
whoop-ass style that was thought to have been dead years ago. He dropped Iwao
Hazuki with minimal difficulty, and killed him in front of his own son. His
true motives for committing such heinous crimes are unknown, but he would not
kill Iwao until he gave up the location of the dragon mirror. What does he
want it for? Only time will tell.

Iwao Hazuki
------------
Appearance: Honorable warrior; Asian version of John Travolta
Character Role: Ryo's deceased father and model

Known and respected throughout Yokosuka, Iwao Hazuki is the head of a dojo
that teaches the Hazuki style of martial art. Though he was recently murdered
by the treacherous Lan Di, he passed down all the knowledge he gained through
years of studying in China to both his pupil, Fukuhara, and his son, Ryo. He
spent many wonderful years as a father with his son, teaching him the ways of
the world and eating his vegetables, and of course, the impeccable Hazuki
style.

Ine Hayata
-----------
Appearance: An old lady twisted with arthritis
Character Role: Hazuki Family housekeeper

Ine-San, as Ryo calls her, has been living under the Hazuki household for 15
years. She sews, cooks, cleans and just about everything you could think of.
Other than that, she has basically integrated into the family as Ryo's
grandmother...though that's not actually what she is. Don't EVER make that
confusion.

Mayasuki Fukuhara
------------------
Appearance: A whiny bitch
Character Role: Disciple of Iwao and friend of Ryo

NO, he's not Ryo's brother. NO, he's not gay. And NO, he did not make out
with your sister. Fuku-san is a live-in student with the Hazukis. Noticing a
trend here? Anyway, Iwao extended an arm of kindness and took him under his
collective wing despite his being a little slow. However, in his 10 years of
training, he too, has become an honorary member of the Hazuki family. Ryo
sees him as a brother, and goes to him for advice on all of his problems. He
is, however, not the most helpful character in the game.

Ling Sha Hua
-------------
Appearance: Average school girl pigtailed chick in robes
Character Role: Character marker for the upcoming Shenmue II

Ling Sha Hua, or Shenhua, is a cute Chinese girl. That's really all anyone
knows, and the only reason anyone knows that is because Sega has given out
information about Shenmue 2 already. So far, we've only seen her in the
dreams of Ryo, and she was on the Shenmue trailer. So we know she's integral
to the storyline SOMEHOW. Hey, doesn't she live in the forest or something?

Tom Johnson
------------
Appearance: A wannabe breaker in dirty, red jammies
Character Role: Ryo's supposed best friend

Well, Tom despite being non-integral to the story just had to be put in here
because...his dreads are so rad, dude! That's the guy with the natty dreads
dancing by the hot dog truck. It seems he's only learned to dance to one
rhythm. Hm. He used to live in New York, but hitch-hiked all around the
world, learning martial arts on the way, and finally settled in Yokosuka.
Other than that, it's a little-known fact that Tom Johnson is Ryo's best
friend. He's got a really stupid accent. Geez, where DO they find these voice
talents?

Master Chen Gui
----------------
Appearance: Wise old man in a red robe with a kind face
Character Role: The guy that tells Ryo basically everything he needs to know

Master Chen is an elderly Chinese man that's grown rich from owning many
shipping businesses across the world. His most prominent, however, is the
one in Yokosuka, where he lives with his son and protector, Gui Zhang. He
practices Yan Qing, and is also currently teaching it to his son, along with
the family business.

Gui Zhang
----------
Appearance: Mobsterish guy in a suit
Character Role: Master Chen's body guard and son

Gui Zhang is Master Chen's son. He is living with his father while learning
the shipping business, and the art of Yan Qing. He also has the job of
following Ryo around and making sure he doesn't lose the Phoenix Mirror that
he's looking for to the Chi You Men. In essence, Gui Zhang is the bodyguard
of both Master Chen, and Ryo.

Mark Kimberly
--------------
Appearance: Kobe Bryant not-so-look-alike with a bad taste in style
Character Role: Co-Worker of Ryo at the harbor; fishes for information

Mark works as a forklift operator down at the Yokosuka harbor. He's a quiet
individual that minds his own business, but seems to have a nasty problem of
continuously getting beat up by gang members. Ryo happens to be one of his
co-workers, and helps him out of a jam, by...what else? Beating the crap out
of them BO smelling-thugs. So after this, Mark and Ryo become good friends.

Chai
-----
Appearance: A rotten-teeth-dirty-bastard with incredibly flexible joints
Character Role: An underling of Lan Di

This dude is CREEPY. As creepy as Lan Di is evil. Think of that chick from
the Alien movies with like the plague. He's one of the Chi You Men, so this
means he's under Lan Di's control. Chai skulks in the shadows and follows his
victims around until it's too late for them. Note of the day: Did you know
"Chai" means vegetables or "greens" in Chinese? However, only the Mandarin
dialect pronounces it this way. In Cantonese, it's "choy", not that you care.
Anyway, I digress.




=============================================================================

  03.  – The Fun Begins -

=============================================================================


"He shall appear from a far Eastern land across the sea. A young man who has
yet to know his potential. This potential is a power that can either destroy
him, or realize his will. His courage shall determine his fate. The path he
must traverse, fraught with adversity, I await whilst praying. For this
destiny predetermined since ancient times...A pitch, black night unfolds with
the morning as its only light. And thus, the saga, begins..."

Some indicators you are likely to find in the walkthrough to be noted:

[NOTEBOOK ENTRY LEAD]
  You'll be finding this indicator throughout the guide. It's generally here
  to act as a "heading" so you know what I will be talking about in the
  paragraphs ahead. Although I won't be listing every single entry, I'll
  just add the ones that are the root of Ryo's current investigation. I hope
  that just made sense.

--- [QTE No. X] --------------

I will list the QTE's in chronological order, or at least, based on this
walkthrough. Some may be triggered in a different sequence to this guide.
"X" will, of course, be replaced with the number. This indicator is here just
to inform you of an occurring QTE. Please refer to the QTE section in another
section for more details on it.


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                           AREA DESCRIPTIONS                       ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Shenmue is a vast game focused on a total of five main areas in which Ryo can
explore. The following section describes the place, its purpose and the major
role it plays in the game.


"HAZUKI RESIDENCE"
Neighboring area: Yamanose

Hazuki Residence, the humble abode of the Hazuki family and their nanny. It's
filled with thriving exotic plants and flopping fish teem in a clear blue
pond. Just behind it is the renown dojo of the Hazuki style. It's everybody's
dream house. Well, it was until one day, uninvited guests corrupted the
natural and tranquil cycle within the gates of Ryo Hazuki's quiet home,
shattering the dreams of a near-perfect life for young Ryo and his father,
Iwao Hazuki. Ryo's vengeful quest begins at the heart of the matter. Very few
integral parts of the plot occur here. Ryo must return to here at the end of
each day for his beauty sleep.


"YAMANOSE"
Neighboring area: Sakuragaoka

Yamanose plays a very small role in the game. It serves its minor purpose in
one QTE event. An optional task is laid out here. That is to take care of the
stray kitten by feeding it milk, dried fish or any other rubbish you can feed
it. It doesn't affect the story if you nurture it properly. You can choose to
rename it, though. With it's narrow streets, a huge apartment complex, and
cluttered houses, it's no wonder Ryo decided to stay at the top of the hill.
Yamanose features a small shrine, where one pivotal point of the storyline
makes its turn. You bypass this area on the way home. Other than that, the
place is a small neighborhood, one of which Ryo knows well.


"SAKURAGAOKA"
Neighboring area: Dobuita

Sakuragaoka seems to be the turning point of events. A good number of things
happen here. There's a phone booth in the middle of town and across from it
is a construction site. The first convenience store is located here known as
the Abe Store. The elderly lady that works there calls Ryo "baby-boy Ryo"
much to his annoyance. There are two roads that lead to the city of Dobuita,
the next town in line. A local playground is situated at the far end of
Sakuragaoka, as well as a whole line of connecting both sections of the area.
Some of Ryo's friends live here and as the story progresses, they'd lend a
helping hand.


"DOBUITA"
Neighboring area: Sakuragaoka

Much of the game takes place in this sordid city of gambling goons, guile
businesses and the home of illegal doings. Ryo gets a big lead on the
whereabouts of Lan Di and it comes down to a man named Charlie. With shops
oozing with useful information, this makes Dobuita the main place for Ryo's
detective role. You've got an underground bar that likes to keep punk guys
like Ryo out, an unregistered tattoo parlor, a secret organization that may
have connections with the Chinese mafia, and just about anything that leads
to the notorious Lan Di. Help Ryo piece these missing puzzles together.


"NEW YOKOSUKA HARBOR"
Neighboring area: N/A

Once you reach New Yokosuka Harbor, this is where things pick up a little.
The harbor is the focal point of much of this game. It's a basic sea side
commerce area with cargo coming in and out of the harbor. You've got the
typical warehouses (and loads of them), working men, and the local fishermen.
Ryo hops on board his new job and makes new friends, as well as acquire
valuable information about an active drug smuggling group 'round the parts.
Exploring the harbor takes more time in itself. Many QTE's and Free Battles
occur here.


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                        DISC ONE WALKTHROUGH                       ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

The disc where it all begins. Great. You spend the vast majority of your time
looking for clues and any hints about anyone that might know of Lan Di. All
that comes down to a man named Charlie, whom you will be looking for the
remainder of this disc. Happy hunting.
                               --------------

Ryo Hazuki's quest begins as he is coming home from a typical day and finding
that he has uninvited visitors. Ine-San is lying wounded at the entrance. She
tells Ryo to hurry to the dojo to help his father. Ryo runs to the dojo in
haste to find his honorable father and  a mysterious stranger dressed in dark
green Chinese robes engaged in a trouble-brewing argument...

Opening cinemas...blah, blah, blah and BLAH!  Do I  have to hold  you by your
grimy hands through the cinema too? Even when you can watch everything
onscreen perfectly well without my guidance.  Don't make me beat you with the
poison oak twig of doom.


