Switch off ‘Area Jump’ in the settings so that we don’t miss any necessary interactions for achievements, and then tailor the rest to your suiting.
The game provides you with ten saves, allowing you to manually save whenever you have control. I recommend that you space your saves out in different slots in case you make a mistake, so you don’t have to go back too far or pray not, have to start a new game. Making a fresh save at the start of each day and before important moments (which I shall note during the walkthrough) is highly recommended.
Please Note: This walkthrough is structured for the purpose of gaining achievements. It has thus been structured so that it is descriptive, while straight to the point. If times don’t align then don’t worry about waiting until the following day, as you have plenty of days to complete the story (until April 15th, 1987). You can easily pick things back up the following day, albeit at more time spent. Minor cutscenes or events not related to achievements may take place during your playthrough that aren't mentioned in the walkthrough. But the points to progress the story should trigger when mentioned.
Day 1 (December 3rd, 1986)
After the rather lengthy opening cutscenes, Ryo will wake up in his house still reeling from the trauma of his father’s death, intent on finding his murderer.
Your notebook will open, providing you with phone numbers to contact services. Make note of the first number for the police as we shall be using it imminently. Press to find further phone numbers of individuals you shall meet shortly on your journey, along with notes on potential leads for the murderer, Lan Di. Press to close the notebook. By pressing , you can re-open the notebook, which will provide you with objectives and hints if you have lost your way during the journey.
Now move forward with the and open the door with to trigger a cutscene which will reintroduce Ine-san, Ryo’s mother. She will reside in the house and provide you with a daily allowance of 500 yen (¥), in addition to Ryo’s starting amount of 9,800 yen (¥). Instead of catching up on Fuku-san in the dojo we will explore the house briefly and get some stuff out of the way.
Turn around here and you’ll see several doors in the passage ahead. Ryo’s room is on the immediate right and will be used to end the day after 8PM (we don’t currently need to enter). Head to the end of the passageway and open the shōji on the left (a white sliding door) and head to the table. Use the to focus in the direction of the table until it zooms in, then flick across to a scroll. This is a fighting move, of which we need to learn five of for two achievements, along with potentially helping us in the later fighting sections. Press twice to have it in your collection. Then press to open up some menus, note that time doesn’t pause while these are open (that can only be done by pressing ). Use the or to reach ‘Collection’ and then select Scrolls, select ‘Shadow Reaper’ to learn the move and we will unlock our first achievement:
Unlocked by 5,497 tracked gamers (60% - TA Ratio = 1.28)
Now exit this room and head down to the other end of the passageway, turning right and left along the way. Open the shōji here and head to the table, focus on the scroll to trigger a cutscene. After this, move down to the drawer below and open it to see a box that when opened, contains a key. Pick up the 'Mysterious Key' as it will be relevant later on. Now open the shōji opposite of where you entered this room and turn left down a small passageway. Zoom in on the basket at the end and open it to find another fighting scroll, 'Twin Blades'. Go to the menus and learn the move.
From here, open the shōji to your immediate left and the one ahead as you pass through the shrine room to return to the main passageway. Head back to the centre of the house and enter the kitchen. Focus on the food on the table here to trigger a flashback cutscene and unlock:
Unlocked by 4,819 tracked gamers (53% - TA Ratio = 1.37)
Exit the kitchen and take a left to find the exit ahead. Before leaving, you’ll notice a phone on the table to the left. Interact with it and dial ‘110’ for the police. Ryo will abruptly hang up, unlocking:
Unlocked by 6,134 tracked gamers (67% - TA Ratio = 1.22)
While zoomed in on the phone, look further down the cabinet the phone is on and open the left slider to find a flashlight, pick it up. Now exit the house to reach the grounds of the Hazuki Residence. Here take a left and go around the corner, run straight ahead to the bare tree ahead to trigger another flashback cutscene and unlock:
Unlocked by 6,195 tracked gamers (68% - TA Ratio = 1.21)
Face left and you’ll see the entrance to the dojo, walk in to trigger a cutscene with you talking to Fuku-san, a live-in student of dojo. Once this is over, re-enter the dojo and look to the left to find a scroll above a door. Focus on this to trigger yet another flashback cutscene, unlocking:
Unlocked by 4,048 tracked gamers (44% - TA Ratio = 1.50)
At this point it was roughly 3 PM in my game and it could well be later in yours. We could begin our journey now, but it would be best to wait the day out until 8 PM and return to Ryo’s room to sleep, so we can start afresh from 8:30 AM for the purpose of an achievement. Do so and that will be the end of our first day.
