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/ ____| | (_) | \ | | | | | | | |
| (___ | |__ _ _ __ | \| | ___| | _| | _____| |_ ___ _ _
\___ \| '_ \| | '_ \ | . ` |/ _ \ |/ / |/ / _ \ __/ __| | | |
____) | | | | | | | | | |\ | __/ <| < __/ |_\__ \ |_| |
|_____/|_| |_|_|_| |_| |_| \_|\___|_|\_\_|\_\___|\__|___/\__,_|
_ __ _ _ __ _ _ __
| |/ / | | | |/ / (_) | |/ /
| ' / ___ _ _| |__ __ _ | ' /_ _ _ __ _ ___ | ' /_ _ _ __
| < / _ \| | | | '_ \ / _` | | <| | | | '_ \| |/ _ \ | <| | | | '_ \
| . \ (_) | |_| | | | | (_| | | . \ |_| | | | | | (_) | | . \ |_| | | | |
|_|\_\___/ \__,_|_| |_|\__,_| |_|\_\__,_|_| |_|_|\___/ |_|\_\__,_|_| |_|
Shin Nekketsu Kouha: Kunio Tachi No Banka
(New Hot Blooded Tough Life: Kunio's Eulogy) by Technos Japan Corp.
Copyright (c) 2003 Ominae (Mark Soo)
Date Created: April 2, 2003
Version Number: 3.2
System: Super Famicom (SFC)
LEGAL NOTICE:
Shin Nekketsu Kouha: Kunio Tachi No Banka is a registered trademark of
Technos Japan Corp.
Shin Nekketsu Kouha: Kunio Tachi No Banka is (c) 1995 Technos Japan
Corp. All rights are reserved
This document is only for your own use. It is under copyright law,
which means that you can't use this to earn profit. You can't also
copy this document and place it in either your website or someone
else's website. If you want to put this at your website other than
Gamefaqs, pls. e-mail me at
[email protected] for permission. Use
of this guide at any website or as part of public display is
prohibited and is a violation of the copyright law.
Type of Document: FAQ/Walkthrough (General)
The following websites are authorized to post this document:
http://www.gamefaqs.com
http://www.cheats.de
http://faqs.ign.com
http://gamez.com
http://www.neoseeker.com
CONTACT LINE:
Please contact me at my e-mail, which is
[email protected], if you
have the following
- Questions
- Suggestions
- Corrections
- Comments
- Tips
- Things that I may have missed out
Don't forgot to put Shin Nekketsu Kouha Kunio Tachi No Banka FAQ as
the subject of your e-mail
Otherwise, I will ignore your e-mail as spam mail
NOTES: PLEASE, PLEASE PUT THE NOTED SUBJECT ABOVE WHEN YOU E-MAIL ME
AND TAKE MY WARNING VERY SERIOUSLY!! I HAVE HAD SOME E-MAILS
IN WHICH THE SUBJECT LINE WAS NOT COMPLETE OR UNAPPROPRIATE!!
I JUST HAD THEM IMMEDIATELY DELETED AND I WON'T HESITATE TO DO
THE SAME THING TO YOURS AND I MIGHT BLOCK YOUR E-MAIL ADDRESS!
SO, PAY ATTENTION TO THEM OR ELSE...
(In other words, when you have to ask/comment/suggest/correct/
hint/tell me something in the e-mail, it has to be something
that's not either found in this FAQ or what should be in this
FAQ. Thank you very much.)
Table of Contents:
I. Version
II. Story
III. Controls
IV. Main Menu
V. Passwords
VI. Characters
VII. Enemies
VIII. Moves
IX. Walkthrough
a. DETENTION CENTER
b. NEKKETSU HIGH SCHOOL
c. HANAZONO HIGH SCHOOL
d. AMUSEMENT PARK
e. HIGHWAY TRAVEL 1
f. PIER 13
g. HIGHWAY TRAVEL 2
h. ROPPONGI CITY
i. HIGHWAY TRAVEL 3
j. SHINJUKU CITY
k. MAIN ROAD TRAVEL
l. IZU
m. ENDING
X. Credits
I. Version
1.0
- My 1st version of this FAQ
- Half of Walkthrough now complete
1.1
- Made correction in copyright notice
- Little update in Walkthrough
1.2
- Updated controls for motorbike part
- Made correction in Story
- More than half of Walkthrough complete
1.21
- Updated contact line
1.22
- Made typo correction in Walkthrough
- Revised one sentence in Story
1.23
- Yaay!! Walkthrough's complete
- Revised Kunio's stats in Characters
- Completed Moves List
- Made typo adjustments in Controls and Moves
- Added and completed Enemies section
- Edited first part of Walkthrough
- Fixed some parts of Walkthrough
- Updated Controls
1.24
- Updated Walkthrough...again
- Updated Controls for the second time
- Updated Credits
1.25
- Realigned some words in Table of Contents
- Fixed Credits
2.0
- Revamped first half of this FAQ (Thanks to a darn error!!)