Day 1- December 3, 1986
```````````````````````

Items to find: Shenmue Cassette, ShaHua Cassette, Cassette Player, Photo of
Friends, Candles, Matches, Twin Blades Scroll, Flashlight, Shadow Reaper
Scroll


  /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
  |"Ask around to see if anyone saw men wearing black that day." - p. 7 |
   ---------------------------------------------------------------------/


A few days later, Ryo wakes up from restless nights of nightmares, weighed
down with a new fate--Find and get even with Lan Di. When you finally regain
control of the young lad, there are several things to find in his room, but
first, familiarize yourself with the controls and menus. Once you have the
hang of things, use the Search feature (See Playing Shenmue) and pick up the
SHENMUE cassette from his desk. Then forage his desk drawers to find a PHOTO
OF FRIENDS, SHAHUA cassette, and a CASSETTE PLAYER. The Cassette Player runs
on batteries, and you can find some later on, or buy it from the store. Leave
his room and Ine-San comes to urge you to rest some more. Ryo refuses and
Ine-San tells him that she will leave 500¥ for him each day. She gives you
your first payment now. Explore Ryo's house to find some useful items you'll
need later.

Read Iwao's letter to Ryo on the desk in his room, and in the hallway beyond
Iwao's room, grab the TWIN BLADES SCROLL from the straw basket. You can find
many other things lying around in the house. There's a Sega Saturn in the
cabinet under the TV, but that can't be used until you've won a game from the
drawing (More on that later). Just remember to use the Search Mode often.
Once you feel you're up to exploring more of the world of Ryo Hazuki, slip
on your shoes and head outside to the yard.

On the way to the dojo, you can watch a cinema of Ryo and his father in his
younger days by standing under the Cherry Tree. Visit Fuku-san in the dojo.
After the conversation with Fuku-san ends, a new notebook entry will be
inserted into the notebook. Press X to view it. Return to the dojo and speak
with Fuku-San one more time and inspect the long box to add two more entries
in the notebook. Now, it's time to leave your home and ask around about the
day of the incident (as if anyone would know what he's talking about).

The streets are deserted with the exception of two local children loitering
on the side of the road. Don't talk to them! You'll cringe at the sound of
"Hey Mister!" A house-to-house sweep is a waste of your time. Ryo will only
come up with about three ways of saying no one's home. At the bottom of the
first set of stairs are two conversing people. They each give somewhat
valuable information.

As you continue down the road, Megumi, the cute little girl in a pretty red
dress, beckons you. It seems that little Megumi's feeling big at heart and is
taking care of a stray cat. Its mother was apparently flattened by the
speeding black car Ryo is diligently searching for. Everyone is chipping in
their share of hospitality for the kitten, but it doesn't appear to be
so...Anyway, you'll need to feed the famished kitty. You can choose between
Dried Fish or Dried Tofu. You choose; although, I think Dried Fish will
override the tofu in the cat's favor. Choosing either one will net you
different entries in the notebook. However, choosing the tofu will omit the
kitten side quest, which is _not_ essential to completing Shenmue. It's
entirely up to you.

Assuming you've fed the cat some of its naturalized food, Megumi tells you of
Yamagishi-san, whose back hurts having almost gotten run over by the black
car, or if you've fed it tofu, Megumi will get upset and give you the silent
treatment. Once you're in control of Ryo again, take him to the end of the
street and on to Sakuragaoka.


  /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
  |"Yamagishi-san almost got hit by black car" – p. 9                   |
   ---------------------------------------------------------------------/


Sakuragaoka proves to be a much bigger area than that miniscule Yamanose. The
first thing you'd probably notice is the phone booth (yes, you can use it).
Next to it are two loquacious women. Speak to them to learn about nothing
Particular if you've already gotten the lead on Yamagishi-san, and they'll
refer you to Sumiya-San, the gossip queen. She can be found at the other end
of town sweeping at the front of her house. She wears these huge, funky
glasses and  an ugly clash of orange and pink attire, so she's hard to miss.
She confirms the rumor about Yamagishi-san almost getting hit by the car. Now
it's time to visit the old geezer.

His house is located next to the Ito household, the house with a motorcycle
parked in the front. If it's early in the day, he should be outside his house
stretching. Ask him about the black car to learn about the car rushing at
frightening speed to the neighboring city of Dobuita. Other residents of the
area can also give you clues about it but nothing new.


/---[NOTEBOOK ENTRY LEAD]-------------------------------------------------
|"The blk. car went towards Dobuita -> Maybe people who work there saw it"|
| - p. 10                                                                 |
 -------------------------------------------------------------------------/


Near the Abe Store, you may have encountered a short-sighted elderly lady who
seems to have lost her way to finding Yamamoto's house. She asks you to read
the nameplate of the house in front and it reads "Tajima". Oops, wrong house.
She lays out your duty to find Yamamoto's house while she kicks back in the
park. Head right, past the Abe Store, 2 houses down and you should come to
the silver nameplate reading "Yamamoto". Zoom in on it and press A. So you've
found it. Now it's time to fetch the old lady at the park. You'll find her at
Sakura Park a little further down and Ryo will automatically guide her to the
house.  NOTE: Nothing beneficial is gained here, except another Memo Pad
entry. She appears only if the day is still young. Otherwise, it will have to
wait until the next day.

If you feel like it, you can explore more of this fictional, virtually life-
like world. There's a vending machine that provides Jet Cola and other soft
drinks. And for the first time ever, Shenmue introduces you to Toy Capsule
machines, in which you can really buy and collect toy capsules. Cool! They
unfortunately cost a ripping price of 100¥ each, which adds up quickly if you
fancy collecting them.  You can also visit the Abe Store (See Shop List for
items). Buying "Shenmue" items permits you to try your hand at the drawing.
It isn't worth it here, as the prizes aren't nearly as great as the ones you
would find at the Tomato Convenience Store in Dobuita.

Ok, now you've done just about everything you can on the first day. It's time
to get some shut-eye. Head back home like the good little boy you are. Stop
looking at me. Run along now.

If it's still early (before 11-ish), you have a chance to chat with Fuku-san
and Ine-san. Turn in for the night and save your game if you want. If you'd
like, you can also set a different tone for the Training Mode. Watch Ryo go
to sleep, and then watch him wake up just as abruptly as he had fallen asleep
(Cool!).


Day 2- December 4, 1986
```````````````````````

After a try-to-come-alive bit, take Ryo out to the hallway. A breakfast of
traditional Japanese food is prepared in the kitchen. Examining it evokes one
of Ryo's fondest memories. Unfortunately, we don't get to see Ryo eat until
the 3rd disc or so. MILK can now be found in the fridge, and DRIED FISH is
lying around near the stove. Once you take them, they won't magically replace
themselves. You'll have to start buying them from now on.

If you've gotten home late that night, Ine-san sets a curfew as you step out
the door. Perhaps she is taking her role as a maternal character too
seriously. Out on the yard, visit Fuku-san at his usual place--the dojo.
There, he "teaches" you a new move and complains about his lack of talent
(and I don't blame him). Afterwards, leave his residence and continue all the
way to Dobuita (it's now accessible) from one of the two paths in
Sakuragaoka.

--- [QTE No. 1] --------------

Upon your first visit to this large, bustling town, you'll find it difficult
to navigate. Never fear, there are also town maps stationed at many parts of
the area. Depending on where you've entered, you may end up in either the
busy part of town or in a hoodlum-like area. Either way, you can either speak
to the guys working in Yaokatsu Produce, Funny Bear Burger, or the Uokichi
Seafood to learn about the girl at Aida Florist, otherwise known as Nozomi,
who had gotten splattered with mud by the car. She threw fits over her lovely
white sweater.

You should find Nozomi standing outside her shop. Speak to her and she'll re-
call the day, as well as throw in a new clue for your handy notebook. It's
been rumored that Tom, the guy in dreads at the Hot Dog Truck, had been in a
heated argument with the men in the car. Check it out to affirm everybody's
suspicions. You can find Tom along the street across from the Global Travel
Agency.

Tom won't even admit talking with them until Ryo pleads for his help. Tom
claims that on account of the car's eye-popping rate, it almost knocked down
one of his customers, so he ruefully gave them a piece of his mind (which is
quite logically impossible if the car was speeding like everyone said it was.
I love video game logic). Tom set ups your next investigation. He suggests to
look for some Chinese people and Ryo sadly listens to his advice.


 /---[NOTEBOOK ENTRY LEAD]----------------------------------------------
 |"Tom saw Lan Di and suggested I seek information from Chinese people" |
 | - p. 13                                                              |
  ----------------------------------------------------------------------/


Now, to gather information about Chinese people is easy. Almost everyone in
town will give you the same answer, which is to go to the Ajiichi Chinese
restaurant since everyone who works there is Chinese. Specifically, Tao-san
is the guy you should talk to get the next clue.

--- [QTE No. 2] --------------

The Ajiichi restaurant is directly across from the Hattori Sporting Goods,
which is in the adjacent alley of the Tomato Convenience Store. Find Hattori-
san standing outside his shop and across from him should be the entrance to
the restaurant. Tao-san is the (old) man in the white chef's uniform. Speak
with him to learn about the Three Blades and your next clue. The Three Blades
are the three professions: Tailor, Cook and the Barber. Refer to your memo
pad for details.

From here, you can choose to go to any of the three places Tao-san advised
you to consult for more information. But if you haven't gotten the chance to
explore more of Dobuita yet because I hadn't told you to, or you were too
immersed into the story, then now is a good time to do so. The best place of
interest is the Tomato Convenience Store (gotta dig that groovy music). There
is a wide selection to choose from the ubiquitous Sega products. You can
stock on some food  for the kitten if you're attempting it's mini side-quest,
or you could buy many Shenmue items and try your unaltered luck to win that
sleek new boom box or a Sega Saturn game. Cool! Try to acquaint yourself with
the tortuous streets and remember where (or try anyway) the stores are. It'll
save you a lot of trouble later on. Also, Yamagishi-san should be in Suzumi
Park now. Go to him to learn the Double Blow move for Ryo.

When you're done digressing from your main task, you should continue your
search for a member of the Three Blades. Depending on the time, you can
consult any of the three people Tao-san referred you to. Once you have a lead
on the next clue, the others will tell you the same thing, but append to
their story a bit. Each of the members are surprised that you know of the
Three Blades, but some of them have abandoned their inborn heritage and
continued living as a naturalized Japanese citizen (shame on them), most
specifically, Itoi-san from the patch embroidery stand. All three of them are
second generation Chinese, all of whom know very little about the Chinese
activities. Being of little help, each of them refer you to the Liu family,
who own a barber shop on the empty street bisecting Funny Bear Burger.
Although I think it may still be closed.

As long as you've visited all of the Three Blades, the Liu Barber and Hair
Salon will be open. Go there and talk to Liu Junior, and he will tell you
that his father was just discharged from the hospital, and that he likes to
walk around Dobuita and exercise in the park.  This means go to the Suzuke
Park and meet him. Liu senior will tell you all he knows about Lan Di, and
his tight connections to a Chinese Cartel called the Chi You Men that has a
setup on the harbor to bypass local customs and suggests you look for hi-ho
sailors.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Must find sailors" – p. 21                                          |
  ---------------------------------------------------------------------/


Well, Ryo knows he can ALWAYS go to Fuku-san for advice so let's start there.
Go back to the Hazuki house and ask Fuku-san if he knows any sailors. He'll
tell you that he doesn't, but the guy at the Yokosuka bar might. So, now we
have to run all the way down to the Yokosuka Bar in Dobuita. It doesn't open
until 5PM, though. Well, the guy at the bar tells you to check out the other
bars, MJQ and Heartbeats. So, first go to MJQ (which opens at 7PM), and talk
to the people in there. Ask the bartender whether the two brutes are sailors
or not. The indisposed bartender tells you to confirm your suspicions
yourself. Approach them, and they say that they'll tell you what you want to
know if you can sink a certain pool shot (See the Mini-Games section for
this).

Chances of making it break even depending on your luck or skill even. If you
make the shot, they'll tell you that they're not sailors, but there should be
some at Heartbeats. Otherwise, Ryo signals the bartender to set up a bourbon
as requested, taking off about 1000¥ (talk about depressing)!! And you came
all that way for nothing. Well, go over to Heartbeats, it's in the alley
across from the motorcycle shop. The Hawaiian-suited guy won't be there to
scare you off anymore, as he is working in the bar at this time. Lucky you!

--- [QTE No. 3] --------------

After you pummel the two faceless cretins outside the bar, Ryo walks inside
as if he owns the place. The familiar bartender slides a milk glass across
the table, but Ryo doesn't look too happy. Start asking questions of the
unhelpful souls inside. They'll pretty much just talk smack and try to make
you drink milk. But Ryo won't have any of that, will he...

--- [QTE No. 4] --------------

You tear up a bar, and all you get is this lousy piece of information. The
sailors, or rather the Hawaiian-shirt bartender introduces you to the man
you will spend half your time finding, Charlie. He might know something, they
say. Everyone might know something these days. Geez, does this town have a
perfect information network or what? They also tell you that he wears
sunglasses, a black leather jacket, bears a tattoo on his arm and rides a
motorcycle. He suggests asking the people at the motorcycle shop nearby, and
then proceeds to kick Ryo out.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Where is Charlie?" – p. 27                                          |
  ---------------------------------------------------------------------/


Ono-san should be outside the shop, tuning up his "hawg" (you know, I think
the translators were trying way too hard to fit our slang). He's the man in a
blue jacket with a droopy-looking face. Not quite the ideal man for a lady.
Anyway, he tells you that Charlie's a poser that thinks riding a hawg makes
him cool. He also tells you that Charlie goes to the Jupiter Jacket's shop
quite often to rip on their products. With that in mind, run off to the
jacket shop and speak to the only man there. Speak to him several times to
learn that Charlie had been there 4 or 5 days ago at about 7ish. This gets
added to the notebook. Many people seem to know not of Charlie, but his bad
habit (and reputation) of being a window-shopper and then, ripping about how
lousy the stuff is.

Now, talk to the lady working at Hokuhoku Lunches to learn about the no-good
Nagai Industries. From the sounds of it, it sure is a place Lan Di would be
hiding. Unfortunately, she doesn't tell you where it is, but if you talk to
the people working outside the Water Dragon Thrift shop, they'll  tell you it
is located on the same street. Look for a green door with Chinese writing on
it. If you check the name, it says Nagai Industries. It opens pretty late in
the afternoon, about 4 or so.