Day 2 (December 4th, 1986)
Your notebook will open to signify the start of a new day, with your initial objective being to ask around the neighbouring areas to see if anyone saw men wearing black on the day of the murder. Exit the house (automatically picking up your daily allowance) and then leave the residence via the double-doored gate straight ahead to get to Yamanose. Run down the path here to trigger a cutscene introducing Megumi and her recently discovered kitten. Give the kitten dried fish when prompted and once you are back in control, continue down the path to reach the next area, Sakuragaoka.
Once you load in, head forward to the telephone box and turn right at the t-junction. Head to the two gacha machines in front of you (which we shall use in a moment) and a cutscene should trigger with an elderly lady asking for Ryo’s assistance in finding a house. This doesn’t always seem to trigger so don’t panic if it doesn’t, it can be quickly done by starting a new game. Waiting a couple of in-game hours and returning to the gacha machines worked for me on another save too. Just don't progress past the day you first go to Sakuragaoka or you'll miss the achievement relating to her.
After you get back in control, turn around and head up the street looking at the houses on the left. When you see a green gate, look at the plate on the wall to the left of it that reads ‘Yamamoto’, this is the house she is looking for. Press to recognise it and then you can return to the lady. Turn around and you should see the entrance to the Sakura Park where the elderly lady is sitting on the swings. Make sure to get back to her before 4 PM or she’ll leave and the achievement will be missed. Talking to her will resolve her problem and unlock:
Unlocked by 5,107 tracked gamers (56% - TA Ratio = 1.33)
Now head back to the gacha machines. These machines dispense one capsule toy at ¥100 a pop. These toys are mainly of Sega characters and are a cool form of integration (alongside the arcade machines which we shall reach shortly). These are relevant for three achievements: collecting one unique gacha toy, 25 unique gacha toys and 50 unique gacha toys. As you collect these you will obtain duplicates, so it is recommended not to blow all of your yen at once on collecting them. Instead I would recommend to open five at a single machine each day (equivalent to your daily allowance). However, as this is an introduction to the process it would be advised to buy five from each machine here so you can make a start on the achievement (and hopefully prevent immediate duplicates). Once you collect a capsule toy for the first time, you’ll unlock:
Unlocked by 6,634 tracked gamers (72% - TA Ratio = 1.17)
After kickstarting Ryo’s newest addiction, it’s time to get back on track with the story. Return to the telephone box and talk to the two women here about any men in black suits and they will direct you to Sumiya-san, who is up the street you haven’t yet explored. After talking to her she will direct you to Yamagishi-san at the house with blue walls, down the street to the right of the gacha machines. Talk to him in his yard about his near-fatal incident and he’ll point you to Dobuita to find further information.
Exit his yard and one of the entrances to Dobuita will be to your right. Instead of going down there though, head back up the street (past the gacha machines) and take a right before the park to use the other entrance to Dobuita.
Dobuita is the main area of the game and understanding it doesn’t take too long. There will be maps all over the area to help guide you, refer to these maps or the one below if you are stuck finding a building.
You can find a map on the low wall just ahead to your left as you enter. Examine it as necessary. Run down here () and pan your camera to the right with the and the names of the shops will appear on screen as you pass by. Once you see the Lapis Fortune Teller, enter the building. Walk up to the fortune teller and have her read your fortune for ¥300 (choosing whatever option you like), to unlock:
Unlocked by 4,993 tracked gamers (55% - TA Ratio = 1.35)
Exit the building, then turn right and go around the corner to see Nozomi in front of the florists. She will lead you to Tom at the hot dog truck. Continue down the street, but this time look at the buildings on the left as you go by. Once you see Bunkado Antiques, head on in. On the left you’ll see a cabinet housing several items, including fighting scrolls. Zoom in and you’ll be able to purchase these. For now, purchase the cheapest three which are ‘Rising Flash’ (for ¥500), ‘Mud Spider’ (for ¥1000) and ‘Crawl Cyclone’ (for ¥1000). Learn these in the menus and you’ll then unlock:
Unlocked by 3,452 tracked gamers (38% - TA Ratio = 1.62)
Exit the antiques store and head left down the street until you find Tom at the hot dog stand, dancing away. He will point to the Global Travel Agency directly opposite, so head inside and talk to the man in there who will then direct you to the Ajilchi Chinese restaurant. To get there, turn right and go down the street, then right again at the Tomato Convenience Store and down the street here until you see a red building on the left. Upon entering, embark on a conservation with the Chinese restaurant owners who will tell you about the ‘Three Blades’. They will recommend talking to three different people, but thankfully we only need to talk to one of them in order to progress the story.
