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FAQ/Walkthrough by barticle

Version: 1.00 | Updated: 03/13/15

   Akagi DS Guide - Version 1.00 - 12 March 2015 - by Barticle at hotmail.com

   _________   ___     ___   _________    _________   _______   _______
  /         \ |   |   /   / /         \  /         \ |       | |_   __ \
 |    ___    ||   |  /   / |    ___    ||    ___    ||_     _|   | |  \ \
 |   |   |   ||   | /   /  |   |   |   ||   |   |___|  |   |     | |   ) )
 |   |___|   ||   |/   /   |   |___|   ||   |          |   |    _| |__/ /
 |           ||       /    |           ||   |          |   |   |_______/_____
 |    ___    ||       \    |    ___    ||   |  _____   |   |          / _____)
 |   |   |   ||   |\   \   |   |   |   ||   | |_    |  |   |         ( (_____
 |   |   |   ||   | \   \  |   |   |   ||   |___|   | _|   |_         \_____ \
 |   |   |   ||   |  \   \ |   |   |   ||           ||       |        ______) )
 |___|   |___||___|   \___\|___|   |___| \_________/ |_______|       (_______/


     C     01 INTRODUCTION     05 FREE PLAY MODE        09 RULES
     O     02 FEATURE LIST        o Normal Mahjong         o Custom Rules
     N     03 MAIN MENU           o Washizu Mahjong        o Fixed Rules
     T     04 STORY MODE       06 GALLERY               10 FINAL SCORES
     E        o Act 1          07 SYSTEM                11 WASHIZU MAHJONG
     N        o Act 2          08 GAMEPLAY              12 MANUAL REFERENCE
     T        o Act 3             o Display             13 CONTACT
     S        o Act 4             o Controls            14 THANKS

| Section 01 | INTRODUCTION                                                s01 |

This is a guide to the Japanese Nintendo DS game Touhai Densetsu Akagi DS: Yami
Ni Maiorita Tensai* (hereafter "Akagi DS") which was released in 2007. This was
actually the fourth Akagi game to be released, after titles for the 3DO and PS1
(1996), PS2 (2002) and Game Boy Advance (2006); I think this game is an enhanced
version of the GBA one since they were both published by Culture Brain.

The game is based on Nobuyuki Fukumoto's hugely popular story of the same name
which has been serialised in mahjong manga Kindai Maajan since 1992 and was also
made into a 26-part anime which was first broadcast in Japan in 2005. You should
easily be able to find both the manga ("scanlated" with English text) and the
anime (with English captions) out there on the interwebs.

The Story mode of the game closely follows the narrative of the anime so please
be aware that this guide contains numerous >SPOILERS< for the Akagi storyline. I
would strongly recommend enjoying the original print/video media before playing.

As usual I've used both Japanese and English mahjong terminology throughout this
guide, generally with the Japanese term first and the common English equivalent
afterwards in brackets. Following ninety years of tradition in English-language
mahjong texts I refer to the three types of set as Chow (a run or sequence of
three tiles in the same suit), Pung (a "triplet" of three identical tiles) and
Kong (a "quad" of four identical tiles).

To limit the length of this document I've decided to omit full details of the
rules and equipment of mahjong on the assumption that anyone buying this game
will probably already be familiar with them. If you are new to the game, or you
play a version other than the modern Japanese "Riichi" rules that appear in this
game, then you might like to read my complete guide to the terminology and rules
of Japanese mahjong. It's available as a 78-page, illustrated, hyperlinked PDF
and can be accessed from the United States Pro Mahjong League download page.

  http://www.uspml.com/site/downloads.htm  (Barticle's Japanese Mahjong Guide)

As with any Japanese mahjong game, you'll need to be able to read the Japanese
kanji characters for the numbers 1 to 9 and the four winds (compass directions)
plus the katakana words Chii, Pon, Kan, Riichi, Tsumo and Ron.