Go in, walk up the steps, and go through the door. There should be like 3 or
4 guys inside, but the important one is the man sitting in the chair. He
tells you that Charlie likes to hang out at the Military Surplus and
Jupitor's Jackets (if you've followed the walkthrough, you've already known
that). So, we go ask the surplus guy about Charlie, and he tells us that he
walks around Dobuita at night like he owns the place, and that he's usually
at the jacket shop, too. Well, if you ask the guy at the jacket shop, he
tells you that Charlie is usually there around 7 PM. We'll come back then,
right? Only if we don't get in a street fight.

When you head towards the jacket shop at 7, you get stopped by one of the
guys you beat up earlier in the Heartbeats Bar. He tells you that he was
impressed by your fighting, and will take you to Charlie. But, as you follow
him, it'll finally dawn on you that it's a trap! He actually leads you to a
parking lot, where 4 more guys pop out and attempt to beat you bloody.  Never
fear, for you're Ryo Hazuki, they can't do that. This time, it's not a QTE,
either, it's time put those hours of practice into use (or some skillful
button mashing) and fight them in a Free Battle.

After you beat the gang, Ryo starts twisting the arm of one of the members,
trying to pump him for information about Charlie. Just keep pressing A as it
pops up, and Ryo will go that extra inch, and push the guy's arm a bit
further. Eventually, Ryo will notice that he has a tattoo, and ask him where
he got it. The guy says he didn't get it in Yokosuka, though there is a
tattoo parlor somewhere in the city. Too bad he doesn't know where it is.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Need to find a Tattoo Parlor..." – p. 31                            |
  ---------------------------------------------------------------------/


Wait a minute. Didn't I see someone with a tattoo? Yeah, in the arcade. Go
talk to the two guys playing that little sit-down game in the arcade. They'll
tell you that you can only get a tattoo like them if you join their gang.
So, join their gang, and they tell you where the tattoo parlor is. It's in
Okayama Heights, a place where you never expected it to be. Okayama Heights
is an apartment complex located across from the Yokosuka Bar. The Tattoo
Parlor is on the second floor, and it's the door with writing on it. Go in
and ask if Charlie's there, and the guy tells you that he's not there, but
usually stops in, and to try the next day. So, we go home, possibly stopping
to feed a cat, and going to sleep.

The next day, get up and go to the tattoo parlor. What's that you say?  It's
closed? Yeah, it doesn't open until 2PM. I suggest feeding your cat, maybe
practicing your moves, and, above all else, go to the You Arcade. When it
hits 2 or after, you can visit the tattoo parlor. After you go to open the
door, there's a cut-scene, and we see the two guys that you beat up
REPEATEDLY inside, badmouthing Ryo. Will they ever learn? Ryo enters, and
they scatter like roaches, leaving only him and the tattoo artist. You ask
him about Charlie, and he tells you Charlie's behind a sheet, taking a nap.
Now, press A, and get your QTE tapping fingers ready. Watch Ryo as he pulls
back the curtains, revealing...

--- [QTE No. 5] --------------

Then, Ryo questions Charlie about the cartel, while once again, twisting his
arm. Out of utter fear, Charlie tells Ryo that he'll set up a meeting for him
with some of the members the next day at the arcade at 3:00. Oh goodie,
another next day thing. Let's go home.

Go home and go over to the dojo, because for once, you can actually spar with
Fuku-san. After a quick sparring session, he'll start talking to you about
what you've found out so far. Then, he gets really worried about you going
off and trying to avenge Iwao's death by yourself. But Ryo won't be swayed by
him, will he? However, upon stepping out of the dojo, he encounters Ine-san
who overheard them talking, and is also very worried about Ryo's safety. She
forbids him to go on in his quest, and gives him a letter. But the letter's
in Chinese, so you have to find someone else to read it. That is one reason
why parents pester us to pay attention in foreign language class.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Meet Charlie at You Arcade tom. At 3PM" – p. 38                     |
  ---------------------------------------------------------------------/


The next day, as you're on your way to Dobuita, or wherever you're planning
on killing time until your date at 3, a little boy comes running up to you,
crying. When you ask him what happened, he tells you that someone took his
ball and told him to tell Ryo to come to them. Well, Ryo, being the
upstanding young man, has to go get this kid's ball back, right? And who else
should be standing there, ball in hand, but Charlie and three of his goons.
I think we all know what comes next, right? Free battle time. You only have
to fight the three goons, because Charlie sneaks away and takes the kid
hostage. These guys are pretty easy. Just pretty much just kept pounding on
the punch button until they were all nicely laid out.

--- [QTE No. 6] --------------

After saving the boy, he says "Shyeh, Shyeh" which is "Thank you" in Chinese.
Ryo asks him if he is, indeed, Chinese, and the boy tells him he is and his
name's Gao Wen. Then, he runs off.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Ine-san gave me letter written in Chinese" – p. 40                  |
  ---------------------------------------------------------------------/


Ok, now we have a double-cross by Charlie, so there's obviously not going to
be a meeting at the arcade and a letter written in Chinese. Well, Ryo already
knows a few Chinese people in Dobuita, so it'd be best to start there, right?
Go to the Ajiichi Chinese restaurant, and ask them if they can read it. The
kind folks there, however, cannot. Tao-san tells you that his son may be able
to if you can find him. Where you can find him probably isn't too surprising
(what I mean by that is that I've seen this cut-scene 3 times now.) If you go
by Nagai Industries, he will be at a soda machine, but will have no money.
You can either treat him with a soda or not. It doesn't really matter.
Obviously, you can't get one if you spent all of your money on new moves and
Space Harrier. Yes, that does happen. Either way, buying him a soda doesn't
help, as he cannot read the strange Kanji in the letter.

Now we're entirely without leads, right? Wrong. We just met a nice little
Chinese boy, Gao Wen. The only problem is we have no idea where to find him.
So, this part is real fun. Walk around Dobuita, and look for a 3-foot Chinese
kid. Once you find Gao Wen, he tells you that his grandmother can read
Chinese, and she's at the Russiya China shop. But, after walking around all
day, Ryo is already too tired to go to the china shop, so he goes home (or
not). Now, just as you walk into the Hazuki house, the phone rings. You have
to manually pick it up, which is kind of a nice touch, to discover that it's
Nozomi. And she wants to meet with you in the park right now. Well, Ryo's 18.
He'll do pretty much anything anyone in a skirt tells him. Ryo automatically
goes to the park, and we enjoy a movie. Nothing dirty, though.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Nozomi seems to be worried about me" – p. 39                        |
  ---------------------------------------------------------------------/


As you walk up, Nozomi starts talking about her feelings, and how she needs
to tell you how she feels about you. She feels she needs to because soon,
she'll have to go back to Canada (she lived there for a big chunk of her
life, read the characters section for more info). However, Ryo's not too
smooth with the ladies. He just kinda dismisses the whole thing, and doesn't
tell her anything about how he feels for her. Then, they leave the park and
part ways. *wipes a tear* This was a pretty sentimental scene.

Well, the next day, you can wake up and just go straight to the China shop,
which is on the first street in Dobuita, to your right. Surprise, the old
lady there is actually helpful, and can read your letter. In spite of her
frail looks, she figures out that it's written backwards, so she holds it up
to a mirror to read it. The letter says to beware of those that look for the
mirror, and to look for Master Chen for help. On the back, there is the
strange writing of "Father's Heaven, Nine Dragons, Mother's Earth, Comrades,"
and the phone number 0468-61-5647. Well, it would be only logical to dial the
number as the next step, right? Either go home, or blow 10¥ using the pay
phone in Sakuragaoka to dial the number, and what do you hear when the guy
picks up? "Father's Heaven." Yeah, you have to remember the order they go in,
and tell him what comes next. Then, he'll tell you "Warehouse number 8," and
hang up on you.

How truly, truly helpful of the man on the phone. Well, Ryo never gives up,
and can easily find such a thing. First, go talk to Nozomi, it's not
necessary, but you can watch Ryo be a dork and act pretty cold towards her.
She tells you that maybe he can find out where it is by the phone number.
So, go home, and look in the cabinet below the phone. Grab the phone book and
look up the number. He looks through it until he sees where 61 is. Then, he
realizes it's Amihama, where the harbor is. Where in the world is that? Well,
if there's one guy that knows how to get to Amihama, it's the arcade worker.
Go ask him, and he tells you that you can take the bus. The bus stop is by
the tobacco shop at the end of Dobuita. Cruise down to the bus stop, wait for
the bus, and when it  comes around, aim Ryo at it and press A. He gets on the
bus, and so begins disc 2...


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                         DISC TWO WALKTHROUGH                      ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Warehouse #8 is in New Yokosuka Harbor? ->Go by Bus – p. 53         |
  ---------------------------------------------------------------------/


You get off the bus, and see a massive harbor.  As soon as you enter it, it's
Ryo to the rescue, once again. There are two bullies picking on a kid, trying
to take his money. The usually good-willed Ryo won't stand for this, so he
goes to shout them down. They, in turn, won't stand  for that, so they attack
him.

--- [QTE No. 7] --------------

After you beat the bullies, Ryo asks them how to get to Warehouse Number 8.
Then, the one that wanted to fight you more, Goro, gives you instructions on
how to get there. They're pretty straightforward directions, so just follow
them. Follow them, that is, until another cut-scene pops up. You see a
security guard throw a dirty bum out of one of the warehouses, and then Ryo
goes and talks to him. Now, he asks you to buy him a can of coffee. If you
haven't spent all of your money in the arcade, for the love of God, buy him
what he wants. He will help you later. The strange thing is...when did cans
from vending machines become thermal? Then, continue on your way. Well, what
you soon find out is that the general public isn't allowed to just roam into
the warehouses. You figure that out by first trying to just walk right in, at
which point the guard will stop you. This will happen repeatedly at every
warehouse entrance. Prohibiting entrance to the warehouses, that is.

Ryo makes some remark about getting in some other way. So, let's walk around
the warehouse until we can find another way to get in. If you walk around to
the back, Ryo will stop and see an open window that's quite high up. But,
there's conveniently a stack of boxes underneath it; that is still much to
high for Ryo to climb. However, there is another box sitting alone, a few
yards from the stack. Walk over to it, and use the D-pad to push it over by
the stack of boxes so you can climb up it and into the window.

After climbing in the window, just turn right (there's nothing downstairs
worthwhile) until you hit a cut-scene. Ryo walks up by a door and listens to
two men talking about the OTHER Warehouse Number 8, the one in the old
warehouse district. Ryo realizes his blunder and, feeling quite the fool,
slips back out the way he came in, through the window. Well, now you have to
find the old warehouse district. However, it's not nearly as hard as finding
things in the other parts of Yokosuka, because the people at the harbor are
actually helpful. Pretty much anyone you ask can give you directions to where
you need to go, and if they can't, you can just ask someone else. Just ask
around, and you can bet your liver that you'll find the old warehouse
district in no time.

To give short directions: From the bus stop, head in the direction of the
Tomato Convenience Store. Then, go through the walkway and hang a left to
find the ubiquitous Tom's Hot Dog Truck. Run past his truck to find the old
warehouse district stiffly guarded by many security guards. You will need to
come back at night.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"Heavy Security in day ->Night is my only chance to sneak in" – p. 60|
  ---------------------------------------------------------------------/


It's a long way 'till nightfall, so you'd better do something. If you head
towards Hokuhoku Lunches, you are treated to a fun task that eats up just
enough time, and gives you some helpful information. As you walk up, you see
a young girl, Mai, asking her older sister, Hisaka, for money. When her
sister refuses, she gets mad and storms off to go with her friends. It's just
so that Ryo foolishly comes around. He asks if Hisaka is ok, and she tells
him that Mai won't listen to her anymore. She then asks if Ryo would talk to
her. The game actually gives you a choice of whether you want to help or not.
Choose help, and you're off. Walk as far as you can in the direction Mai
went, and you should find her and her two friends. But they don't seem to be
as excited to see you as you are, them.

--- [QTE No. 8] --------------

Now, you have to go back and tell Hisaka how things are. Then, she tells you
that she has to make a delivery to the guards in the old warehouse district.
She also says that they always order 12 lunches, even though they are only 10
strong. So, Ryo volunteers to bring them the lunches. When he's delivering
them, he overhears some of the guards talking about how they will be
shorthanded at night, between 8:00 and 9:00. So, that's when you have to try
to sneak in. Then, Ryo leaves, and he's left to his own devices.