Now exit the Chinese restaurant and head back down the street (past the hot dog stand) and you’ll see an open store on the left just ahead, this is Mary’s Patch and Embroidery. Talk to the man here and he’ll give you further details. After this we’ll have likely run out of time for the day as the next location we need to visit shuts at 7 PM.
Despite this minor setback, we still have plenty of time to visit the arcade (as it doesn’t shut until midnight) to knock out another miscellaneous achievement. Continue down the street until you reach the You Arcade, which will be drenched in neon signage on the right. Outside it will be two new gacha machines, so for a first visit feel free to draw a few capsule toys from each of them to add to your collection (not forgetting to limit your spending to ¥500 a day afterward at a different machine each day).
Enter the arcade and straight ahead will be a machine to play the SEGA classic Space Harrier on, for ¥100 a game. An achievement will unlock immediately upon starting the game, so either back out or quickly use up your lives, unless you want a blast from the past or an introduction to classic SEGA.
Unlocked by 5,844 tracked gamers (64% - TA Ratio = 1.25)
At this stage, the day is pretty much over. Retrace your steps and sleep in Ryo’s bed to end the day.
Day 3 (December 5th, 1986)
Exit Ryo’s house and head down the street to be treated to the first of many infamous QTE’s in the game. Simply press when prompted and Ryo will catch the football. Continue on to Dobuita (using the same entrance as before) and the first green building on the right will contain the person we need to interrogate. However, the barbers won’t open until 10 AM so we’ll have to wait a couple of minutes.
When it turns 10 AM enter the barbers and question Liu-san, who will refer you to his elderly father. He will be sitting on a park bench in the alleyway by the side of the You Arcade, with the park being in a section to the right. The elderly man will tell you to look for sailors, so exit the park and head back down the main street to the Tomato Convenience Store. A QTE sequence will trigger which pits Ryo against two goons. Press , and when prompted to succeed.
From here, turn around and take the next left and go down until you see a motorbike shop. Across from this will be some steps down leading to the bar containing the sailors we need to meet. Unfortunately, we can’t go down there until 7 PM, so we have quite a wait ahead of us. Make a cup of tea or have your dinner while we wait, or otherwise immerse yourself in the game world to kill time.
At the moment the clock strikes 7 PM, save your game (which is recommended after every long wait for an event) and head on down to the Heartbeats bar. A QTE will then occur against two goons, simply press and when prompted. Once back in control, enter the bar to trigger another QTE sequence. Here press , , and when prompted and the bartender will give you the information, on the condition you’ll never return to the bar.
Head up the steps and talk to Ono-san the mechanic for information on the location of Charlie. He will direct you to the jacket shop. Sadly, the jacket shop will be shut at this time so we’ll have to continue tomorrow.
Day 4 (December 6th, 1986)
On the way to the jacket shop, you’ll likely trigger a cutscene where you need to protect Nozomi. This will be your first fighting sequence, though it is pretty easy at this stage against only two goons. Mashing any of , or will do for now, just watch out for the guy who headbutts, using to dodge.
Accessing Dobuita via the usual entrance will trigger a cutscene where Ryo meets a man who wants a drink, but has run out of change. Select buy and pay ¥100 for a soda of your choice to unlock:
Unlocked by 4,483 tracked gamers (49% - TA Ratio = 1.42)
It seems like this event can occur multiple times, but best get it done on the first try. Now head to the jacket shop which is on the right side as you approach the You Arcade. After comprehensively questioning him you’ll have to leave the shop and head slightly down the street to the Tomato Convenience Store, waiting until 7PM. Before beginning your wait, don’t forgot to collect your five daily capsule toys. With some luck (and collecting them when mentioned and mixing up usage of the machines), you should unlock:
Unlocked by 3,307 tracked gamers (36% - TA Ratio = 1.66)
If not, it’ll unlock in the next day or two. Halfway there on that front.
Once we get past 7 PM, head back up the street to the You Arcade and a cutscene should trigger. Another fighting section will follow, this time against several goons. They are all very weak and will be dealt with quickly. After interrogating the man with the tattoo, head into the You Arcade and talk to the people sat down at the table top arcade machine. Join their gang and he’ll tell you that the shop is in Okayama Heights, a block of apartments that is opposite the Yokosuka Bar (refer to the map if you are struggling to find it). Quickly head down there, go up the steps and enter Room 202. After talking to the tattoo artist, you’ll learn that Charlie may be there tomorrow. At this point, there’s nothing else we can do for the day so head back home.
