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Ryū ga Gotoku Kenzan!: where to train and what every trainer unlocks

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Ryū ga Gotoku Kenzan!: where to train and what every trainer unlocks Some of Kenzan's most useful moves come from activities you could easily walk past. A dojo can be waiting for a level requirement, a trainer might only appear in the evening, and several boss moves must be learned before the relevant fight. Here are the training locations and their full unlock lists. Chapter numbers are the earliest story chapters involved, not a promise that every exercise is available the moment that chapter starts. Finish the relevant story introduction and any earlier exercise first. Gion Martial Arts Dojo Find Komaki's dojo in southeastern Gion. It opens in Chapter 5 and teaches unarmed techniques. After a lesson, leave and re-enter before asking for another. • Cat Flip: Chapter 5, after at least 10 random encounters. • Power Throw 1: Chapter 5, level 10. • Grab Reversal: Chapter 6, after at least 20 random encounters. • Power Throw 2: Chapter 7, level 30, with Power Throw 1 already learned. • Desperate Fist: Chapter 8, after at least 30 random encounters, with Cat Flip already learned. • Purgatory Palm: Chapter 10, after at least 50 random encounters. • Sword Take: the first secret-technique lesson, Chapter 6, level 20. • Bowl Crusher: second secret-technique lesson, Chapter 7, level 25. • Counter Attack: third secret-technique lesson, Chapter 9, level 32. • Gun Block: fourth secret-technique lesson, Chapter 11, level 35. The encounter requirements refer to random street fights. Story battles and substory fights don't replace those totals. If a lesson isn't appearing, check the relevant level, story progress and random-encounter requirement before assuming you've missed it. Zanki Dojo Shibusawa's dojo is in southeastern Rakugai. The first lesson comes in Chapter 6. The other sword lessons open during Chapter 7. • Boulder Slice: the introductory Chapter 6 lesson. • Chagrin Knowledge: 3,000 mon. • Dashing Blade: 5,300 mon. • Whirlwind Blade: 1 ryo and 500 mon. • Parry Strike: 2 ryo and 5,000 mon. • Zanki Blade 1: donate a cumulative 1 ryo. • Zanki Blade 2: cumulative donations of 3 ryo, after learning the first stage. • Zanki Blade 3: cumulative donations of 5 ryo, after learning the second stage. Those donation amounts are running totals. Don't budget 1 + 3 + 5 ryo as three completely separate donations. The paid lessons and the five-ryo donation total come to 9 ryo and 3,800 mon altogether. Zanki Blade needs a charge before release. Give yourself room to prepare it; you can still be hit while charging. The final joint-dojo technique Complete both Komaki's and Shibusawa's training. In the final chapter, speak to Komaki and choose the top response twice. Visit the Zanki Dojo, speak to the people gathered outside, then go to Sanjusangendo. The scene with the two masters teaches Sword Reversal. Do this before the final departure from Gion. A complete list of ordinary lessons does not automatically award this last move. Horseback archery The horseback-archery training is on Forest Road and becomes available during Chapter 5. It is unavailable at night. • Beginner: Maximum Heat Increase 4. • Normal: Maximum Heat Increase 5. • Improved: Maximum Heat Increase 6; unlock it by clearing Beginner and Normal. • Master: Maximum Heat Increase 7; unlock it by clearing Improved. You need to prepare a shot before the target reaches the best position. Holding a charge through an obstacle prompt lets you release immediately afterward. That's especially useful when a target appears just beyond an obstacle. Aim for the centres. Red targets give 20 points for a centre hit versus 10 elsewhere. A fully charged centre hit destroys a green target for 40 points. Green targets hit without the proper charge give fewer points and remain intact. Hitting the same target again doesn't keep adding points. The course pass scores are 530 for Beginner, 530 for Normal, 580 for Improved and 690 for Master. The highest-rank scores are 630, 630, 685 and 820 respectively. Passing a course and earning its highest rank are different goals. When three targets line up, charge fully and shoot through their aligned centres. Avoid mashing through the obstacle prompts: the required button changes, and getting stunned costs shooting opportunities. Waterfall training Take Mountain Road to the waterfall. This training starts in Chapter 6 and can be done at any time of day. There are five sessions, each requiring the previous one. • First session, Chapter 6: Red Pride. • Second session, Chapter 6: White Pride. • Third session, Chapter 7: Black Pride. • Fourth session, Chapter 8: Blue Pride. • Fifth session, Chapter 9: Yellow Pride. Watch the moving button icons and press when they reach the action point. Pressing early gives a poorer result; pressing too late misses. The prompts speed up as the enlightenment meter grows. Finish above the passing line. The original PS3 game also uses motion input during the sections where you shake off distractions. Make sure your controller supports the required motion controls. Repeating the fourth