When 8:00 rolls around, go back to the old warehouse district. Walk right on
through the gate, and there's a movie where Ryo starts sneaking in.

--- [QTE No. 9] --------------

Now, you have to employ your Solid Snake skills and move through the shadows
so all the guards walking around the old warehouse district don't see you.
But the cool thing is that you can mess up as many times as you want, and Ryo
just comes back the next day.  Not only that, but the more you mess up, the
easier it gets. After you  blow your cover a few times, the old  man you met
earlier gives you a map of the old warehouse district (this happens if you've
bought him coffee).

If you mess up a few more times, he shows you on the map where all the guards
are. If you keep getting caught, he shows you where the warehouse you're
looking for is, as well as insinuate your lack of stealthily movements. And
finally, the old man tells you that if you come back after 11:00 PM, there
are less guards on duty. From then on, Ryo comes back later, there is only
one guard to contend with; he can pretty much roam around at his own leisure.

After you find the warehouse, go in, walk up to the cabinets, and pick up the
plate. A light turns on, and there is a cut-scene. During the cut-scene, Ryo
talks to Master Chen and his son Gui Zhang. Master Chen tells him that Lan Di
is a member of a Chinese cartel called the Chi You Men, and that there is
another mirror somewhere at Ryo's house that was not stolen. He tells Ryo to
find the mirror, and come back to him when he has it, but to telephone first.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 |"The Phoenix Mirror must be somewhere in our house...it's my only    |
 | lead so...I must find it!" – p. 67                                  |
  ---------------------------------------------------------------------/


Pretty much any time after this happens, while walking the streets, you can
encounter these two cut scenes. The first one involves the cat. While walking
by its box, the kids there come up to you and tell you that the cat's leg is
healed, and Ryo goes to look at it (cue adorable shot). That's pretty much it
for that one. The second movie happens when you walk by the phone booth in
Sakuragaoka, in the afternoon, around 2 or so. Ryo notices that he's being
followed by Gui Zhang, and assumes that he's working for Lan Di. Naturally,
the two martial artists, powered by testosterone have to fight each other.
For this fight, you have to know some moves. Button mashing won't do it. But
all in all, it's pretty easy. If you stay alive long enough, he'll
eventually stop and give you a cookie. Well no, but he'll stop and comment
your fighting ability. As the scene deepens, you find Chai spying on the two.

The day Ryo wakes up after meeting Master Chen, he has no idea what to do
next. But if the Phoenix Mirror is in the house, Ine-san should know about
it, right? Go talk to Ine-san, and she tells you that Fuku-san was looking
for you. Fuku-san can be found hanging out by that big tree in the Hazuki
yard. Walk up to him, and  then there is some dialogue between the two.
During this exchange, Fuku-san tells you that he let Ine-san know everything
he knows in regards to what Ryo is planning to do. Then, Ryo asks him if he
knows about the Phoenix Mirror, but he has never heard of it. Well, Ine-san
happened to be hanging out around the corner, and heard the whole thing.
This is her big change of heart. She stops Ryo and tells him that she should
know better than to try to stop Iwao's son from doing anything. Then, she
says that soon before the incident, Iwao had something stored at the antique
shop. Could it have been the mirror?

That night, when you go home, Fuku-san tells you that two of your friends are
there to see you.  Ryo goes to talk to them, and they tell him that they're
worried about him, and if he's having any problems, he should tell them. He
says he will (LIAR!) and they leave. Then, the next morning, the intervention
continues. If you go and see the cat in the morning, Ryo starts  talking to
it about his father's death. Then, Nozomi walks up and asks him what he was
talking about. When Ryo answers with his standard "Nothing," she gets mad
because that's all he ever says to her anymore. ANOTHER friend is telling him
to let them know what's going on.

Now, go on down to Bunkado Antiques in Dobuita. It's across from Hokuhoku
Lunches. Ryo walks in, and a clock starts chiming. An old man comes out, and
remarks on how it's such a wonderful sound, then realizes who Ryo is. He
looks through his things to find what Iwao had left, and finds a sword
handguard. He tells Ryo that it's a Hazuki family heirloom and that each heir
gets it when they turn eighteen. So, he gives it to Ryo, and Ryo heads home.

When you arrive at the Hazuki house, Ryo goes up to Fuku-san, who is sweeping
the front walk to ask him about the sword handguard. He really doesn't know
anything about it, and suggests it might be a family crest, and to ask Ine-
san. He tells you that he thinks she's in the altar room. So, Ryo goes
inside, but it's up to you to walk to the altar room. Thanks for making this
game so easy, AM2. Well, when you go talk to her, she tells you that it is,
indeed, the Hazuki family crest: A snow ring, two stars, and one sword. Ine-
san says it was probably a clue left by Iwao to help find the Phoenix Mirror.
Well, now what are we supposed to do?

It was around this point that I encountered a scene that you don't normally
get unless you take long enough to play through the game. You have to be
walking around in Sakuragaoka around 8:00 or so, and it has to be after
Christmas (I'm not sure quite how long after Christmas). Ryo hears someone
crying in the park, and goes to investigate. He gets there and finds out it's
Nozomi. He asks her why she's crying, and she tells him that her mother is
going to stay in Yokosuka, but she still has to go back to Canada. Ryo asks
if she doesn't want to be with her father. Then, Nozomi tells him that she
just doesn't want to be away from him. She also mentions that they didn't get
to celebrate Christmas together (You bastard, Ryo). Ryo goes home at 11:30
after this. It should also be noted that even when I got this scene in late
January, it showed up far, far after anything else already in my notebook.

Well now, logic won't work at all to play this game, right? All out of
options. That's why you're reading this though. First, go into Iwao's room,
and look through his drawers. There, you should find a box. Inside the box is
a key, called the strange key. Take the key and head to the dojo. If you look
by the scrolls  hanging on the wall, you  should see a box laying on the
floor, with a keyhole in it. Use the key in the keyhole. Duh. Inside the box
is a sword.  Pick up the sword. Now, take the right scroll off the wall, and
you will see a slot behind it...a sword-shaped slot. So, slide the sword in
the slot (heehee, alliteration.) Now, take down the other scroll, and you'll
see an indentation in the shape of the sword handguard.  Stick the handguard
in it, and the wall will spin around. Now, it helps if you have a flashlight,
and bought a light bulb at the Tomato Store. Otherwise, I hope you have lots
of matches.

Go through the wall and into the hole in the ground. This is Hazuki basement.
Click on your handy dandy flashlight and illuminate the room. When you get in
the main room, you can put a light bulb in the socket overhead, or you can
light a million (Ok, maybe about four) candles. There are some of things to
collect in the basement. You can pick up MATCHES, CANDLES, a picture of your
father, a WHITE LEAF, and even...THE PHOENIX MIRROR! You've been waiting for
that one, haven't ya?

Everything except the mirror is pretty easy to find, just look around and
pick stuff up. The leaf is in a book, so pick those up too. Now, to get the
mirror, look at the floor by the set of shelves next to the mirror. Ryo sees
scratches, indicating that those shelves must have been moved at one time or
another. Stand next to it and press A. Ryo drags the set of shelves, and
exposes a chunk of the wall that's colored differently. When you go up to it
and press A, he'll tap it and find it's hollow, too. How to break it...how to
break it...Oh, I know, that axe over in the corner looks like a good idea.
Go pick up the axe by the door, bring it over to that part of the wall, and
press A. He smashes it and finds the mirror. Oh, hell yeah!

When you emerge from the basement, Fuku-san comes up to talk to you, but gets
spooked when Ryo tells him he feels like it's pulling him in. Then, Ryo tells
Fuku-san to let him be alone for a while. While alone, Ryo mentions that he
should talk to Master Chen.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Got the Phoenix Mirror! Must go see Master Chen." – p.79           |
  ---------------------------------------------------------------------/


Call Master Chen, but you need to know the password again. Watch out, though,
they may shuffle the order on you. Ryo will ask to talk to Master Chen, and
Gui Zhang answers. Gui Zhang tells him to come down to the warehouse. Head
down to the harbor, and witness the change in the guard's attitude. If you
start walking in to the old warehouse district, he'll try to stop you, but it
appears you've subconsciously schedule an appointment.

Find Warehouse Number 8. It shouldn't have relocated since the last time you
have paid a visit there. When you arrive, there will be a cut-scene. Master
Chen reveals the secret behind the mirrors. Legend has it that when they
(the mirrors, mind) meet, Chi You, a Chinese demon, will be resurrected and
wreak havoc on the earth. He does NOT, however, know why Lan Di wants the
mirrors. He also tells him that Lan Di is probably already in Hong Kong. In
the middle of all this talking, who should come around, but old man Chai.

--- [QTE No. 10] --------------

After the futile Chai attack, Master Chen and Gui Zhang say he's probably a
Mad Angel, a gang they tend to have a lot of trouble with, that is also
related to the Chi You Men. Being the big beefy tyke that he is, Ryo says he
will try to find Lan Di by going through the Mad Angels. Both of the other
men know Ryo's not strong enough to fight Lan Di, and refuse to help him.
They walk away, and Ryo goes home to tell Fuku-san what happened. That night,
he has a dream about the mirrors...that's literally what it's about, just
some mirrors flipping around. Very poetic.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "I must go to Hong Kong ASAP. But how? No connections. No money."   |
 |  - p. 88                                                            |
  ---------------------------------------------------------------------/


The next morning, Ryo gets out his bank book, to see if he has enough money
to go to Hong Kong...but he doesn't. He decides to ask Fuku-san for advice,
who tells him that there is a cheap agency in Dobuita. Fuku-san asks about
what Ryo will tell Ine-san, then insists that he help him convince her.  So,
the two walk up to Ine-san to talk to her about it. Ryo tells her that he
just wants a vacation, but Fuku-san spills the beans completely by telling
her that Lan Di is there. So, Ine flips and says there's no way Ryo can go to
Hong Kong at all and that's it.

Ok, time to feed the--What? What's that, Megumi? The cat's gone? Oh no. Ok,
you have to go find the cat now. Just go up the hill from the altar, and go
over by the stairs on the side of the road. Ryo hears the cat there, but
can't see her. So, go down the stairs, and the cat is sitting by one of the
porches. Go to get her, and Nozomi appears and says she was looking for the
cat, too. Now, we get to see what is by far the cutest reunion EVER. Megumi
gets her kitty back. It's so sweet it could make you diabetic.

Well, since Ine-san's an old lady, she really can't stop Ryo from going
anywhere, can she? So go down to Global Travel Agency in Dobuita to see how
much it costs to go to Hong Kong. It's near all the places Charlie hangs out
at, the surplus store and the jacket shop. The man here tells you that you
need 198,000 yen just for a ticket to Hong Kong. He gives you a flier, and
Ryo decides to ask Fuku-san what he should do...as if he hasn't already
helped enough.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Fuku-San said a cheap travel co. in Dobuita." – p. 89              |
  ---------------------------------------------------------------------/


Now, go back home and into Fuku-san's room. When he hears how much it is, he
quite nobly gives Ryo his life savings, which is STILL not enough to go to
Hong Kong once. That's gotta make him feel just great about himself. But, he
does have an idea. He tells Ryo to go ask Nozomi if there's any cheaper ways
to get to Hong Kong, since she travels so much.

Ryo goes to see Nozomi, and she tells him that it's nearly impossible to get
a ticket for 70,000 yen. She then realizes that it's much cheaper to travel
by boat, and he should try that.

Back to the travel agency then. Go over to Global Travel, and ask for a boat
ticket. The guy will tell you that they don't sell boat tickets. So, Ryo uses
some of that old Hazuki charm (read: pressure the hell outta them) and the
guy tells him a place that sells them. Asia Travel Co. When he gives you
directions, he makes it sound pretty easy, but it's much further than it
sounds. You have to go all the way to the end of the street he tells you
about.