Day 5 (December 7th, 1986)
There’s little to do today (bar collecting your daily quota of capsule toys), so simply head back to the tattoo parlour and wait until 2 PM for it to open. A cutscene will trigger as you enter. Open the curtain with and prepare for a QTE, pressing and when prompted. A story-related achievement will unlock for finding Charlie:
Unlocked by 4,061 tracked gamers (44% - TA Ratio = 1.50)
As you walk down the apartment steps, a short cutscene with Nozomi will trigger. That effectively ends the day as you can’t meet Charlie again until tomorrow. Wait it out and rest up.
Day 6 (December 8th, 1986)
You’ll wake up and be brought to spar with Fuku-san in the dojo. Once this concludes some more cutscenes will play, furthering the story. Exit the house for another cutscene and save here. After the conversation with Fuku-san, head over to the dojo and choose to practice with him again to unlock:
Unlocked by 2,731 tracked gamers (30% - TA Ratio = 1.83)
Head on down to Dobuita and on the way you’ll get into a confrontation with Charlie’s men. Once the fight is over (mix up your moves if you aren’t having success), press to kick the football in his face for an amusing moment. Coincidentally, the boy is Chinese and his grandmother in Dobuita can translate the letter given to you by Ine-san. Head there and around the main street to the You Arcade until you find the child. Retrace your steps and look to your left as you turn the corner to find the Russiya China Shop, enter. A cutscene will trigger where the grandmother translates the letter, leaving you with a phone number and phrases we don’t yet know the meaning to. Translating the letter will unlock:
Unlocked by 3,818 tracked gamers (42% - TA Ratio = 1.54)
Now we need to find a phone. Head down to the very end of the main street (past the You Arcade) and you’ll see a small building on the right. Zoom in on the phone on the left and enter 046861564 for ¥10. Answer ‘Nine Dragons’ for Father’s Heaven and ‘Comrades’ for Mother’s Earth to find out about Warehouse No. 8. Zoom in on the phone directory to the right of the phone and Ryo will discover that the warehouse is in Amihama. Talking to the elderly lady will clarify that it is the New Yokosuka Harbour. Conveniently the bus stop is directly to the left of this building. Wait for a bus to arrive and enter it for a ride that will cost ¥160.
Once you arrive, take an immediate left and walk forward into the harbour to trigger a cutscene and unlock:
Unlocked by 3,697 tracked gamers (40% - TA Ratio = 1.57)
Press , and when prompted to pass the QTE fight and gain directions. Walk down the path here and eventually turn right once you see a drinks machine and white van. Ahead and slightly to the right will be Warehouse No. 8. Go up to the entrance and you’ll be refused entry. Head around the back of the warehouse and Ryo will discover a lone box then can be pushed up against the higher stack. Interact with it with and push it forward with the . Then climb up the boxes and go through the window. Walk around to the right and a short scene will trigger that’ll make Ryo realise that he’s in the wrong Warehouse No. 8, he actually needs to be in the old one.
Back outside, jump down from the crates and return to the entrance of the harbour. As you approach the t-junction, turn right and follow the signage on the ground. Turn left as you reach the water and you’ll see the hot dog stand again. Go down the gap to the right of the stand and you’ll reach the guarded entrance for the Old Warehouse No. 8. Simply wait here until 8 PM, as we need to sneak in at night.
When the clock strikes 8 PM, we have our chance to sneak in. Best save here before we head in as failing this section will keep on moving us a day ahead, which is the best method for seeing the ‘bad ending’ of the game but would stop us from gaining the remaining story achievements.
As you enter, a short QTE section will play where you simply need to press when prompted as Ryo accidentally bangs his head against the desk. We’ll then get to a very short and basic stealth section with Ryo in cover. Wait for the guard walking in front of you to peel off to the right. Press to exit cover and follow him from a distance, hiding behind the first set of barrels on the left briefly. Watch the guard ahead go off to a dead-end for a moment and then resume following the path. Continue to follow him at a distance as he turns to the left and Warehouse No. 8 will then be straight ahead. Once the coast is clear enter the small door on the right, ending the stealth section.