- Made correction in Walkthrough
- Added headings in Walkthrough
2.1
- Made typo corrections in Walkthrough
- Made typo corrections in Characters
2.2
- Updated upper heading
2.3
- Made more typo corrections
2.4
- Made one more typo correction
2.5
- Updated Legal Notice
2.6
- Updated Legal Notice
2.7
- Made some additional info on the Contact Line
- Updated Walkthrough (A little)
2.8
- Added translation to title
- Changed "Student Gangsters" to "Yankee Students" in Enemies Section
- Made little typo adjustment
- Updated Story, Characters & Walkthrough Sections (A little)
- Updated Credits (A little)
2.9
- Updated Table of Contents
3.0
- Updated Legal Notice
3.1
- Changed Legal Notice
- There won't be any more major updates here, perhaps only to correct
some mistakes and for other sites who are willing to sponsor my
FAQ. Otherwise, I'll soon upload a Final Version of this guide.
3.2
- Added ASCII text
- Last version of this FAQ/Walkthrough, no updates will be provided.
II. Story
A hit and run accident has occurred in Central Tokyo. Police officers
have later blamed the accident on students Kunio of Nekketsu High and
Riki of Hanazono High School. Caught and arrested, officials have
instructed the authorities to detain the offenders at the local
detention center. Jailed, Kunio and Riki must escape the detention
center and follow clues around Japan to prove their innocence before
it's too late.
III. Controls
During side-scrolling part:
Directional Pad - move around screen
Y - Punch
X - Back Attack
B - Jump
A - Kick
Left Trigger - Guard
Right Trigger - Same (See Left Trigger)
Select - Switch character (If you have more than 1 character)
Start - Pause game
B - Climb ladder (when near one)
B + Directional Pad down - Land with your feet
B + Y - Grab while standing (onto ledges, etc.)
Directional Pad (rapidly pressed left/right) and B + Y
- Running grab
During motorbike part:
Directional Pad left and right - move motorbike
Y - Instant brake
X - Brake
B - Accelerate
A - Brake
Left Trigger - Side Kick to Left
Right Trigger - Side Kick to Right
IV. Main Menu
When you load the game, you'll see the following:
1P Start - You'll play the game with one player
2P Start - Same thing, except with two players
* Before you select either of these modes, use the Directional
Pad to choose which difficulty to play (Easy and Normal)
1P Continue - Resume where you left off with one player
2P Continue - Same thing, except with two players
When you die, you'll see the following:
1P Continue - Continue from where you left off for one player
2P Continue - Same thing, only for two players
End - Exits screen and goes back to the main menu
V. Passwords
To continue your journey, you'll need Passwords. In order to find
one, pause the game. You'll see them in the lower right corner of the
screen. Take note and jot down what the password is.
At the main menu, select either 1P/2P Continue and press Start. The
password option will work. Input the numbers and press Start after
you're done. Then, you're start where you left off.
VI. Characters
Kunio:
- The hero of the game. Was arrested and thrown in the slammer by the
police for being involved in the hit and run accident. Later
broke out of jail in order to find out who was responsible for
sending him there in the first place.
Riki:
- The second hero of the game. Was also arrested and thrown in the
slammer alongside Kunio for his involvement. Also broke out
with Kunio to find clues and track down the real culprit.
Misako:
- The girl of Kunio. Was rumored to be linked to Daiki, but was
false. She'll join the pack after taking care of business in
Nekketsu High School.
Kyouko:
- Riki's girl. Harassed by Ryuuta on the rooftop of Hanazono High
School, but was later rescued by Kunio and the gang. She'll also
join up after you're done with things in Hanazono High.
Gouji:
- The tough guy in the detention center. He'll be a pain in the neck
in the first place. But after rearranging his face, he'll come to
his senses and assist Kunio and Riki in breaking out of jail.
Tooru:
- One of Gouji's "buddies". You'll also face him. But later,
he'll help you alongside Gouji and the other guy to facilitate your
escape from jail.
Hiroshi:
- An ally of Kunio and Riki in the other games. He'll provide you
the details of the condition of what's happening to Nekketsu
High and as well as to the rumors that were happening in the city
while you're in jail.
Takayama:
- The snooty warden of the jail. He'll be one of the bosses that
you'll encounter. But later, he'll be an ally later in the game
when he investigates the details of the accident and finds out who
was responsible for setting Kunio and Riki up.
Mamoru:
- The son of Takayama. He'll assist you in your getaway when you meet
Takayama outside Nekketsu High. Later, he'll provide details on who
was responsible for framing you for the hit and run accident, as
well as who are "the big shots" playing around with the recent
events after Kunio and Riki were arrested.
Nobu:
- One of the students who escaped from the amusement park. Warned
Riki about Ryuuta, who forced most of the students from major
secondary schools to work against their will.
Ryuusaku:
- A student in Hanazono High. Loafing around the amusement park at
first, he'll eventually give information about the first known
location of Shinji and about the presence of Ken in the
amusement park.