When you get to Asia, there's a girl that's not paying much attention to her
job, and more to her hair (that actually moves)!  Well, Ryo asks for boat
tickets to Hong Kong, and she gives him a flier that says they're only 69,000
yen. He says he'll take it. She takes his money, and says to come get his
ticket in three or four hours. So, putz around in Dobuita or something, and
return four hours later. When you come back, the woman isn't there anymore,
it's a guy behind the counter, with two of his buddies sitting on a couch.
They say they don't have a ticket for you. So, naturally, Ryo does what he's
best at, and roughs 'em up. The guy  says he'll call you the next day with
your ticket.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Purchased boat ticket at Asia Travel Co. -> 69,000 Yen. - p. 101   |
  ---------------------------------------------------------------------/


That night, when you go home, talk to Fuku-san. I believe this is another
thing that's triggered by how long it takes you to beat the game in Shenmue
time. He should tell you that Nozomi dropped off some flowers and they're in
the altar room. When you go look at them, Ine-san talks to you and tells you
she thinks Nozomi is a nice girl, and that the flowers she dropped off were
Iwao's favorite kind. If you talk to Fuku-san again, he tells you that you
should thank Nozomi for the flowers, so call her up and thank her like a good
little suede-head. This happened to me on January 23rd.

When Ryo goes to sleep that night, he dreams about Sha Hua. Of course it was
a dream, it's not like she's actually IN THE GAME AT ALL. Well, he wakes up
the next day, and gets a phone call from Asia Travel Co. telling him to meet
Jimmy at You Arcade. Upon going to the arcade, however, he encounters Chai,
the crack head he met before. Chai eats Ryo's ticket (yummy!) and demands Ryo
to tell him about Zhu Yuan Da, to which Ryo responds by demanding information
about Lan Di.

So Chai decides to solve both of their problems by saying he'll tell Ryo what
he wants to know if Ryo is stronger than him. In this fight, there is no way
to beat Chai, no matter how much you smack him around, so if you want, you
can just stand there and watch him pummel you Matrix-ly fast. Don't worry,
Fuku-san will come save you in the end. You wake up the next day, and your
notebook says simply "Go to Asia Travel Co". Seems fairly obvious what you
have to do next.

--- [QTE No. 11] --------------

And that's Disk 2.


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                         DISC THREE WALKTHROUGH                    ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

Disk 3 starts with Ryo tossing Jimmy around Asia Travel Co. yelling at him to
give him his ticket. The only problem is that he doesn't have any tickets to
Hong Kong. He offers Ryo a lovely ticket to the Philippines, but Ryo doesn't
want to go to the Philippines. He tells Ryo that he's bankrupt and about to
leave town, so he can't get another ticket. So, Ryo decides he'll settle for
information about who Chai is instead. Jimmy tells him that he thinks Chai's
a Mad Angel, and that the Mad Angels hang out at the harbor and harass the
harbor workers, so if Ryo can get a job there, he's bound to run into them.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "I'll meet MAD ANGELS if I work in harbor, so I'll go look for      |
 |  work." – p. 107                                                    |
  ---------------------------------------------------------------------/


Well, that crazy Ryo, always doing things on the spur of the moment decides
to go and get a job in the harbor. So go down to the bus stop, and wait for
the bus. When you get to the harbor, the game gets really boring. You have to
wander around and talk to people asking them if they know where you can get a
job. If you want a laugh, ask the bum if he knows where to seek employment.

Eventually, you should run in to someone that tells you to ask the foreman,
who's in Warehouse 18. Go there and talk to him. He tells you that he's not
looking for anyone at the moment, but another teenager was looking for a job
too, and he saw him by Warehouse 12. Now we have to look for this other guy
that wants a job, so go down to Warehouse 12 (it's pretty easy to find, as
there are directions on  the ground and all the buildings are numbered) and
you will have a cut-scene. The other teenager pops out, and it's none other
than...GORO! The same guy that was trying to fight you before now extends his
greetings and offers you help in whatever you want that has to do with the
harbor. When Ryo asks for a job, he says to meet him in front of Warehouse 1
the next day, after he can make the connections.

Around this time, assuming you've done everything right with the cat, you
should have a movie on one of the mornings. Ryo walks up to where the cat
usually is, and sees Megumi quite distraught because the cat is on top of the
shrine, and she doesn't think the cat can get down. Ryo then tells her that
her leg is better, and cats just like high places. The cat jumps down, and
everybody's happy. If you go talk to Megumi later, she tells you that her mom
gave her permission to take the cat home.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Part-time job: Start at 9am. 2hr lunch break until 5pm daily.      |
 |  Wage: 300Yen per crate, raise given once quota is met. – p. 115    |
  ---------------------------------------------------------------------/


Now we've got a plan on how to get a job. Next thing we gotta do is go down
to the harbor. "What? They're actually making me walk all the way to the bus
stop?" Yep. Welcome to the world of FREE. It's almost as boring as real life.
So, go meet Goro in front of Warehouse Number 1, as per the plan. He won't be
there until exactly noon, so you may have to take a lap or two. But when he
does get there, it's worth it, because he walks up, bragging about how he got
you a job, only to get ridiculed by Mai when she states it was actually her
that got the job. Thus making him say one of the classic Shenmue lines "Shut
yo' lip, woman!" Might wanna get your VCR ready for this one. Then, Goro
tells you to go to the Alpha Trading office, and talk to Yada. He will give
you a job.

After you talk to Goro, the game hooks you up with a very good starting point
and direction. Ryo is pointed almost directly at the Alpha Trading office,
just go straight and turn a little left. When he gets there, Yada asks him to
start immediately, and since Ryo has nothing better to do (like avenging his
father's death) he happily obliges. So, there is a short forklift-driving
tutorial, where Mark, one of your coworkers instructs you. Then, you take
boxes into a warehouse all day until 5:00. The coolest aspect of the job
though, is that if you load enough boxes, it's possible to get a raise every
day.

That night, Ryo will refuse to leave the harbor without having a look around
first. So, walk around near the water until you trigger a cut-scene. You see
two guys on motorcycles chasing the old homeless man down. Naturally, Ryo has
to stop these guys, because he's... Ryo. So he yells at them, and they pretty
much just laugh it up. The guys tell him that they'll leave the old man alone
if you can beat one of them in a game of chicken.

--- [QTE No. 12] --------------

The first day of work is pretty easy. You don't have to go very far, and your
quota is only 10 crates. But leave it to the Mad Angels to make an easy day
of work into an extortion session. At lunch, you don't even get to eat
because you have to save Mark from two Mad Angels who think he's working with
Master Chen. They're relatively easy to beat, just throw some of your more
powerful moves at them.

Once you've thoroughly pummeled these poor bastards, the rest of your
lunchtime belongs to you. Too bad there's not a lot to do at the harbor. If
you're up to it, there are a few mini-games at the Tomato Convenience Store.
Once you return to work, everything is normal for a while, but you run into
MORE Mad Angels. They didn't even have the decency to wait until lunch to try
to rob you. Of course, you have to fight them, too. These guys are even
easier than the ones before. One hit to each of them takes them out.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "I've got to try to gather info. about the MAD ANGELS while working |
 |  at the docks." – p. 116                                            |
  ---------------------------------------------------------------------/


All in all, you should be able to get all the boxes loaded even though people
tried to stop you. I was able to transport all the boxes, and had an hour
left over to drive around the harbor. After your day of work, Goro comes up
and talks to you, talking about how he knows everything about the harbor.
But, when Ryo asks him about the Mad Angels, he tries to excuse himself,
claiming twice that he has to go to the bathroom. When Ryo makes him stay, he
mentions that if you talk about the Mad Angels, you get killed by them.

Before you can go home that night, you have to learn a few moves. After
leaving work, turn left until you encounter Gui Zhang. He attacks you, but...
apparently for no reason because immediately afterwards, he offers to teach
you a move, stating that you need all the help you can get to defeat Lan Di,
and probably won't be able to anyway. Accept his help, and he teaches you a
kick move called the Swallow Dive. Then, he's off to go do whatever that
crazy Gui Zhang does.

A little later, try to leave the harbor, and the bum will come up to you. Ryo
converses with him and finds out that the bum knows about the Hazuki style.
Then he offers to teach him a move in gratitude for helping him with the
bikers. The move he teaches you is mega-helpful, so learn that and practice
it for as long as the game lets you, because since it's a throw move, you
won't have many opportunities to practice. After teaching you the move, the
Shadow Step, he tells you that he knows about your style because any martial
artist worth his salt knows about Iwao Hazuki and his awesome style. Now, you
can go home.

The next day is sure to give you road rage problems. The route is FULL of
idiots, be they walking in front of you or driving like morons. Just try to
keep a cool head about yourself. Well, once again, some guys come and try to
harass Ryo after his lunch break. These guys are mostly just retards, so
beating them is no real challenge, especially if you use your bum (you know,
the move that the bum taught you) move. It surprises the crap outta them.

After beating like 10 guys senseless, Ryo interrogates one of them about the
whereabouts of the Mad Angels (but I thought those WERE the Mad Angels). The
half-dead ruffian tells him that they hang out behind Warehouse number 17,
and he should check there. Now you have 15 minutes to try to load another box
into the warehouse. Think you can do it, Weapon X?


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "MAD ANGELS ->Meet up behind Warehouse No. 17." – p. 121            |
  ---------------------------------------------------------------------/


After you finish work for the day, the only logical thing to do is head
towards Warehouse number 17, right? Start going towards it, and you'll
encounter a bunch of Mad Angels kicking the crap out of a sandbag.  Wait,
that's not a sandbag...that's Mark! Time for a free battle. This one's
actually a bit hard because if you telegraph your moves, they can actually
parry and stuff, so watch out for that. Just try using more of the air
assault stuff, and they'll back off.

After you save Mark's life (again) he tells you that he's looking for his
brother, and thinks the Mad Angel's may have killed him for leaking
information. Mark says that his brother knew that the Mad Angels were in
cahoots with a Chinese cartel.  Well, not that you didn't already know that
or anything, but Ryo writes it down in his handy dandy notebook anyway.

Before you leave the harbor, there are two more things to do. First, go talk
to Goro. He tells you that the Mad Angels ride their motorcycles around the
harbor at night...it won't help you on this particular night, but it will
soon. Other than that, go talk to the crazy old man, and he teaches you what
to do after the Shadow Step, the Shadow Blade. Also very helpful. NOW, you
may go home and get some sleep, sleeping beauty.

Extremely annoying routes seems to be a trend Mark likes to continue to throw
at Ryo. Today's route isn't that bad once you go through it a few times, but
it's supersaturated with idiots. Everybody and his mother will get in front
of you today. You don't, however, get attacked by anyone today. It must be
Ryo's birthday or something.  Well, after work, you have to kill like two
hours, by training or throwing darts or...just something. Then, at 7:00 or
after, go over by the Harbor Lounge, and some guys on bikes will come around.

--- [QTE No. 13] --------------

Yup, you guessed it. It's free battle time. You have to beat like 5 guys that
really aren't very tough at all. Just button-mash the crap outta them.
However, after you lay the first guys out, the one you were chasing gets off
his bike, and steps up for some fisticuffs. He's a bit tricky, but just throw
some moves in his face, and he'll go down. I'm partial to the move Gui Zhang
taught Ryo for this guy. Now, in the words of Jean Claude Van Damme, "We can
all go home."


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "If I follow them, they'll lead me to the Chi You Men!" – p. 123    |
  ---------------------------------------------------------------------/


You'd think after a few encounters, Ryo would be a bit apprehensive about
going to work. But you'd be wrong. He still gets up every day at 7:30 and
leaves for work. This day at work will be yet more arduous and boring.
Today's route starts at one end of the harbor, and goes to the complete
opposite end. However, your quota is only 8 crates, so it's not that bad. Of
course, once again and like always, in the middle of the work day, you have a
run-in with the Mad Angels.

Ryo is driving and suddenly sees Goro lying on the ground, beaten up. Goro
tells him it was "that sailor guy". The sailor guy that just so conveniently
happens to be standing around about 20 feet away is the same one that's been
giving you trouble since back when you wanted to meet Charlie. Pesky sailors,
nothing but trouble!