In the warehouse, you’ll see a plate on some shelving straight ahead. Interact with it to trigger a cutscene introducing Master Chen, which will unlock:
Unlocked by 3,514 tracked gamers (38% - TA Ratio = 1.61)
Day 7 (December 9th, 1986)
A new day will begin after meeting Master Chen, with Ryo back at home. Search for Ine-san and talk to her (she will be either in the kitchen or the shrine room), she’ll tell you that Fuku-san wants you. Get to the dojo and a few cutscenes will play, progressing the story.
Now you’ll have to get down to Bunkado Antiques again (refer to the map if you forgot its location) to pick up the family heirloom. Walk inside and after a chat with the owner, you’ll receive the ‘Sword Handguard’.
Back outside, look to the right and we’ll finally enter the Tomato Convenience Store for the first time. Inside, look at the shelving and scroll around until you find a light bulb, purchase it for ¥90 and then exit the building. We now have everything we need to find the Phoenix Mirror. Head back to the Hazuki Residence and on the way, you’ll have a brief fight with Gui Zhang (Master Chen's son) and be introduced to the game’s equivalent of Gollum, an individual obsessed with the Phoenix Mirror.
Back at the Hazuki Residence, Fuku-san will ask you to talk to Ine-san at the shrine room in the house. Do so and we’ll be finally ready to get the Phoenix Mirror (if you picked up the flashlight and mysterious key as highlighted near the beginning of the walkthrough).
Get to the dojo and as you enter you’ll see two scrolls hung up ahead. Zoom in on the pin holding up the left scroll and press to remove it, revealing a secret keyhole for the Sword Handguard. Open the menu and select it from the ‘Story Items’ and press again to insert it in the groove. Now look to the right and you’ll see a small, wide container to your right. Interact with it and use the mysterious key to unlock it, revealing a katana. Remove the other scroll from the wall to find a slot for the katana to be inserted in. This will unlock a secret passage, walk forward to use the ladder down into the basement.
In the basement, go into the menu and select your flashlight to equip it. Follow the linear passage until you reach a large room, then look to the centre of the ceiling to find a shade. You can insert the light bulb here, then turn around and flick the switch to the right of where we entered for light. Look to the left to see some shelving with books on, next to a mirror stand on the right. To the left of this shelving will be some scratches on the floor, examine them and then interact with the shelving to move it and reveal a suspicious wall. Pick up the axe to the left of where we entered and then hit the section with it to find the Phoenix Mirror.
Unlocked by 3,353 tracked gamers (37% - TA Ratio = 1.65)
After the cutscenes, head back into the house and ring Master Chen (046861564) to tell him about your success. Remember to answer ‘Nine Dragons’ for Father’s Heaven and ‘Comrades’ for Mother’s Earth. With this done we have the opportunity to gain a highly missable achievement, so save here.
All we need to do for this achievement is to take the mirror to the two antique shops in Dobuita (Bunkado Antiques and Russiya China Shop). Upon entering both, a cutscene will play and then you’ll exit. After having the mirror appraised in both you’ll unlock:
Unlocked by 2,653 tracked gamers (29% - TA Ratio = 1.85)
Now take a bus to the harbour and make your way to Warehouse No. 8. You’ll be buzzed through and won’t be bothered by the guards anymore. Once inside you’ll have a cutscene and one QTE prompt moment, press when necessary. An action-packed day will then end with further cutscenes.
Day 8 (December 10th, 1986)
The goal now is to raise enough funds to finance a trip to Hong Kong to continue the search. Ryo will pick up a travel brochure providing him with roughly ¥35,000 for the trip. Exit Ryo’s room, turn right and then open the shōji to the left at the end of the passageway to enter Fuku-san’s room, triggering a cutscene inadvertently informing him and Ine-san of your intentions.
Exit the house and in Yamanose, head to the shrine (just to the left before you exit the area). Hopefully, Megumi should tell you that the kitten from the start of the game has gone missing. If not, then you’ll have two options: progress the story a tiny bit further (but not beyond this day), or feed the kitten using dried fish bought at the Tomato Convenience Store for a couple of days. For the latter option, go in front of the kitten and select the dried fish from the menu and you should be able to feed it. Then wait the day out and repeat. DO NOT progress the main story too far beyond securing travel or you’ll miss the achievement. On one of my two playthroughs the kitten went missing at this point, while on my other playthrough I had to advance the story a bit (until I passed through Yamanose on my second trip to Dobuita for the day).