VII. Enemies
In this game, you'll face various enemies as they try to stop Kunio
and company from reaching their main objective. You'll see the
various types of bad guys (and gals) here, their skills and how you
can get rid of them.
Prison Officers:
Encountered at: Outside the Detention Center and the walls of the
Detention Center
Moves: Baton Strike, Kick
How to beat them: First thing you should know is that you have to
watch out for their batons. Block and afterwards,
kick the crap out of them. Keep punching and
kicking them and do the kick pin.
Yankee Students:
Encountered at: Grounds of Nekketsu and Hanazono High School, inside
Nekketsu and Hanazono High School, Amusement Park &
Grounds of Sabu's villa
Moves: Drop Kick, Flying Kick, Knee Attack, Grab and Throw, Uppercut,
Punch, Kick, Kick Pin
How to beat them: Your basic baddie in the Nekketsu series.
Keep an eye out for them to gang up on you
and use moves that will knock out most of them. If
they move in singles, just knock them down and do
the kick pin. Remember to block their blows to
avoid getting damaged.
Karate Fighters:
Encountered at: Pier 13 and Pier 13 Warehouse
Moves: Flying Kick, Grab and Throw, Punch, Kick, Kick Pin
How to beat them: These Karate wannabees are not that hard to defeat.
Keep your guard up and counter them with punch,
kicks & special moves. Doing the kick pin will
hasten their defeats. Keep in mind that these guys
tend to rely on their kicks than punches to fight
you.
Bousozoku Bikers:
Encountered at: Highway when going to Pier 13, Roppongi and Shinjuku
Moves: Side Kick
How to beat them: Let them come to you and when they do, get ready to
use your kicks to hit their bikes and knock the
bikers of the road.
OR
When you're confident with your motor biking
skills, ram them to the walls with the help of your
motorbike.
Gray Bodyguard:
Encountered at: Outside and inside Pachinko Hall, Outside and inside
Sabu's villa
Moves: Knife stab, Kick Pin
How to beat them: The tough version. Just be warned that you
can't guard against their knives. All you have to
do is to utilize your fighting moves and kick pin
them after you clobber them. Make sure that you
launch your attacks after they stop their attempts
to knife you when you're quite near them.
Green Bodyguard:
Encountered at: Outside and inside Pachinko Hall, Outside and inside
Sabu's villa
Moves: Knife stab, Kick Pin
How to beat them: The tougher version. Similar to the gray bodyguard,
there's no way to block against their knives.
Just do the same moves when you fight against the
gray bodyguards.
Bruiser:
Encountered at: Sabu's vila, Catacombs
Moves: Charging Punch, Triple Punch, Uppercut, Kick Pin
How to beat him: Just like Joe, block and launch some dangerous and
deadly moves after he stops trying to bash you. Use
techniques such as Kunio's Cyclone Kick and Riki's
Rapid Punch. Thank goodness that they're only one of
these guys in this game.
Female Fighters:
Encountered at: Sabu's villa, 1st floor
Moves: Flying Kick, High Kick, Knee Attack, Slap, Kick, Kick Pin
How to beat them: Block when they're near you and afterwards,
counterattack. Their slaps and kick moves are
not quite serious, but they're a threat if
they're not quelled. So fight them as you'd
fight with Lisa.
VIII. Moves
These moves will let you assist Kunio and the gang to find out who
was responsible for their injustice. Learn these moves carefully and
use them to your advantage.
Kunio
Basic Moves:
Punch - Y
Uppercut - repeatedly press Y
Back Kick - X
Kick - A
Drop Kick - repeatedly press A
Flying Kick - B + Y
Running Flying Kick - press Directional Pad left/right & B + Y
Simultaneously
Grab - get close and press Y with the Directional Pad left/right and
after you're done, then...
Punch - Y
Knee - A
Toss - Directional Pad left/right
Punch Pin - get near the downed enemy and press Directional Pad down
+ Y
Kick Pin - get near the downed enemy and press Directional Pad
Down + A
Special Moves:
Torpedo Spin - hold Left/Right Trigger + Y
Cyclone Kick - hold Left/Right Trigger + A
Riki
Basic Moves:
Punch - Y
Uppercut - repeatedly press Y
Elbow - X
Kick - A
Drop Kick - repeatedly press A
Flying Kick - B + Y
Running Flying Kick - press Directional Pad left/right & B + Y
Simultaneously
Grab - get close and press Y with the Directional Pad left/right and
after you're done, then...