--- [QTE No. 14] --------------

Now, you have two hours to finish your workload in peace. After work, Mark
tells you that he has some information about the Mad Angels. He says he heard
some of them talking about how the Long Zha is soon, and says he thinks it's
a deal between the Chi You Men and the Mad Angels. Now, Ryo wants to know
WHEN. Never satisfied, is he? Well, go talk to Mark some more, and he tells
you that he overheard Tony and Smith (yeah, those names are supposed to mean
A LOT to us, right?) talking, and the Long Zha might be happening in a few
days. With that in mind, go seek out the old man for advice. But he won't
give you advice; he'll teach you yet another move. After that, everybody's
happy, and Ryo goes home to rest up for yet more trouble with the same group
of guys.

The next day of work reeeeally sucks. You have to take boxes from the
starting point to Warehouse Number 8. Then, you have to pick up boxes in
Warehouse Number 8, and take them to number 18. It's quite mind-numbing,
especially when idiots still wanna get in your way every 10 feet. At lunch,
Goro and Mai come up to you and say they're getting married...why this is so
integral to the storyline, I will never know. Then, you slang some more
crates, until at the end of the day, you spot Tony and Smith standing around.
Ryo goes to ask them about the Long Zha.

--- [QTE No. 15] --------------

After you catch up with Tony or Smith (whichever one he is) Ryo asks him
about when the Long Zha is, and he basically tells him everything he ever
wanted to know. He says that the guy doing the whole Long Zha thing is Terry,
and he's a real hard guy to find. That's about all he tells you though.

Now, it's time to get paid. Your boss will give you your money, and...what's
this? Gui Zhang brought me a note. The note says that the Mad Angels are
after you and to beware. Wow. Gui Zhang is swell. I better go pay him a visit
and thank him for the nice note. So, Ryo goes to Warehouse 8, and talks to
Master Chen and Gui Zhang. They tell him, once again, to stop going after the
Mad Angels. For some reason, they also decide to tell him that the Mad Angels
make trouble for their shipping business. They DO actually tell him something
useful, in that Lan Di has nothing to do with the Long Zha, and it's just
low-level Chi You Men. You'd think Ryo would take the warnings to heart, but
what does he have in his notebook after all this? "Must find guy named
Terry."  Now just go home and rest up. You'll need it.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Nozomi's been kidnapped! I have to get to Warehouse No. 17 by 3am!"|
 |  - p. 133                                                           |
  ---------------------------------------------------------------------/


That night at 11:45, Ryo decides to go get some fresh air. When he returns,
Ine tells him that Nozomi is missing. Soon after, he gets a call from Chai,
saying to come down to Warehouse Number 17 within 4 hours, if he wants Nozomi
back. So, of course, Ryo leaves to go get his hoe--err... girlfriend. If you
want to do it the easy way, just go to Naoyuki's house (it's the only one in
Sakuragaoka with a motorcycle in front).

But if you really want Shenmue to follow some sort of logic, here's what you
do. First, run down to the bus stop, as that is the way Ryo would go, since
he goes to work that way every day. But it's late; the bus has stopped
running. So, think for a second. Motorcycles are fast, Ryo knows the owner of
the motorcycle shop. Go there, and talk to Ono-san. He'll tell you that his
hawg's broken, but you should try to borrow Naoyuki's. Bikkity-bam. Problem
solved. Go to Naoyuki's, and walk up to the front door, a cut-scene will play
where Ryo asks to borrow the bike, and he gladly lets him.

Here's where all that Hang On you played earlier comes in handy. You have to
drive the bike down the streets of Yokosuka, trying to keep your speed up, so
as to get to the harbor on time. The trick in this is touching the rails as
little as possible, and not leaning too far when turning. So start all your
turns as early as possible, and if necessary, let your finger off the gas;
it's not as bad as touching the rail on the side of the screen.  The first
time I played through this game, this sequence took me a lot of tries. This
time, I nailed it the first time through...though I only had like 3 seconds
left.

When you get to the harbor, Ryo encounters a group of about 8 guys that want,
what else, to fight him. It's just a bunch of every-day street punks, so
don't sweat it too much. If you can use some high-flying moves, it'll take
these suckers out like it ain't no thang. After you've sent them packing, Ryo
opens the graffiti-ed door (that was a door?) and progresses further into the
trap. More guys come out, wanting to fight him. This time, there's about 6 or
7 of them, but once again, they're just chumps. More high-flying moves, and
they're grounded.

Now you get to see Terry for the first time in the game. Yes, he's quite
unimpressive. Terry tells you that you can take Nozomi with you if you go
beat up Gui Zhang. Ryo, thinking for some reason, he has the upper hand,
demands that he also get brought to Lan Di. The guys all just laugh at him,
thinking he has a death wish, but agree to do it after he beats up Gui Zhang.
Ryo is told to come to Warehouse Number 9 at 10 PM the next day. Now just sit
back and watch the cool scene where Ryo drives Nozomi home while they're both
in that kick-ass pose. When Ryo gets home, he sleeps for like an hour and
goes to work...that one hits a little close to home.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "Had to promise Terry I'd beat up Chen Gui Zhang." – p. 136         |
  ---------------------------------------------------------------------/


When Ryo gets to the harbor, Tom comes and talks to him. He asks Ryo to have
lunch with him that day, and Ryo accepts. Then, suddenly, you're transported
to the harbor office. Your boss tells you you're fired because of all the
trouble you've been stirring up. But that was a pretty long run of getting in
fights every day if you think about it.

Go have lunch with Tom, and you'll get a new move, the Tornado Kick. But Ryo
can tell when something doesn't sit right with Tom, he knows something's
wrong. He asks Tom what's wrong, and Tom says he's going back to America the
following day.  Now the biggest secret in the whole game is revealed...Tom
and Ryo are actually best friends! The two guys that hardly talked to each
other through the whole game suddenly announce their best-friendship, and
even have a handshake. Not only that, but surprise, Ryo was hanging out with
Tom and walking around sadly thinking about his departure so long that it's
already 10 o' clock!

At ten, Ryo automatically goes to meet the Mad Angels by Warehouse Number 9,
like in the deal. They tell him that Gui Zhang will soon be coming along, and
to beat him up. So when he comes, Ryo tells him he wants to fight, and they
commence. Now, you're in a free battle...kinda. You and Gui Zhang fight it
out, but then Ryo pulls a Princess Katana. Remember in Mortal Kombat where
she was fighting Liu Kang, and she kept telling him how to win his next
battle when he got her in a hold? That's what Ryo was doing. He'd get Gui
Zhang in a hold, and tell him what was going on. Then they decided to really
beat the crap out of each other (I'm as baffled as you are). Well, they throw
some mighty blows, and it ends up like the end of Rocky. They both hit the
ground at the same time. Terry, being so impetuous, decides he will kill them
both by hitting them with a bar with a bunch of cement on it.

--- [QTE No. 16] --------------

Both the warriors decide to go after Terry. But, surprise, he has 70 lackeys
just waiting to fight Ryo and Gui Zhang (it is 70.  Look at your VMU during
this, it keeps track). This 70 man free battle is pretty easy, though. If you
just hang around by the beginning, the guys will come at you in pairs, and
they are usually easily beaten by a single move or combo. Also, staying by
the beginning lets you regain health after you lose some. Believe me, you'll
need it after you fight the guy with the club. That guy is such a pain.

Another neat thing is if you stay way back, Gui Zhang will handle almost all
of your light work. So just make your way through these numbskulls until you
get to the last guy. This guy is a real challenge. What I did was hit him
with a move (usually Dark Moon) and then evade his moves. Just keep doing
that and you should take minimal damage.

After you beat his henchmen, Terry is basically defenseless.  Ryo will try to
fight him, but Gui Zhang will tell him not to. He wants a piece of the action
himself. Terry tries to fight dirty, by pulling out a club.

--- [QTE No. 17] --------------

Terry and Gui Zhang duke it out. And, in a truly Kickboxer-ish moment, Terry
tries to throw dust in Gui Zhang's eyes. But Ryo so helpfully tells him what
side the attack is coming from, and he can thoroughly ream Terry. They
question him about Lan Di, and he tells them that Chai already took him to
the boat. When they leave, Gui Zhang says to Ryo that he'll talk to his
daddio and see if he can get the Chen-man to help him in his quest.  Now, we
can all go home.


 /---[NOTEBOOK ENTRY LEAD]---------------------------------------------
 | "I defeated Terry but Lan Di's gone to Hong Kong..." – p. 139       |
  ---------------------------------------------------------------------/


The next day is the last day of the game. Ryo gets up bright and early, grabs
his Ryo-esque bag of worldly possessions, and starts heading out. He's
stopped in the yard by Fuku-san, who gives him an envelope with...something
in it. Ryo thanks him, says his goodbyes, and slowly walks through Dobuita.
So you just watch him do that for a while, then he gets on the bus and goes
to the harbor.

Master Chen and Gui Zhang are waiting there for him. When he goes up to them,
they talk about how Master Chen got him boat tickets to Hong Kong and Gui
Zhang is going with him for protection and to keep tabs on Lan Di (and all I
can think is "When the hell did they organize this?"). Master Chen decides to
teach Ryo a new move for his safety. This move is truly awesome. Not only
does it take away any damage you would receive, but it trips your attacker.

However, you couldn't just leave without fighting a final boss, right? Oh no,
that would be far too simple. Instead, they give you an incredibly easy boss,
in the form of Chai. Let me repeat that, because it bears repeating.  CHAI is
the final boss. You have to fight a crack-head monkey. I'm sorry, I have no
strategy for him because I'm terrible at free battles. But hey, just try to
bust him in his knee caps and execute attacks below his gaunt abdomen. Look!
A watermelon! *runs away*

Once you beat Chai, he will tell you that Lan Di is already on a boat to Hong
Kong (that's like the eighth time I've heard that). Fade to white, fade in to
a movie of Lan Di standing on a speedboat, on its way to a bigger boat.  That
is all. Fade back to Ryo and Chai...

--- [QTE No. 18] -----------

Master Chen will tell you not to worry about Gui Zhang, and to go on without
him. He gives you a referral to one of his OTHER ninja friends, and sends you
on your way. Ryo gets on the boat, then suddenly, he has a flashback (I
think) of Nozomi and himself at the town shrine. She was wishing protection
into an amulet or something like that for Ryo. She tells him to keep it with
him in Hong Kong, and it will protect him. End flashback. Ryo goes further
into the boat, and some voiceover guy starts talking about the man that will
come from an eastern land, not knowing his true power, blah blah blah. Also,
there's a neat Shenhua in the sky. Now, you sit through the credits for like
twenty minutes, and make sure to save your game after them.

And that is the end of that, folks! You know, with this game, I had learned a
lot about Japanese culture. Mm-hmm, yes I did! Especially the fact that
people of a city/area all have interconnected minds ("Hey, do you remember
anything about THAT incident?"). I look forward to my visit to Japan in the
near future. Until then, game over, man. Game over.




=============================================================================

  04.  – Appendix -

=============================================================================


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                              QTE EVENTS                           ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~


QTE No. 1
-=-=-=-=-=-
Trigger Location: Yamanose
Sequence: A

On the way, you'll have your first encounter with a brief QTE Event. It's not
possible to start this one over. The kid kicks a ball with Ryo at aim point.
If you don't press the button in time, it'll deflect off of Ryo and hit the
unaware, young girl instead. She'll cry, hate you and all that bad stuff. Not
good. So if you mess up, you just move on.


QTE No. 2
-=-=-=-=-=-
Trigger Location: Near the Tomato Convenience Store
Sequence: <-, A, B

If you're running from the direction of Tom's Hot Dog Truck to the Tomato
Store (and it's after 12), you will unintentionally instigate some unwanted
trouble with two bad boy thugs. Ryo shoulders Enoki and they get pissed. They
tell him to apologize, but Ryo, like the bad boy he is, refuses. They both
get pissed and they blow the powder keg on the battle. This is none other
than a QTE event where Ryo must defend himself against these two brainless
thugs. Succeed and Ryo pounds it in their head to not mess with him again.
Fail and start over. Simple, much?


QTE No. 3
-=-=-=-=-=-
Trigger Location: Heartbeats Bar entrance
Sequence: B, A

As you walk into the alley, two gruff lowlifes will get in your way, and not
get out of it. So, Ryo will politely tell them to. They take this as an
insult and proceed to test Ryo's temper. The ugly, white one attacks first,
starting the QTE. It's always self-defense, isn't it, Ryo? Well, if you miss
this one, don't fret, for you will get a second chance.