Finding the kitten is pretty simple. Head back up as if you were returning to the Hazuki Residence and you’ll see a gap in the railing to the left and some stairs leading down. Go down the stairs and around to the right, ahead you’ll see the kitten under a bench. Focus on it and interact to unlock:
Unlocked by 2,806 tracked gamers (31% - TA Ratio = 1.80)
Now head on down to the Asia Travel Company in Dobuita (it is opposite of where Nozomi stands). After visiting you’ll receive a travel brochure and need to return to Fuku-san to discuss your options. Head on back and he will give Ryo his life savings, but this still won’t be enough to afford it.
Now go all the way back to Dobuita and talk to Nozomi, who will recommend travelling by boat instead as it's cheaper. Enter the Asia Travel Company again and put down ¥70,000 to be told to wait for four hours before collecting your ticket. Wait outside here for four hours (you can finally buy your capsule toys for the day) and enter again to be told you’ll receive a call tomorrow morning.
Head back home to be told by Fuku-san that Nozomi has left flowers. Now wait it out until 8 PM and end the day.
Day 9 (December 11th, 1986)
As soon as you awake you’ll receive a phone call from the Asia Travel Company. Afterward ,you’ll be placed outside the house (go back in to collect your daily allowance if you wish), needing to be at the You Arcade at noon. Go and collect your daily capsules and consider upping your daily amount to ten in total, five from two different machines, from now on.
When that time is reached, you will be transported inside the Arcade for a meeting with Gollum who will challenge you to a fight. You won’t be able to defeat him so accept your inevitable failure. Thankfully Fuku-san will rescue Ryo and bring him back to the residence, ordering you to rest for what is left of the day.
Day 10 (December 12th, 1986)
With the setback of Gollum eating the ticket, Ryo needs to find Jimmy. Get down to the Asia Travel Company and be prepared for a QTE chase. Interact with the door despite it being seemingly closed. This QTE will be far more expansive than any done so far. Press these buttons when prompted: , , , , , , , , , , , and . Fortunately, it is pretty lenient even if you mess up a few actions.
Now we need to look for work at the harbour in order to meet the Mad Angels, so take a bus there. Once you arrive, enter the harbour and go straight ahead until you see a worker with a white hard hat on. Ask him about potential work and he’ll point you to Warehouse No. 18 ahead. Enter from around the corner and talk to the foreman in there to find out that Warehouse No. 12 may have taken a high school student like Ryo on recently. Return to the t-junction and take a left through the long stretch, this time keeping to the left and straight, past the shipping containers to trigger a cutscene with Goro (if past 12 PM). At this point, the day is pretty much over, so just return back and wait it out (boring I know).
Day 11 (December 13th, 1986)
Time to get that job. Head on over to the harbour (remember you can use the other entrance to Dobuita for a shortcut) and once there, take the path we took to reach New Warehouse No. 8, but instead turn left just before we reach it and follow the signage on the floor to reach Warehouse No. 1. Loiter around here until noon when a cutscene triggers. From here go slightly ahead, then take a left followed by a right and look at the warehouses on the left to find the Alpha Trading Office. Wait until 2PM and then enter to begin life in the harbour workforce.
Unlocked by 2,956 tracked gamers (32% - TA Ratio = 1.76)
Your opening shift will be practice at operating the forklift and moving crates. The controls are pretty obvious but note that the button controls moving the lift both up and down (with this separated into three different heights). Get about moving crates in the highlighted spots in the warehouse, don’t worry about lining it up perfectly but try to get it roughly accurate. Approach it logically and work from the back to save yourself hassle.
At 5 PM Ryo’s shift will end. ¥300 will be received for each crate successfully placed while a raise of ¥50 can be achieved in the future for meeting quota (for ¥350, ¥400, ¥450... and so on). Now you need to wait until 7 PM to find some information about the Mad Angels. At this point, a cutscene will trigger and your first interaction with the Mad Angels will be a QTE motorbike race. Press , , and when prompted to pass the sequence. The day is now over, so head on back home and make a separate save before you go to bed. Don’t overwrite this save as you can use it if you get caught in a loop during the next phase of the game, and to reload if for a missable achievement.
Day 12 (December 14th, 1986)
These five days of work at the harbour are the dullest part of the game and will move along at what feels like a glacial pace. Stick at it and you'll get through without too many problems. I'll try my best to guide you but refer to the map below if you get stuck traversing it as it can get confusing at some points.
The day will now begin at 7:30AM and thankfully you’ll be automatically whisked away to the harbour to begin a day of hard work. However, the workers have a fun game to begin the day, forklift races around the harbour! There is a missable achievement for winning a forklift race which is actually pretty simple, follow the video below for an efficient route if you are stuck. Try and avoid hitting the environment as you’ll pretty much grind to a halt, making it very difficult to win. Reload your most recent save if you fail or continue with the day, you have an attempt on each of the following four days.