If you want to discuss Japanese mahjong then join the international community of
enthusiasts on Reach Mahjong's English forums. Hope to see you there. :)


To jump to any section of this document use your browser's Find function (with
Ctrl+F on a PC or Cmd+F on a Mac probably) and search for the letter S followed
by the two-digit section number, for example "s04" to find Section 04.

This guide is designed to be viewed using a monospaced (non-proportional or
fixed-width) font, preferably Courier New. Some sections of the document will
display incorrectly if you are using a proportional font like Times New Roman.

*This is the full title from the anime's opening credits (with "DS" added for
the game). Touhai Densetsu means "Mahjong Legend" and Yami Ni Maiorita Tensai is
usually translated into English as "The Genius who Descended into the Darkness".
(This was also the title of the first episode of the Akagi anime.)

| Section 02 | FEATURE LIST                                                s02 |

Since it can be difficult to find any detailed information in English about the
content of a foreign game I like to include a quick description of the gameplay
features when I write a guide for a Japanese game - so here it is!

o Story and Free Play modes

o single-player only

o extended sequences in Story mode recreate many key scenes from the Akagi anime

o authentic anime voice-actors (but incidental characters are unvoiced)

o modern Japanese mahjong rules including Riichi, Dora and tiered limits

o 22 rule options including Yakitori and Wareme (see Section 09)

o Washizu rule variant with transparent tiles and blood/money payments

o no option to play with red fives

o basic score display and no stats

o no Furiten, Dora or wait alerts

o no automatic discard after reaching and slow game speed

o option to save (and exit) after every hand of play

o Japanese language only - and practically no Furigana in manual! :6

| Section 03 | MAIN MENU                                                   s03 |

The main menu has four options on the touchscreen which can be selected either
by tapping the screen or by using the d-pad to select and A button to confirm.

     |      Story      | - play through the campaign (see Section 04)
     |    Free Play    | - play custom games (see Section 05)
     |     Gallery     | - replay story sequences (see Section 06)
     |     System      | - music test and reset functions (see Section 07)

The general process of playing mahjong in Akagi DS - in either Story or Free
Play mode - is explained in Section 08.

| Section 04 | STORY MODE                                                  s04 |

The main mode of Akagi DS is obviously the Story mode which can be selected from
the top option off the main menu. The story is divided into four acts and each
act is further divided into a number of matches and/or objectives.

When you start Story mode you get a blue menu where you can select any of the
four acts you've unlocked. When you begin only the first one will be available.

In each match you can experience one or more key events from the anime but many
of these are missable - you have to take the correct action to make them happen.
In my walkthrough below I'll list the number of missable events in each match
and how to unlock them. I won't include any events that occur automatically on
winning a match, clearing an act, etc.

Many of my walkthroughs show the sequence of tiles that Akagi should discard in
order to trigger events. Unless I specifically state that you should accept them
you should reject any calls (Chii/Pon/Kan) or Riichi and win options offered.

I've used the following basic notation for tiles:

                        1m 2m 3m 456m = Manzu (Craks) suit tiles

                        1p 2p 3p 456p = Pinzu (Dots) suit tiles

                        1s 2s 3s 456s = Souzu (Bams) suit tiles

                east south west north = wind tiles

                      red white green = dragon tiles

You are not required to unlock all the missable events in order to complete an
act but sometimes a scripted event will give you a nice win and clearing the
Ichikawa arc would be almost impossible without hitting the fifth event (and
that probably requires at least some of the preceding ones too).

In each match you will have one main opponent seated opposite you (who I will
list here as your "rival") and random NPC's usually fill the other two seats.

At certain points - usually after completing a major objective or finishing one
match in a series - the game will give you the opportunity to make/update what I
call your "full save". You'll see a blue screen with a question and two options
- pick the top option to save (or the bottom one to continue without saving).
Unless you overwrite it or choose to delete it you can reload from your full
save file as many times as you like. If a match/act is going badly you can reset
your DS and load up your full save.

The next time you begin Story mode you'll be offered two options framed in red
boxes - pick the top one to continue from your full save (or the bottom one to
restart the campaign).