QTE No. 4
-=-=-=-=-=-
Trigger Location: Heartbeats Bar
Sequence: B, A, B, A

It seems that asking questions piss these people off quite easily. The guys
get up one by one with a snarl on their face.  The Michael Jackson look-alike
is the first to act. Now, you've gotta press these pretty quickly, although,
you'll be let off lightly if you miss one, or even two, just not in a chain.
You'll need to dodge flying chairs and need I mention bodies? Think massive
barroom brawl. And at the end of the day, the only one standing is Ryo.
Once again, if you mess up, Ryo will take a beating, but you can do it over.


QTE No. 5
-=-=-=-=-=-
Trigger Location: Tattoo Parlor
Sequence: <-, A

Yeah, Charlie's a quick one. It's apparent that he obviously overheard your
questioning of him, either that or he heard those smack-talking bums before.
The moment you pull the curtains back, he pops out like some Charlie-in-a-box
Dude and slashes at you. Mess it up, and he leaves you injured and runs away,
but as always, you can do it over. Basically, you just have to hit a left and
then shortly after, hit A. No biggie.


QTE No. 6
-=-=-=-=-=-
Trigger Location: Construction site in Yamanose
Sequence: A

After the fight, Charlie takes the kid hostage with a knife, while someone is
sneaking up behind Ryo, also with a knife. What to do, what to do? Being of
creative mind, Ryo decides he's gonna kick the soccer ball at Charlie. All
the QTE is is pressing A. Then, the ball hits Charlie, and Ryo turns around
and takes out his assailant.


QTE No. 7
-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: <-, A, B

As Ryo steps up to the men, one of them backs away, knowing of his reputation
but the other decides he wants to fight Ryo. Amidst the confusion of the QTE,
the kid escapes, and the once-cowardly guy decides he needs to break Ryo off
a piece, too.


QTE No. 8
-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: <-, A, <-

This QTE is quite funny, because Ryo is just beating up and slapping around
helpless schoolgirls...Did I say funny? I meant bad. Very, very bad. First,
Ryo tries to take Mai home, but the girls step up to him. He'll slap one of
them up and sidestep their moves and stuff. Hilarity ensues. And, once again,
it's only the A button and the left button.


QTE No. 9
-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: ->

Ryo sneaks under the window of the guardhouse, but a phone rings, which
startles him, resulting in bringing out his clumsy self as he bangs his head
on the table-ish thing above him. Not only that, but the bang makes a
flashlight fall off of it. Press the corresponding button so Ryo can make a
frantic dive for it. If he doesn't catch it, he'll get kicked out and have to
come in the next evening.


QTE No. 10
-=-=-=-=-=-=-
Trigger Location: Warehouse No. 8 in the Old District
Sequence: <-

Chai busts in, and yells out in his Chai-esque manner something about how Lan
Di-sama will be pleased to have two mirrors. He swoops down and takes Ryo's
mirror, then jumps on a motorized...something. You have to hit left, and Ryo
will run over and hit the controls to make the motorized thing start moving,
and Chai will drop the mirror and run away.


QTE No. 11
-=-=-=-=-=-=-
Trigger Location: Asia Travel Co. in Dobuita
Sequence: <-, ->, <-, ->, <-, A, <-, <-, ->, <-, A

When you go to Asia Travel Co. the guy pops out of the door, and tries to run
back in before Ryo can catch him, but Ryo yanks him outside, and he starts
running. This is the longest and hardest QTE yet. It's basically just lefts,
rights, and As, but they're in quick succession. The whole thing is chasing
Jimmy through the streets of Dobuita until he eventually gets cut off by a
van, trips, and is grabbed by Ryo. Jimmy then tells you he doesn't have your
ticket anymore.


QTE No. 12
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: A, Down, <-, ->

One of the bikers says he'll throw a can in the air, and to start when it
hits the ground. When the can hits the ground, you have to press A to start
going. Then, as you're racing, they try to mess Ryo up three times. You have
to press down the first time, then left, then right. Ryo will win the race,
and the guys will leave. There's nothing more to do here tonight, so just go
home.


QTE No. 13
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: <-, ->, A; <-, <-, A; ->, ->, ->, <-, <-, ->

This one starts off with three guys on motorcycles trying to hit you. You
have to evade the first two, and kick the third off his bike, thus beginning
the real fun. Ryo will steal the victim's bike, and chase down the other two
guys. The whole QTE, even the part in the beginning, where you're facing the
three bikers, is just lefts, rights, and As. The thing that sets this
particular QTE apart, though, is that twice you'll have to choose which
direction to go based on which direction the guy you're chasing goes. The
first time, you have to go left, and the second, go right. Eventually, the
biker will lead you to a dead end, and all of his cronies will pop out. (It
was around this time that I realized all the guards you see while walking
around the harbor get paid to do ABSOLUTELY NOTHING).


QTE No. 14
-=-=-=-=-=-=-
Trigger Location: Warehouse No. 1 in harbor
Sequence: B, A, B, A, ->, Down, A

The sailor guy will run into a warehouse full of other goons, and Ryo, of
course, will follow him. The first few guys are beaten just by As and Bs.
The last guy will actually throw some punches at you though, so you have to
dodge left, then duck, then press A. After Ryo tears through these same guys
for the...millionth time, the "sailor guy" tells Ryo that he better watch
out, or they'll come for his family and friends. Now, that's just straight
out of the stupid villain's handbook.


QTE No. 15
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: Terry - <-, <-, ->, ->, <-
         Other - ->, ->, B, A, ->, <-

The guys take off, and Ryo chases them. As they're running, they ask
countless friends to help them out by tipping stuff over, and pulling ladders
down and whatnot. It's basically just lefts, rights, As and Bs, but there are
a few places you have to make a choice, too. First, there is a van and you
have to go around it to the left or right. There isn't much room on the
right, so go left. A few button hits after that, the guys decide to split up
on you, and you have to decide which to follow. This time, go right; the one
to the left is a dead end.


QTE No. 16
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: ->

Press right when Terry swings his instrument. This will pick up Gui Zhang,
and get da hell out of da way. If you miss, Gui Zhang dies. But you get
another chance.


QTE No. 17
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: A

When Terry misses Gui Zhang, he'll stagger back by Ryo. Press A and Ryo will
take it away from him.


QTE No. 18
-=-=-=-=-=-=-
Trigger Location: New Yokosuka Harbor
Sequence: Up, A, A, B

It's like a horror movie; one final scream. Chai will pop up and try to
attack you. You have to defend yourself with up, A, and B. Then, Chai goes in
the drink.


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                             MINI-GAMES                            ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

What would Shenmue be without its large collection of mini-games? Why, it
would be a LOT of waiting and more waiting. When you have four or more hours
to kill, you can go down to the You Arcade and play most of these games. The
others just kinda pop up at various parts of the storyline.


NURTURING THE STRAY KITTEN
-------------------------------

This is the first mini-game you will encounter, without a doubt. Although I
think this is more of a pseudo-side quest than a mini-game. When you start
walking through Yamanose for the first time, you'll be stopped by a little
girl named Megumi. She has a cat in a box that was hit by the same black car
you're after. The only problem is that this cat needs someone to feed it and
show it some TLC (Tender Loving Care, for you slow ones). That's where Ryo
comes in. First, he'll walk up to the altar thing and see some food. Then,
you have to pick which food to give the cat. Give it the fish over the tofu
since choosing the tofu will omit this quest.

You can score some milk in his fridge, but only after you see the cat for the
first time. Also, you can buy other food, such as dried fish, sliced fish,
squid legs, and additional milk for it at the Abe Store, and the cool Tomato
Convenience Stores. Eventually, you'll have to name the cat, too. When you
get four choices, choose Tama because that was the name of a cat Megumi's
sister had when she was a child. Megumi will be most displeased  with Sasuke,
so refrain from choosing that.

>> Tip: Kitty's have feelings too. If you don't feed it for a few days, it'll
       naturally "disappear".  Remember to stop by often and leave some milk
       and fish for it.


QTE TITLE
-------------------------------

This game is, in my opinion, THE most addictive game in the You Arcade. It's
kinda like that Konami arcade game, Punchmania (I'm assuming, I've never
played, or even seen Punchmania, it just has a reputation). You hit three
pads as they pop up at you, QTE style. The X button is assigned to the left
pad, the A button for the middle, and the B button is the one on the right.
When each pad pops up, it will flash which button you need to hit, and you
will have a short amount of time to react to it. If you miss, the guy will
let you know (i.e. Yelling "You suck!") But if you break 300,000 points,
you'll get a prize...if you can call it that. The arcade owner will give you
a miniature version of the machine, just like for every other game. It's good
practice for sharpening your reflexive instincts.

>> Tip: Since you can see them as they come up, and assuming you've memorized
       the corresponding pads and buttons, they  will be easy to anticipate.
       This works especially when they start rising in chains.


SPACE HARRIER
-------------------------------

I would call  Space Harrier  the  second-best game in the arcade.  Though QTE
Title just barely beats it.  I mean this game's a friggin' classic.  How can
you not love a game based on flying through the air at high speeds and
blasting the crap out of everything in sight? The controls are pretty simple.
Either use the D-pad or analog to move (I prefer the D-pad, because the
analog moves the guy  around  kinda funkily.)  To get a  little  mini of this
game, you gotta get 10 million points.  Think you can do it, Kreskin?


EXCITE QTE 2
-------------------------------

This game is pretty fun, but it gives you the same feeling of utter terror
you get from playing Chu Chu Rocket multiplayer. The deal is, you stare at a
black screen, and Ryo has his hands on what looks like a big, super-deformed
Dreamcast controller. As things pop onto the screen, you have to hit the
corresponding button. Hence the title, QTE. The whole time, you're basically
not breathing, in the hopes you can press the button in time and not lose.
Then, when you get near the expert level, you're even more terrified because
you have so much at stake. To get the mini you need 300,000 on this one, too.


HANG-ON
-------------------------------

The godly, godly Hang On. Another old-school AM2 gem. For anyone that's ever
played any of these new games in the arcade, where you sit on a Kawasaki or
some such nonsense, this game is where it all started. Only... you can't sit
on one in Shenmue. Instead, you have to use the R trigger to accelerate, the
L to decelerate, and the D-pad or analog to turn. The driver can lean
Slightly or just go all the way on really sharp turns. The point is to reach
the finish line before the time's up by successfully tagging checkpoints and
by not crashing into trees, rocks, signs, etc. If you want a little Hang On
machine, get 10 million points or better, and it's yours.


DARTS
-------------------------------

Blah. Darts. How truly un-amusing. That is, unless you just HAVE to have all
those minis. Then, it's more infuriating than boring. Nobody really knows how
the ergonomics of this darts game works, but it seems to be along the lines
of this: wherever Ryo's hand is horizontally, the dart will end up pretty
close to horizontally. Wherever it is vertically, the dart will also go in
the same general area. It doesn't seem to be very precise though. Anyway,
keep playing it, get a bunch of free games, and a score that's over 300, and
you'll get a little Darts machine.


POOL (BILLIARDS)
-------------------------------

This was a really neat touch to the game. If you want to find information
about sailors, you have to play some guys in pool. After the first time you
blow it (or sink it), you can return here anytime to give it another go and
you don't need to buy the dude a bourbon. Basically, they throw you a stick,
and say "Have at it". So, here's what you have to do. It will first show a
bird's eye view of the table. Then, if you press A, it will change the view
to one right behind the ball, so you can line up your shot. Press B, and you
can see how it looks, and then, press A to fire. I didn't know this the first
time I did it, and couldn't even see if it looked good or not when I shot. It
all worked out in the end though because I'm awesome.

>> Tip: This is a little tricky.  There are two ways to sink the stupid ball.
       One being ricocheting the cue ball off the wall behind the ball and
       it should rebound to the hole  in the bottom left, or hit the side of
       the ball at the correct spot and sink it in the hole to the left.
       Option no. 2 is easier, not too mention, more chances in going in.
       It's kinda hard to explain how to do it, but the best advice I can
       give at the moment is: Tap right on the D-Pad more than 14 times. The
       actual number ends up being different every time, so it ranges.