Punch - Y
Knee - A
Toss - Directional Pad left/right
Punch Pin - get near the downed enemy and press Directional Pad down
+ Y
Kick Pin - get near the downed enemy and press Directional Pad
Down + A
Special Moves:
Rising Punch - hold Left/Right Trigger + Y
Rapid Punch - hold Left/Right Trigger + A
Misako
Basic Moves:
Slap - Y
Hand Thrust - repeatedly press Y
Back Slap - X
Kick - A
Roundhouse Kick - repeatedly press A
Flying Kick - B + Y
Running Flying Kick - press Directional pad left/right & B + Y
Simultaneously
Kick Pin - get near the downed enemy and press Directional Pad
Down + A
Special Moves:
Rolling Attack - hold Left/Right Trigger + Y
Spinning Kick - hold Left/Right Trigger + A
Kyouko
Basic Moves:
Slap - Y
Hand Thrust - repeatedly press Y
Back Kick - X
Kick - A
Roundhouse Kick - repeatedly press A
Flying Kick - B + Y
Running Flying Kick - press Directional pad left/right & B + Y
Simultaneously
Kick Pin - get near the downed enemy and press Directional Pad
Down + A
Special Moves:
Rising Punch - hold Left/Right Trigger + Y
Rapid Kick - hold Left/Right Trigger + A
IX. Walkthrough
A.) DETENTION CENTER
Location: Detention Center
You'll start the game when you're brought into the detention
center in a police bus. Then, Takayama will introduce to your brand
new brand home: Cell 218. You'll be brought inside the cell by the
guards.
Location: Cell 218, Detention Center
You'll be introduced in the cell by three thugs led by "hot shot"
Gouji. He'll say that he'll give you "a big welcome" in the cell. You
better get ready, this is the first boss battle that you'll face.
Boss Battle 1:
Boss: Gouji
Moves: Punch, Kick
How to beat him:
- The easiest boss battle. If you don't beat him, then it shows that
you aren't the right man for this game. All you have to do is to
keep moving and just use a combination of punch and kicks. When
Gouji and the gang are all bunched up, make use of your flying
kick. Don't forget to utilize your kick pin when they're down.
You can't make good use of your special moves until you bust out
of prison and wear your normal school uniforms.
Gouji, who is groaning in pain, now admits that you're the "new boss"
around Cell 218.
After giving them a little "reeducation", Kunio and Riki will tell
Gouji and the gang about their condition before being apprehended by
the police. A guard will enter the cell and tells Kunio and Riki that
Hiroshi has arrived. Kunio and Riki then leaves their cell for the
visitor's room.
Location: Visitor's Room, Detention Center
Hiroshi will tell about the invasion of Nekketsu High School by a
school tough named Daiki. To make matters worse, Misako and Daiki are
making moves on each other. He'll inform you that someone else "saw"
you in the city while the two are in jail.
Location: Cell 218, Detention Center
Kunio and Gouji confine to each other the escape plan for tonight
back in the cell tonight so that Kunio and Riki can escape from
prison and begin their search for the real suspects.
Gouji orders two of his cronies to feign sickness for Takayama to
open the door. Gouji grabs him from behind when he enters the cell
and tells Kunio and Riki to bust out.
Location: Outside Detention Center
When you leave Cell 218, the searchlights will be on you. Takayama
sends two officers to immediately recapture you ASAP.
A little word of advice: These officers will use their batons to
subdue you and their kicks are really painful. Keep your guard up and
use your flying kicks to subdue them. Wait for them to smack you with
the baton, then block it and hit them back also with your fists and
feet. Head for the ladder and scale it up to meet up with Hiroshi,
who will jump out of the compound with Kunio and Riki.
Location: Grounds outside the walls of Detention Center
To start, you'll be chased outside the compound by the officers in a
cut scene showing the title of the game. Takayama and his "buddy"
will corner you, initiating a boss battle.
Boss Battle 2:
Boss: Takayama
Moves: Baton Strike; Kick
How to beat him:
- He's not much of a problem. Except that you should know when you
have to block the blows with the baton and wait for the opportunity
to strike at him in return. Get rid of his companion first. Then,
use flying kicks to help you gain an advantage over him. Use the
kick pin to weaken him (It's not needed, but it helps). Use your
punch and kicks when he strikes you with the baton afterwards. Be
sure that you blocked it then or you'll be damaged. Switch
characters when you're low on health.
Takayama will complain over his inability to capture Kunio and Riki
as they finally leave the grounds of the jail.
B.) NEKKETSU HIGH SCHOOL
Location: Outside Nekketsu High
Kunio and Riki has arrived outside the gates of Nekketsu High.
They'll attempt to enter, but Takayama is keeping a close watch.
Leaving Hiroshi at the gates, Kunio and Riki has decided to proceed
to the back door via a broken barrier near the gates of the school.
Location: Swimming Pool of Nekketsu High
Meeting Misako, Kunio will be told that Daiki is on the third floor
of Nekketsu High School. Fuming with anger, Kunio and Riki enters the
premises.
Location: Inside Nekketsu High, 1st to 3rd floors
You'll face yankee gangsters inside Nekketsu High. They're not that
hard to beat. Just as always, keep blocking their attacks and fight
back. Use the kick pins to finish your enemy off. Use flying kicks to
fight the enemy also.
Location: 3rd floor of Nekketsu High
You'll find Daiki emerging out of the classroom, who is happening to
wear Kunio's white uniform. He'll babble about what's happening to
you, especially with him taking care of Misako. Kunio gets angry and
this is where it happens.