session can earn Lust Waterfall Water after you've learned the ability. Koetsu's scarecrow courses Go downstairs in Koetsu's mansion on Kawara Street. The first course opens in Chapter 6. You use the supplied weapon and style, so buying a powerful sword won't let you skip the exercise's intended restrictions. First floor: • Starter, single sword: Chapter 6; Single Sword Consecutive Strikes. • Twins, two swords: Chapter 7; Two Swords Consecutive Strikes 1. • Demon, greatsword: Chapter 7; Knockdown Strike. • Ninja, shortsword: Chapter 7; Running Stab. Second floor, Chapter 9 after clearing the first floor: • Regular Strength, single sword: Dodge Strike. • Twin Strength, two swords: Two Swords Consecutive Strikes 2. • Great Strength, greatsword: Maximum Heat Increase 1. • Painful Strength, shortsword: Rigid Body Knowledge. Third floor, Chapter 10 after clearing the second floor: • Truthseeking, single sword: Maximum Heat Increase 2. • Twin Heaven, two swords: True Rigid Body Knowledge. • Extreme, greatsword: Maximum Heat Increase 3. • Purgatory: Special Knife Masamune. Stop attacking once a target is destroyed. Extra swings eat time, and spear barriers can force a longer route to the next target. Archer scarecrows can stun you, so block or dodge their shots instead of trying to absorb everything. Normal single-sword attacks destroy ordinary targets in one hit but take three hits against armoured targets. Boulder Slice reduces that armoured target to two. Greatswords also handle armoured targets in two hits and reach farther than you might expect. Their attacks move you forward faster than simply walking with that weapon out. Tengu Feet, learned later from Tengu Mask, lets you evade during a combo. It's useful when returning for better scarecrow results. Koetsu's Jiraiya courses These are also in the mansion basement. You ride a giant frog and throw shuriken at moving targets. The rewards are weapons rather than abilities, and all seven matter for the weapon collection. • First Section, Chapter 6: Juzumaru. • Earth, Chapter 8 after First: Mikazuki Munechika. • Water, Chapter 9 after Earth: Onimaru Kunitsuna. • Fire, Chapter 9 after Water: Dojigiri Yasutsuna. • Air, Chapter 10 after Water: Daitenta. • Sky, Chapter 11 after both Fire and Air: Muramasa. • Extreme, Chapter 11 after Sky: Masamune. Three consecutive hits increase the course speed. A missed throw reduces it. Keeping the speed up improves the time bonus and can make the special Koetsu target appear at its timed position. Quick hits immediately after a target appears earn another 50 points. Watch the lookalikes: the bear is worth points, but Kumagoro costs points; the fox girl is a target, but the ordinary girl is a penalty. The ordinary girl's penalty is especially large on the Fire course. Let the wrong targets pass. Melon-cutting training En no Ozuma introduces this at Hozoin Temple in Chapter 8. From Chapter 9 onward, find him on River Road. He teaches six boss Heat Actions. • Wild Boar, Chapter 8: Dry Leaf Smash, for the Inshun fight. • Foundational Zeal, Chapter 9: Single Stream. • Applied Zeal, Chapter 9 after Foundational Zeal and Wild Boar: Firm Judgment. • Developed Zeal, Chapter 10 after Applied Zeal: Two Heavens. • Snake, Chapter 10: Escape Strike, for Baiken at Kiyomizudera. • Asura, final chapter: Swallow Drop, for Kojiro. Time your swing to the object rather than the moment he throws it. A well-timed hit gives the best score. Iron balls only score if you get the best timing result. Kusudama are especially valuable, while bottles are thrown straight at you and can stun you if you miss. Use the camera to follow high arcing throws. If visibility is a problem, try the River Road courses at night: the objects stand out more clearly against the dark background. The motion controls help you recover after being stunned. Finish above the training gauge's passing line, then actually perform the learned action in its eligible boss fight. Learning the move completes neither the fight nor the Heat Action record by itself. Tengu Mask Buy the relevant mask from the peddler at Sanjusangendo. You'll receive a letter. Meet Tengu Mask at Rendai Field in the evening, hand over the mask and accept the fight. Win to learn the technique. • Mysterious Small Tengu Mask, Chapter 10: Two Sword Rolling Slice. • Mysterious Crow Tengu Mask, Chapter 10: Two Sword Yin and Yang. • Mysterious Tengu Mask, Chapter 11: Two Sword Sudden Death. • Mysterious Large Tengu Mask, final chapter: Tengu Feet. Showing up during the day won't trigger the evening training. Check the mask and letter first as well. While you're at Koetsu's mansion Talk to the ninja downstairs as the story advances. Their available conversations change. The early Chapter 6 visit can provide the Ancient Spirit Document. Later visits provide Tengu information in Chapter 9, Gold Warrior information and the Yatsuka Document in Chapter 11, and the Black Stone in the final chapter. This covers the training unlocks. The minigame score records are separate: return to the completion menu after earning an ability or weapon to see whether you've also met that activity's completion requirement.

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