FORKLIFT RACING
-------------------------------

Hey, I got an idea...wait, I mean Mark's got an idea. We're gonna get all the
rough and tumble forklift operators, and have them enter a good-spirited race
before work. What's their inspiration? A miniature forklift with the number
of what place they came in on it. Seeing as how forklift operators care so
much about their minis. Well, maybe it's not the greatest idea but it did
produce a pretty fun little game. Each day you go to work, you have to enter
forklift races first. The controls are pretty much the same as Hang On, R is
forward, L is back, analog or d-pad steers. But, now you need to see a map,
so X is the map button. Every day, you get a prize, too. Whatever place you
took in the race, you get a miniature forklift with the same number on it.

>> Tip: If you have good idea of the track layout, you'll know the best place
       to claim your place in the front is by squeezing in the corners as
       you make the turn. If you know what I'm talking about, this works
       like a charm. You've also got to be pretty precise with your driving
       skills (in Shenmue). You'll fall behind if you run into walls, boxes,
       or anything at all. If you can tailgate the forklift in front of you
       with no problems at all, you'll eventually pass him.


NEO-DARTS
-------------------------------

Neo Darts are found in that big building down by the harbor, otherwise known
as Tomato Convenience Store. The good thing is that they're not quite as
frustrating as the other darts. You'll see Ryo's hand moving up and down,
searching for a good time to throw the dart. The trick is to throw it right
when his hand is at its peak. Not the easiest thing to do, but you can get
pretty good at it.


 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~
~=~=~                               ITEMS                               ~=~=~
 ~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~

There are three kinds of items. Stupid cat items, which are just for feeding
the cat and such, Shenmue items, which are items that do you no good, but can
win you Dural figures and stuff, and Quest items, which can be used (or just
look nice) in the regular game.


  C A T  I T E M S
**********************

Look! Kitty's sleeping!

____________
| Dried Fish |
¯¯¯¯¯¯¯¯¯¯¯¯
Dried sardines or something. The first thing you want to feed the cat. You
can't so much pick it up, as just give it to the cat. IT'S BETTER THAN TOFU.
USE LOGIC.
______
| Milk |
¯¯¯¯¯¯
Milk is available everywhere. It does a body good. Chock-full of calcium and
needed vitamins! Unfortunately, Ryo sacrifices the benefits of drinking milk
himself and gives them to the cat. You can find the first bottle in Ryo's
very own fridge! But you have to employ some Metal Gear Solid-esque gameplay
to get by Ine-san and get to it. Not really, though.
________
| Salami |
¯¯¯¯¯¯¯¯
Horrid meat that looks like a Slim Jim jerky stick. Get this at the Abe Store
or Tomato Market. Works as well as any other food for the cat.
_____________
| Sliced Fish |
¯¯¯¯¯¯¯¯¯¯¯¯¯
Very expensive sliced Salmon, like sashimi. I'd steer clear of it. You don't
need to blow so much yen on some damn cat.
____________
| Squid Legs |
¯¯¯¯¯¯¯¯¯¯¯¯
Mmmmmmmmmm...Squid legs. Tentacle-like appendages ripped off of a poor marine
creature. In Japan, they sell these everywhere, I guess.
______
| Tofu |
¯¯¯¯¯¯
Nearly taste-less bean curd. The first thing you do NOT want to feed the cat.
Can't pick this up either, you can only (not) give it to the cat.
______
| Tuna |
¯¯¯¯¯¯
Geez, isn't this list done yet?  Oh...I guess it is now. Wait! I need to tell
you what Tuna is! I can't complete the list without telling you! Anyway, I
think it's a kind of special toothpaste.


  S H E N M U E  I T E M S
******************************

These things can be bought at the Abe Store or the Tomato  Convenience Store.
Buying one gets you a place in the raffle. What's really neat is that Shenmue
takes a trip back to the NES days, and the bucket for the raffle disappears,
making Ryo just swish his hand around in the air. Kinda funny, really.

_________
| Caramel |
¯¯¯¯¯¯¯¯¯
Hey...that's marginally impressive, the way Shenhua's face is on all this
stuff...
___________
| Chocolate |
¯¯¯¯¯¯¯¯¯¯¯
Whoa, another picture of Shenhua. I hear chocolate is a pain killer.
______________
| Potato Chips |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Hey look, a cool picture of Shenhua! Potatoes burned to a crisp for all your
fat and greasy needs.
_____________
| Winning Can |
¯¯¯¯¯¯¯¯¯¯¯¯¯
Trade these suckers in on the internet. Oh yeah, it has a picture of Shenhua
plastered on the front, too. You get these from soda machines. The
probability of getting this lucky yellow can is 3 out of 4 times, so it's
pretty high! Plus if you slap this on the cashier's counter, you will get a
chance to play in the raffle for free, without buying any Shenmue items! Yay!


  O T H E R
***************

The meat and potatoes of the game. These are the actual items that can really
do stuff (most of them).

______________
| AA Batteries |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These too are purchasable at the Tomato Store. These, however, charge your
walkman.
_____
| Axe |
¯¯¯¯¯
Also can't be taken. Just pick it up and break the wall in the basement with
it. I always have axes casually lying around in my basement, do you?
_________
| Candles |
¯¯¯¯¯¯¯¯¯
If you light 8 billion of these, you can light up your basement. These can be
found in the altar room.
___________
| Cassettes |
¯¯¯¯¯¯¯¯¯¯¯
If you've already forgotten, this game takes place during the 80s, so Compact
Discs hardly exist yet. Have some fun with cassettes instead! You can use
your cassette player, Tom's boom box, or your very own boom box won from a
very lucky Tomato raffle drawing to play them. Choose from a variety of songs
extracted straight out of the game.
_________________
| Cassette Player |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A portable walkman that uses AA batteries. It can play the cassettes you find
or buy in the game. It's found in Ryo's bedroom. If you don't like wasting
your money on buying batteries for this sucker, use Tom's boom box in lieu of
your walkman.
_____________
| C Batteries |
¯¯¯¯¯¯¯¯¯¯¯¯¯
You can buy these at the Tomato Store. Your flashlight isn't immortal, ya
know.
____________
| Flashlight |
¯¯¯¯¯¯¯¯¯¯¯¯
Better source of light than candles. You can also use this one when you're
trying to ninja by the guards in the Old Warehouse District. A spare
flashlight is safely secured in the shoe cabinet under the Hazuki telephone
in case of emergency.
___________
| Handguard |
¯¯¯¯¯¯¯¯¯¯¯
Stick it on the wall next to the sword to open up a secret passage to...(cue
ominous music) THE HAZUKI BASEMENT.
_______________________
| Hazuki Family Picture |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Another worthless picture.
____________
| Light Bulb |
¯¯¯¯¯¯¯¯¯¯¯¯
You can get these at the Tomato Store. Use it in your basement so you don't
have to light 8 billion candles (ok, maybe four).
_________
| Matches |
¯¯¯¯¯¯¯¯¯
Used to light your candles. Can also be found in the altar room.
_____________
| Move Scroll |
¯¯¯¯¯¯¯¯¯¯¯¯¯
Certain moves can be learned from scrolls, which can in turn be found various
places throughout the game. There is one in the Hazuki house, and six of them
at Bunkado Antiques.
___________________
| Mysterious Scroll |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in the dojo behind one of the many calligraphy dealies. If you keep
hassling Master Chen after he's decided he's done with you by calling him,
you can meet with Gui Zhang, and he'll translate it for you. But it's just
some fruity poetry.
________________
| Phoenix Mirror |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Only the thing the whole game is based on. Protect this sucker with your life
and don't let Chai get it. It's basically a circular object with a phoenix
insignia engraved on the face. Probably 5.5 inches in diameter (wild guess).
_____________
| Sega Saturn |
¯¯¯¯¯¯¯¯¯¯¯¯¯
A posthumous reproduction of Sega's long-gone system. Very cool. This can be
found in the cabinet under the TV in the living room. Inspect it to bring it
out. However, you won't be able to play it until you've won a game (Hang On
or Space Harrier) from the Tomato Convenience Store raffle. It's rather hard
to win the games. I've won before, though!
_____________
| Strange Key |
¯¯¯¯¯¯¯¯¯¯¯¯¯
Found in Iwao's room. It opens the box with the sword in it in the Hazuki
dojo.
_______
| Sword |
¯¯¯¯¯¯¯
A prop sword. This isn't something that you can take into your inventory. You
get it in the Dojo from the box on the ground and slide it into the wall.
____________________________
| Picture of Ryo and Friends |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Worthless picture that does nobody any good, maybe except for Ryo.
___________________________
| Picture of Ryo and Nozomi |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
A worthless picture that actually gets taken in the frame of time the game is
based in. And you get to pick which you want. I guess it has some sentimental
value or something.
_______
| Watch |
¯¯¯¯¯¯¯
Sometimes the little clock in the corner is hard to read, so you can check
Ryo's uber-cool watch. It even has a historically incorrect indiglo feature.




=============================================================================

  05.  – Outro -

=============================================================================


This is the closing end of the FAQ. I know you're all sad about this ending
so soon...But first...


o|                        S P E C I A L  T H A N K S                       |o
¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯

- AstroBlue for making that neat Shenmue ASCII logo at the top! Thanks!
- Kbrunn's notebook FAQ for saving us hours of unnecessary backtrack!
- Vash (Karim) for the "French disclaimer" to make us look smart by knowing
 multiple languages.
- CJayC for posting this guide and maintaining the best gaming site on the
 net!
- Sega for producing this awesome game!
- Anyone else who we haven't thanked yet!


Legal Junk
-=-=-=-=-=-=

The unofficial Shenmue strategy guide was created on July 29, 2001. © 2001-
2002 AdrenalineSL and Sega Shiro. All rights reserved.

All rights reserved including the right of reproduction in whole and  in part
in any form. Dreamcast and Dreamcast logos are registered trademarks of SEGA,
Inc. Shenmue is a registered trademark of AM2, Inc. The authors of this
document are in no way affiliated with SEGA. You may not  place this document
on your website or reproduce it in any way without the author's consent.

This Shenmue FAQ/Walkthrough was written by  AdrenalineSL and Sega Shiro, who
hold all copyright for this document, in whole and in part. This guide may be
used for private and  personal use only.  You may  not permit anyone under
any patents to reproduce it, in part or in whole, or use it for profitable
purposes.  All content within this file is owned and created by Stephanie Lee
and Rob Fogarty.  Should you attempt any infringement of these  terms under
the false  belief that you are safe from international copyright law, it must
be said that you are a moron.

You may download the file through a  web browser onto a single computer for
your personal, non-commercial use only.  You may not permit anyone else to
modify the file or use it for any commercial purpose, display, performance,
sale or rental. It absolutely cannot be decompiled, disassembled, modified,
or create derivative works based on the documentation in whole or in part. Do
not remove any copyrights.

Je peux aussi  vous prévenir en français  si  vous voulez.  Ne  prenez pas ce
doccument ou  soyez maudits pour toujours.  JE sais où  vous vivez et je peux
utiliser  se couteau contre vous.  Après avoir lu ce message, ne me contactez
pas en français car  Vash a dit de pas le faire.  Ne tentez pas  d'enfreindre
les loi du copyright. D'accord? D'accord.

DISCLAIMER: Shenmue, the Shenmue logo and all related characters are
copyright and property of AM2, Inc.

*****************************************************************************

Webmasters- If you want to use this guide, just ask for  permission.  To make
this known, here is a list of the official or authorized carriers of this
FAQ:

GameFAQs <http://www.gamefaqs.com>
Neoseeker <http://www.neoseeker.com>
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                              MUCHAS GRACIAS!!!
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All good things must come to an end, which is why you will be seeing more of
us! Hahahaha! Stop scrolling, foo.
                                               /\    /\
                                               \ \  / / LOVE AND PEACEU!!!
This FAQ has been brought to you by:            /\ \/ /   ~Vash
                                              /\_|___ \
-AdrenalineSL-  &  ~SegaShiro~                  \      / Bad ASCII peace hand
                                                 ----   Oh well.


                   And the letters "F" and "U" -- Call us.
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                    The Unofficial Shenmue Strategy Guide
              Copyright 2001-2002 Stephanie Lee and Rob Fogarty
                              September 2001