Boss Battle 3:
Boss: Daiki
Moves: Elbow Strike; Punch; Back Kick; Upper Kick; Kick; Kick Pin
How to beat him:
- As usual, finish off his friend first, then concentrate your
fighting on Daiki. Watch out here, as Daiki'll use the back kick
when you're near him. Avoid it and all the other moves by using
your guard. Use the flying kicks to give you the upper hand. Use
your punch and kicks when you block his attacks. Using the kick pin
on him while he's down will help you win this boss battle. As
usual, swap characters during the fight only if one of your
characters is getting low on energy.
Daiki will be in pain, complaining that his back hurts from the
fighting.
Location: Outside Nekketsu High
Kunio and Riki will be back on their uniforms. With this, Kunio and
Riki will be able to use their moves, such as the punch pin, throws,
etc. Misako will meet up with Kunio, explaining to him about the
misunderstanding between her and Daiki. Kunio and Rik then depart
from Nekketsu High to head for Hanazono High. Misako at first will
stay, but she'll join you afterwards.
Strangely, Takayama will show up once more to arrest Kunio and Riki.
But, a savior in the form of Kunio's buddy, Mamoru, restrains
Takayama from raising his baton to hit Kunio and Riki and urges them
to escape while things are still good, in which they complied.
C.) HANAZONO HIGH SCHOOL
Location: Outside Hanazono High
It's a wreck now. Ryuuta has taken control of the school and has
forced some of Hanazono's students, as well as other students from
other schools to work at a local amusement park, according to Riki's
classmate, Nobu. Kunio, Riki and Misako vow to put an end to Ryuuta's
reign of terror and so, they storm the school.
Location: Inside Hanazono High, 1st to 3rd floors
Yankee student gangsters still roam the hallways of this wrecked school.
Do the usual method to deal with them. Don't forget to take advantage of
each of your hero's specials, such as Riki's Rising Punch, Kunio's
Cyclone Kick or Misako's Rolling Attack. Always block and strike back
when they stop attacking you.
Location: Rooftop of Hanazono High
Ryuuta's attempting to make the moves of Kyouko. But the sight of
Riki makes her run away for safety. Ryuuta's getting angry at Riki's
appearance and threatens to get rid of him before the entire school
collapses.
Boss Battle 4:
Boss: Ryuuta
Moves: Back Kick; Cyclone Punch; Kick Pin
How to beat him:
- Take out his companions as always, since there's a pain in the
neck. Then, take out Ryuuta. Note that since the school's a major
wreck now, the school will collapse for five times. When the roof
shakes for collapsing, jump up at the last time. You'll have
enough time to do the kick pin. Use the special moves here too,
they'll help increase your lifespan in this battle. Block his
moves and fight back when his guards down. Basic moves used with
the specials will also help you here.
After an intense interrogation (with help from Misako), Ryuuta
reveals that a Shinji and the Sanwa gang are responsible for all
the chaos behind the two high schools. He also tells them that the
rest of the students are located in the amusement park.
Location: From outside Hanazono High to Amusement Park
You'll see student gangs roaming in the streets to stop you from
reaching the amusement park. Take them out with your special moves.
D.) AMUSEMENT PARK
Location: Inside Amusement Park
When the gang enters the amusement park, Ryuusaku thinks that he's
caught for slacking off from work. But, he's thankful when he sees
Riki. Ryuusaku informs them that Shinji speaks with Ken once in a
while. He also informs them that Shinji was last seen entering the
Ferris wheel area. Ryuusaku then leaves.
Enter the Ferris Wheel area first. Then, there are around five
yankees on top of the Ferris wheel stations. Use the running grab
and climb on them and knock 'em out. Jump down and beat the
pulp out of them.
Shinji will speak at the P.A. system and will mock Kunio to come
after him at the Jet Coaster. So, leave the Ferris wheel to the left.
Enter the Jet Coaster after leaving the Ferris wheel. Quell the
student gangsters who are in the Jet Coaster area by fighting them.
Then afterwards, Shinji will taunt you to come after him at the Kart
Track area. You can ride the Jet Coaster if you want. But if you use
it, then your health will be refilled.
Leave the Jet Coaster area and enter the Kart Track area for another
boss battle.
Shinji will mock you for having "a good time" in the amusement park,
but Kunio and Riki are furious and demands to find out about Ken.
Shinji mocks you once more about Ken as he prepares to fight you.
Boss Battle 5:
Boss: Shinji
Moves: Cyclone Kick; Roundhouse Kick
How to beat him:
- Do flying kicks on this guy to give you an advantage. Doing the
kick pin will also help you win this battle. The specials of your
heroes will play a key role in beating the crap from this guy.
Just be sure not to fall prey to his Cyclone Kick. Always block!
Strike back when he least expects your blows to come. Smack
them with punches (not slaps from the girls, they're quite weak).
Shinji runs away from the scene. Ryuusaku informs them that he
left for Pier 13 via highway. So, get Kunio's motorbike and
head out to the highway.
E.) HIGHWAY TRAVEL 1
Location: To Pier 13 via highway
Since you're going to use the motorbike, I'll tell you a few things
1. Control your bike carefully. Because, one wrong turn and you'll
be smacking down from the bike and you'll kiss the concrete.