Credit to rubhen925 for the video
Unlocked by 2,560 tracked gamers (28% - TA Ratio = 1.89)
After the race you’ll have your first proper shift. These are pretty self-explanatory, press the button to look at the route map and then get hauling those crates. You do have to actually do the work in order to trigger moments that will progress the story and give you new information. However, you don't need to meet quota (which is pretty easy to meet each day over two shifts). At noon you’ll have a lunch break, but a cutscene will trigger where you’ll have to defend Mark from two Mad Angels goons in a fight.
With those goons defeated you now have some free time. Head over to Warehouse No. 18 from here (where we were just hauling crates into) and look to the left to see two buildings. The one on the immediate left is the Harbour Lounge, where workers can have their lunch and relax. Enter and there’ll be two more gacha machines in the back. Make a save here and if you don’t yet have the achievement for collecting 50 unique capsule toys, finish it off here. Personally, I was able to get it from the first four machines on both of my playthroughs. Regardless of whether you’ve obtained it or not, it’s best to knock it out here as we are approaching the end of the game.
Unlocked by 2,494 tracked gamers (27% - TA Ratio = 1.91)
At 2PM you’ll start another shift, but at one point you will be stopped by two Mad Angels goons that shouldn’t be too hard to dispatch. Once the clock strikes 5PM, you'll collect your daily payment and be informed whether you have met quota. After exiting the office Goro will greet Ryo, question him about the Mad Angels and he’ll say that they are taboo. On your way back to the bus stop (along the waterfront) you’ll encounter Gui Zhang and a homeless man (from the motorbike race yesterday) who will offer to teach you ‘Swallow Dive’ and ‘Shadow Step’ respectively. Do so to learn more about the Mad Angels. If you aren’t allowed to take the bus home and are asked to learn more about the Mad Angels, wait past 8PM and you should be able to leave. Get back home and rest up for another day of work.
Day 13 (December 15th, 1986)
The cycle will now repeat with another forklift race. When you are transporting crates to Warehouse No. 3, make sure to use the route via the t-junction near the entrance or a confrontation with some more Mad Angels goons will never trigger, keeping you in a daily loop (something that led to me wasting a couple hours). This will trigger at roughly 3 to 4PM as you haul crates at a steady rate (if it doesn’t trigger by the end of the afternoon shift, reload your latest save). Beat up several goons inside the warehouse and learn that the Mad Angels are based at the back of Warehouse No. 17.
After work, wait until 7 PM and then head on over to Warehouse No 17 to trigger a fight against some more goons beating up Mark. Beat them up and learn more about Mark’s backstory.
Before you leave, pass by the homeless man and you’ll learn the ‘Shadow Blade’ move off him. Ask him about the Mad Angels again and he will tell you that they are a Chinese cartel, which will be added to the notebook alongside the fact that they hang around his area at night. The day will be effectively over now so return home.
Day 14 (December 16th, 1986)
Both shifts today will thankfully go by without incident. However, at lunchtime Nozomi will visit for a tender moment, select whichever picture you like here, and the break will resume.
After work, wait until 8 PM and then drop by the Harbour Cafeteria (next to the Lounge) to trigger a QTE chase. Press , , , , , , , , , , and finally when prompted to pass the sequence. This sequence isn’t as lenient as those before and one mistake will likely take you back to the beginning. Once it ends a fight against some weak goons will follow, concluding with a fight against Charlie. Once he is defeated you’ll learn some new information, now head on home to finish up the day.
Day 15 (December 17th, 1986)
The morning shift and lunchtime will pass without incident. But as you are transporting crates during the afternoon shift Ryo will encounter Goro on the ground, having been beaten up by the Mad Angels. A QTE fight will ensue shortly after. Press , , , , , , , and when prompted to pass the sequence. Then resume the afternoon shift.
After work, Mark will pass on some information. Head on over to the corner of Warehouse No. 1 to see two men in white hard hats having a conversation. Interact with them to learn the rest of what we need to know for today. Drop by the homeless man before leaving to learn the final move off him, the ‘Charge Cross’. Get back home and prepare for the final day of work.
Day 16 (December 18th, 1986)
Keep up the daily pattern until the afternoon shift, when as you’re transporting crates you’ll run into some Mad Angels goons again. What follows is the longest QTE yet in terms of button presses. Press , , , , , , , , , , , and to complete the sequence. With this the shift will end and you’ll be brought to Master Chen for a chat. Rest up after this as we’ll now be heading into the closing stages of the game.