If you fail the objective for any match you'll get a Game Over screen and be
dumped unceremoniously back onto the main menu. The next time you launch Story
mode remember to pick the top option of two to restart from your last full save.

After completing an act you'll always be returned to the menu where you can now
select the next act (or replay any previous ones).

After each hand you'll get a small pop-up menu with two options. Pick the left
one to continue with the match or the right one to save and exit. (The option
you currently have highlighted will be purple, the other one will be green.)
This creates a temporary save which is obviously ideal when you're playing on a
handheld format away from home and you only have time for a quick session.
 |        | Selecting Story mode from the main menu when you have a temporary
 |        | save available gives a screen with a blue background and three red
 |________| boxes like this. Pick the top option to load your mid-game save.
  |______| - resume match (continue from previous position)
  |______| - do not resume (delete your temporary save)

You can only load from a temporary save once. Having resumed play you will then
need to continue playing until the end of the hand when you can save again. If
you reset your DS after having already loaded your temporary save then the next
time you launch Story mode you can only load from your full save.

 (                                Act 1: Yagi                                 )

Acts 1 and 2 take place in the year Shouwa 33 (1958 on the western calendar).

Just like the Akagi manga/anime, the story begins late one night at the Midori
mahjong parlour in Tokyo where the desperate gambler Nangou is down on his luck,
losing heavily to Ryuuzaki and the other Yakuza (gangsters) of the Kawada group.

Then Akagi (aged only 13 here!) makes a dramatic entrance from the thunderstorm
outside. Despite having never played the game before, he takes Nangou's seat at
the mahjong table and further drama unfolds...

    Match: #5 (joined late)

           Nangou has already played four games against the Yakuza so this is
           the fifth match in the series.

    Rival: Ryuuzaki

Objective: Win the match

   Events: 1

 [South 2] If you're familiar with the story you'll know what to expect here! In
           the South 2 hand Akagi draws a dream hand containing three different
           pairs of San Gen Pai (dragon tiles) which sets him up nicely to make
           the Yakuman (top limit hand) of Dai San Gen (Big Three Dragons).

           Usually you would call tiles as quickly as possible to complete the
           the dragon Pungs but Akagi has other ideas. Follow the lead of the
           anime and reject ALL offers to steal your opponents' discarded tiles.
           Retain the three dragon pairs, the pair of eights and the west wind.

           After several turns, the hand is interrupted when a couple of police
           officers come to the mahjong parlour looking for the young punks who
           were playing a deadly game of Chicken in cars out on the clifftops -
           so now we know what Akagi was doing out so late at night!

           (The plain-clothes cop is Yasuoka. He stays to watch Akagi play and
           will become a major character.)

           When the game resumes, Nangou discovers that young Akagi, far from
           being afraid of arrest, has boldly taken advantage of the distraction
           and confidently switched tiles from his opponents' discard pools on
           the table. You'll now have a hand that is Tenpai (ready) not only on
           Dai San Gen but also on Suu Ankou Tanki Machi (Four Concealed Pungs
           with a pair wait) - stacked to give a *triple* Yakuman hand!

           I passed any offers to declare Riichi or make a Kong, waiting for the
           winning west tile to complete the pair. Once you've declared the win
           a story scene will follow before the game finally acknowledges your
           winning hand worth a total of 96,000 points. :D

           (After passing an objective in Act 1 you'll get a blue screen which
           gives you the opportunity to save your progress. Pick the top option
           (yes) to save or the bottom option (no) to continue without saving.)

    Match: #6

    Rival: Ryuuzaki

Objective: Win the match and don't make a payment (don't get Ronned)

   Events: 0

           This seems to be where Akagi starts using his ability to read the
           ("Zawa Zawa") background noise of the game and determine dangerous
           tiles. If you select a tile and see an orange word appear above it
           this means that the tile is a dangerous discard and you should retain
           it - discarding it would give one of your opponents a win.