2. Monitor your speed. Make sure that the bike's speed is not
too much when you navigate around curves. In reality, high
speed is one of the reasons why people get killed in road
accidents.
3. When you see Bousozoku bikers on the road, don't come near them.
Instead, let them come to you and when there are near, smack
them with your feet to knock the bikers from the road.
You could ram them to the wall, but that's too risky to try and
do.
4. Slow down when you see the curves by using the motorbike's brakes,
or you'll smash and say hello to the wall.
You'll see a sign, leading you to Pier 13
F.) PIER 13
Location: Pier 13 Harbor
You'll see some Karate Fighters in the harbor. I proposed two methods
to clear the harbor:
1. Use special moves that can clear them out, such as Kunio's Cyclone
Kick or Misako's Spinning Kick. Make sure that they're near the
end of the harbor to do the trick.
OR
2. When they approach and prepare to punch or kick, block and smack
them with moves that can limit their life, like Riki's Rapid Punch
and Kyouko's Rapid Kick.
When you're done, enter the warehouse after the garage door opens up.
Location: Pier 13 Warehouse, First Room
Karate Fighters still roam around here. Take them out fast and
afterwards, enter the doors to the next room.
*You could try to use the moving hook on the ceiling's conveyor
belt to help you engage with the Karate Fighters. Be warned, the
hook will not move if you're on it. But, you can also swap
characters when needed. Just use the shadow to guide you and
jump when you're aligned with the hook's shadow.
Location: Pier 13 Warehouse, Second Room
Take out the Karate Fighters and climb up the boxes to get to the
ladder. Climb up and when you beat up the rest of the Karate
Fighters, enter the storage room.
Location: Pier 13 Warehouse, Storage Room
There are more Karate Fighters for you to take out here. Just be
careful and make sure they don't corner you. After you're done, then
get to the platform and go down. You'll soon meet Shinji for another
boss battle.
Boss Battle 6:
Boss: Shinji II
Moves: The usual; see his stats above
How to beat him:
- The usual, except that you can move only left or right and he has a
buddy with him. You have to be aware that you have to keep on
moving, since you have limited space.
Knocked out of combat, Shinji confesses that he doesn't know
anything about Ken. Misako says that she knows that Shinji is
acting on Ken's orders. But, Shinji warns them that they'll be
in big trouble if they interfere with Ken's business.
Location: Outside the Pier 13 Warehouse
Takayama and Mamoru meet Kunio and the gang outside the warehouse.
But this time, Takayama entrusts to you to arrest Ken and Sabu and
bring them to justice.
Both father and son will give you Ken's background, who seems to be
Kunio's long lost brother. He was separated when he was small and was
brought up in an orphanage. Bitter of Kunio, he swears that he will
make his life a living hell. His chances were high when Sabu of the
Sanwa gang adopted him two years ago as his own son.
Takayama informs them that Ken was last seen at a certain disco in
Roppongi. So, you better leave the warehouse and head out for the
disco in Roppongi and board your motorbike.
G.) HIGHWAY TRAVEL 2
Location: To Roppongi via highway
Nothing much to do here, except that you use the motorbike to arrive
there. Just make sure to adjust your speed and when the Bouzozokus
come near you, kick their bikes to make them stay out of your way.
Afterwards, you'll arrive at Roppongi
H.) ROPPONGI CITY
Location: Outside Club, Roppongi
The gang will arrive outside a club and you'll meet Lisa and Joe,
hired fighters sought out by the Sanwa gang to eliminate Kunio and
the gang. You'll have to face these guys in a boss battle.
Boss Battle 7:
Bosses: Lisa and Joe
Moves: Lisa - Flying Kick; High Kick; Knee Attack; Slap; Kick Pin
Joe - Charging Punch; Triple Punch; Uppercut; Kick Pin
How to beat them:
- Both of these guys are easy. Use each of the character's special
moves to save your life. When they charge at you like a raging
bull, use the flying kicks to smack their faces. Using the kick
pins will help you weaken them to make your lifespan a little
longer. Combine them with your basic attacks to maximize your
fighting skills to defeat them. Guard yourself and counterattack
when their own guard is down.
Lisa will run in the club after you defeat them after Kinji.
Kunio and the gang are baffled by the name, Kinji. So, enter the
club.
Location: Inside Club, Roppongi
You'll encounter a man inside. He'll stop the gang and Kunio'll
inquire about Kinji. But, the same man will reveal himself as the man
himself and he warns them about interfering with the Sanwa gang.
Boss Battle 8:
Bosses: Kinji and Lisa
Moves: Kinji - Double Kick; Uppercut; Kick Pin
Lisa - Same as above
How to beat them:
- Use the same strategy to beat Lisa. As for Kinji, watch out for
his moves, especially his double kick. It's a lethal and painful
attack, so you better block it. But overall, KEEP BLOCKING and know
when to smack their faces when they don't have their guard up. Keep
using the kick pins here too. Use the flying kicks to keep them
down. But warn you, Kinji always block here. So, keep doing the
flying kicks to wear him down.