Day 17 (December 19th, 1986)
Ryo will be woken up just before midnight to be told the news that Nozomi has been kidnapped by the Mad Angels. Now you need to get to Sakuragaoka quickly. Once there you’ll see a motorbike to the right of the gacha machines. Interact with the intercom and the person in the house will allow Ryo to borrow it (no strings attached bizarrely).
What follows is a brief motorbike sequence where you have to get to the harbour within two minutes. This is pretty simple, just note that when you are forced into a drift you should ease off the pedal slightly to reorient yourself. By doing this you should make it with around ten seconds to spare.
As you arrive, two simple fights with several Mad Angels goons will take place. If the goon that constantly blocks attacks becomes annoying, I found a good method was to grab them () and then punch them () to the ground. With those fights over, Ryo will cut a deal with the leader of the Mad Angels, Terry, for Nozomi’s release and further assistance in getting Ryo to Lan Di. Ryo will then drive Nozomi home in a rather cute scene.
Unlocked by 2,540 tracked gamers (28% - TA Ratio = 1.90)
The following morning will see several cutscenes, concluding with Ryo being fired for causing too much trouble. Now wait until after noon so we can take up Tom on his offer of lunch. Save before talking to him and you’ll find that he’s willing to teach you a new move, the ‘Tornado Kick’. Accept so we can gain another achievement. The ‘Tornado Kick’ is performed by quickly double tapping and then . Perform the move again but double tap this time and Ryo will master the move, unlocking the final missable achievement:
Unlocked by 2,516 tracked gamers (27% - TA Ratio = 1.91)
Time will now advance to 10PM, where you’ll have a fight with Gui Zhang as agreed with Terry. This fight is more cinematic, simply progress it and eventually Terry will appear, aiming to defeat both Ryo and Gui Zhang. Quickly press to avoid the club and the ’70 Man Battle’ will now begin.
The battle is rather self-explanatory, pitting Ryo against 70 goons with Gui Zhang for assistance. Most of these goons are incredibly weak but a few may cause issues. Don’t forget to either run around the arena or dodge (Y) backwards in order to regenerate health, as this section is quite lengthy and defeat will send you back to the beginning. The goon with the stick is problematic because of the stick’s reach, you’ll have to play a patient game with him and wait for openings and eventually he’ll fall. Also, the final goon in the biker’s jacket may cause some issues as he has some powerful combos followed by a staggered move. However, you can interrupt these and get a combo in yourself, or just spam your favoured attack button like I did. He can take a fair amount of damage so play the long game again with him. Once he falls be prepared to press when prompted in the following cutscene, then the ’70 Man Battle’ will be over.
Unlocked by 2,515 tracked gamers (27% - TA Ratio = 1.91)
Day 18 (December 20th, 1986)
After a chat with Gui Zhang on the waterfront, Ryo will head back home to get his belongings for the journey to Hong Kong. Watch the lengthy cutscene of Ryo heading out to the harbour and eventually he’ll arrive to greet Master Chen and Gui Zhang on the waterfront. Before Ryo leaves, Master Chen wants him to learn the ‘Swallow Flip’ move. This move is quite awkward to execute. First you need to press and at the same time to turn and then the button immediately after to flip the enemy. Perform it on Gui Zhang as soon as he moves and eventually you’ll be successful.
Gollum (he was called Chai all along?) will suddenly come out of nowhere for the final confrontation of the game. He can easily combo Ryo to deadly effect, knocking off a large chunk of his health. However, his slow shuffle can be exploited to allow for health to be gradually regained, before re-entering the fray to land some more hits on him. Don’t run around the arena though or he’ll run toward you, keeping him at a decent distance while walking around is key. Overall, this is quite a long and tedious battle. Just don’t get greedy or he will quickly finish you off.
After he falls some cutscenes will play. Once you are back at the harbour with Chai, be ready for the final QTE of the game. Press , , and when prompted to pass the sequence. Chai will then be thrown into the water.
Unlocked by 2,508 tracked gamers (27% - TA Ratio = 1.91)
All we have left to do is watch the concluding cutscenes. Sit back and relax as the game is now over.
Unlocked by 2,508 tracked gamers (27% - TA Ratio = 1.91)
You should now have 1000G for Shenmue. Congratulations on your completion and hopefully you move onto the sequel!
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