Kinji will confess that Ken's in his Shinjuku office in the 2nd
Floor of the Pachinko Hall.
Just head to the exit door of the club and board the motorbike
again and head out for the Pachinko Hall at Shinjuku.
I.) HIGHWAY TRAVEL 3
Location: To Shinjuku via highway
As usual, watch for your speed and keep an eye out for the Bouzozokus
to come near you. You'll arrive soon at Shinjuku.
J.) SHINJUKU CITY
Location: Outside Pachinko Hall, Shinjuku
Some bodyguards (In gray and green suits) will fight you outside the
Pachinko Hall. Face them carefully, since they got knives. Just block
and fight back when they stop attacking you.
Location: Inside Pachinko Hall, 1st floor
You'll see Misuzu using a Pachinko Machine. Facing Kunio and company
just panics Misako and says that she's scary. Misuzu hears that and
starts to get angry. But, Kunio tries to dissuade her from doing so.
Misuzu then faces Kunio ang gang in a showdown.
Boss Battle 9:
Boss: Misuzu
Moves: Grab and slap; Grab and throw; Slap; Tackle
How to beat her:
- This is one of the toughest boss battles that you'll ever face.
She'll always try to tackle you, losing a lot of health. Run away
from her first. Then, land a flying kick on her face and
afterwards, do the kick pin thrice on her. Then, run away from her
again and do the flying kick on her again and use the kick pin on
her thrice. If you can do the kick pin more than thrice, then
you're extremely lucky. Keep an eye for her to smack you with
either a tackle, which is a common move, or a slap.
Misuzu will immediately leave after the battle
Enter the lift when you're done with Misuzu.
Location: Pachinko Hall, 2nd floor
Two bodyguards will show up when you step out of the lift. Kick their
butts and enter the open door at the end of the hall.
Location: Inside Office, Pachinko Hall, 2nd floor
Ken and Sabu are here in this office. Ken will insult you about being
cold towards him and Kunio says that Ken isn't his own brother. Sabu
will greet you for not meeting him for a long, long time.
But if you're playing on Easy Mode, the game will officially end here
and both of them will tell you how you can continue.
But if you're in Normal, the game will still continue and Sabu
threatens to end the troubles between his gang and Kunio's by drawing
out his automatic pistol and shoot Misako and Kyouko. Kunio, Riki and
Ken will be shocked by Sabu's actions and Sabu will leave the office
with Ken.
Kunio and Riki attends to both Misako and Kyouko, but both of the
girls will eventually pass out from their gunshot wounds.
Location: Outside Pachinko Hall, Shinjuku
Takayama and Mamoru meet up with Kunio and Riki outside the Pachinko
Hall. Takayama will inform the two that Sabu and Ken escaped to Izu,
where Sabu's villa is. He'll immediately arrange for a police escort
to assist Kunio and Riki in heading to Izu right away as a gratitude
to them for helping him to try and stop Sabu. Takayama tells Mamoru
to call up for an ambulance to bring the two girls to the local
hospital.
At this point, you won't be able to select Misako and Kyouko.
K.) MAIN ROAD TRAVEL
Location: Izu via main road
Don't worry about driving the motorbike. Kunio and Riki will be
accompanied by a squad car to Sabu's villa; so it's the game that
will take care of the navigation for you.
L.) IZU
Location: Sabu's villa grounds, Izu
Kunio and Riki will meet up with Takayama near a wooden bridge.
Takayama notified Kunio and Riki that he requested his superiors to
immediately clear them, since they weren't involved in the hit and
run accident.
Walk over the wooden bridge and prepare to face some hired yankee
students. Beat them up and cross the wooden bridge.
Ken shows up and holds a lighted torch on his hand. He burns up the
bridge's supports and sends you plummeting to your imminent doom.
You're lucky that you're floating on the broken bridge on the river
itself. Continue fighting on the floating bridge and get ready to
fight as more yankee students will show up.
You'll eventually stop by a cave once the floating bridge stops.
Location: Cave
Kunio and Riki are shocked to see what's inside the cave, since
everything here is metallic.
Climb up the rotating platform and get up on one of them. Wait for
the retractable platform to show itself. Hop on it and then, jump to
the next platform. Enter the automatic door afterwards.
Location: Outside Sabu's villa, Izu
Bodyguards are swarming around here. So, be on your guard and get rid
of them. Get to the main doors of Sabu's villas after you clean them
out.
Location: Sabu's villa, 1st floor
Sabu, who blames Ken for not stopping them, stops Kunio and Riki in
their tracks. Kunio then wants to give him some smacks in the face.
But unfortunately, Sabu triggers a floor trap that drops the two of
them downwards.
Location: Sabu's villa, Catacombs
A bruiser is waiting for you here. Get to the right side of the
catacombs and kick his ass, 'cause the grounds are going to give way.
Kick him down and keep him there in case the grounds are about to
collapse. Get to the ladder and climb out.
Location: Sabu's villa, 1st floor
There are now female enemies around the 1st floor of Sabu's villa.
Get rid of the female fighters and enter the second set of double
doors in the middle of the hallway.
Location: Inside elevator room, Sabu's villa, 1st floor
Misuzu will rush to the doors to get out, but the mirrors get smashed
as she gets knocked out. She got a job as Sabu's personal bodyguard
and won't let Kunio and Riki through.
Boss Battle 10:
Boss: Misuzu II
Moves: The usual, see stats above
How to beat her:
- The same thing, just make sure to keep moving. Otherwise, she'll
clobber you with her moves
Beaten again, Misuzu will warn you about a self-destruct mechanism
rigged in the villa.
Kunio and Riki will automatically enter Sabu's own private elevator
up.
Location: Sabu's villa, 2nd floor
Watch out for more of Sabu's bodyguards to show up on this floor.
Eliminate them and enter the door.
Location: Inside guest room, Sabu's villa, 2nd floor
Sabu and Ken are worried that Kunio and Riki has shown up in the
floor. Sabu instructs Ken to keep the two of them busy for the
meantime. Sabu then enters another room.
Kunio and Riki gets in the room and meets face to face with Ken
himself. Kunio says that he's a bastard, but Ken replies that Kunio
and Riki has to die.
Boss Battle 11:
Boss: Ken
Moves: Drop Kick; Flying Kick; Knee Attack; Kick; Rising Punch;
Torpedo Spin; Uppercut; Punch; Kick Pin
How to beat him:
- He fights with the moves of Kunio and Riki (Riki's Rapid Punch
isn't used here). So, keep blocking and blocking and use the
special moves of Kunio and Riki to fight fire with fire.
If Ken uses his Flying Kick, then use Riki's Rising Punch to
counter (It's the best move to use). Flying Kicks will be handy
here too. Do the Kick Pin move on Ken thrice when he's knocked
out. Overall, you should try your best to keep your guard up.
Sabu then shows up to the room once again and when Ken runs up to
him, he draws out his automatic pistol and shoots Ken.
Ken reveals that Kunio was not his own brother and that Sabu
adopted him so that he could avenge his defeats. Ken also warns
Kunio and Riki of the dangers that the self-destruct mechanism
Has been activated by Sabu himself. And breathing his last, Ken
wanted to call Kunio "his brother" just for once.
Location: Torched room, Sabu's villa, 2nd floor
The room is now burning with fire. Sabu intimidates Kunio and Riki,
saying that they shouldn't have interfered with his plans. Shinjuku
and Roppongi were under his control and he was doing well until they
showed up. Kunio mentions that he'll have better parting words if he
was in his place.
Boss Battle 12:
Boss: Sabu
Moves: Pistol Shot; Strong Punch; Strong Kick
How to beat him:
- Since you can move only in two directions, make it a priority to
avoid his pistol, since it gives a big loss of life. Get close to
him and use the Flying Kick. Get very close so that he'll miss
when he fires his pistol at you and for you to use your special
moves. Beat him up and use the Kick Pin when he's down for the
taking. Don't forget to block when you're near him. Repeat the
pattern again until he's down permanently. Make sure to run
after he's knocked down and always block when you're near him.
OR
- Run a short distance from him and smack him down. Then afterwards,
use the Kick Pin on him thrice. Repeat the pattern all the time
until he's defeated. Don't forget to run a little bit fast or else,
he'll try to shoot you to death with his automatic pistol. Keep
your guard up after you do it as he might try to sneak it a punch
or a kick at you. As of now, this is the best technique that I've
ever used.
Sabu will expire and breathe his last.
M.) ENDING
Location: In plateau, near Sabu's villa
Kunio and Riki oversee the destruction of Sabu's villa in Izu.
Takayama then arrives and informs that police has arrested all of
Sabu's henchmen when they came to the villa. Takayama then tells the
two of them that Mamoru has been notified that Misako and Kyouko have
recovered from the gunshot wounds inflicted by Sabu. Riki then tells
Kunio if he's ready to head back to Tokyo. Kunio tells Riki that he's
already set to go back.
Later, the opening scenes will also play here. But instead, Kunio and
Riki will stop the motorbike and Kunio instructs the girl to be
careful the next time she tries to cross the road.
Congratulations, you've defeated Sabu and the entire Sanwa gang while
saving the day by clearing your name. Hope you enjoyed the entire
ending and the credits.
X. Credits
I would like to thank the following:
Technos Japan Corp.
- for creating, developing and marketing the game
Gamefaqs
- for posting this FAQ
Godai-Kun (Now Johnny Undaunted)
- for explaining the passwords at Gamefaqs
http://www.network-science.de/ascii/ (ASCII Generator)
- for providing the ASCII text
http://www.rom-world.com (ROM WORLD)
- for them to have the rom in their site for me to download
http://agtp.romhack.net/ (Aeon Genesis Translation Proclamation)
- for putting up the English patch of the game
You
- for taking your time to read my FAQ