           This is extremely useful when trying to avoid dealing into another
           player's Ron win but it's kinda frustrating when it appears on your
           drawn tile after you've reached and you're forced to discard it!

           If you can build up a decent points lead I would suggest you stop
           using Riichi since dealing into even a small win would end your
           attempt at this challenge.

           (There is a scene available for this match but it's unmissable as it
           plays when you complete the objective.)

    Match: #7

    Rival: Ryuuzaki

Objective: Win the match

   Events: 1

           You're free to get Ronned again now, although of course it's always
           best to avoid that if possible!

           At the start of the match Yagi Keiji arrives. He's a Daiuchi or "rep
           player" - an expert mahjong player who the Yakuza call in when they
           have a troublesome opponent. Rather than joining immediately however,
           Yagi decides to sit out and watch this match from the sideline.

  [East 1] In the first hand of the match Ryuuzaki calls a Haku (white dragon)
           to make an open Pung and Akagi senses the threat of Dai San Gen (Big
           Three Dragons). Although he has a pair of Chun (red dragons) and the
           potential for a quick win, he knows these tiles will soon become very
           dangerous. You should discard both drags on your first two turns in
           order to trigger the scene. You can then play as normal.

    Match: #8

    Rival: Yagi

Objective: Win the match

   Events: 3

           Yagi now takes Ryuuzaki's position. He complains that everyone else
           has something to lose except for Akagi: Ryuuzaki and Nangou can lose
           money and Yagi would lose reputation if he was beaten by a beginner.
           He proposes a wager against Akagi of 100,000 Yen per match. Knowing
           that the boy cannot afford this he offers an alternative - one finger
           per 100k Yen. Without missing a beat, Akagi agrees and then adds the
           condition that the same rule should apply to Yagi too! His attempt to
           unsettle Akagi unsuccessful, Yagi joins the table and play begins...

                                          Event 1
  [East 1] The first of three scenes from the anime can be triggered in the very
           first hand. Yagi reaches early and a couple of turns later you will
           draw a 7 Souzu (Bams) tile. This will have the little orange "Zawa"
           over it - Akagi knows that this is Yagi's winning tile - so discard
           something else instead. Immediately afterwards Yagi will drop a 7s
           tile himself - he's trying to make Akagi question his intuition by
           discarding the tile that would complete his hand. If you're playing
           efficiently you should go Tenpai (ready) soon after and, a couple of
           turns later, you'll draw your own winning tile. Give Yagi a taste of
           his own medicine by discarding this, abandoning the win!

           This seems to work reliably if you build the following Tenpai hand:

           66m 234456p 55789s (m = Manzu/Craks, p = Pinzu/Dots, s = Souzu/Bams)

           You'll draw a third 5s which you can drop to trigger the cutscene.

           (To maintain flexibility I refused all offers to call tiles or to
           declare Riichi, then played for a draw. You won't get any decent
           points here but you might at least pick up a few from your share of
           the No-Ten Bappu penalty - see rule 3-1 in Section 09.)

                                          Event 2
 [South 1] The second event comes in the first hand of the south round. (In the
           anime this actually occurs in the South 3 hand but I guess they chose
           to adjust the pacing for the game.)

           To recreate the events of the anime you need to make a ready hand and
           declare Riichi with it. My Tenpai hand looked like this:

                                    445566m 67778p 34s

           (from discarding: east, west, 9s, 1s, red, 2m, 9m, south, white, 8m)

           Yagi was waiting for you to reach - you're now forced to discard
           every tile you draw unless it completes your hand. A scene reveals
           the first phase of his scheme.

           Yagi drew a starting hand containing 778888s (Bams) and, seeing the
           potential for cheating, employed a sleight-of-hand technique called
           the Caterpillar. He took the pair of sevens and discretely slide them
           into the left end of the top row of his section of the wall. This
           displaced two random tiles from the right end which he then slid into
           the bottom row. This in turn pushed two tiles out at the left end and
           he added these individually back into the top row. Finally he palmed
           the two tiles from the right end of the wall and added them to his
           hand to ensure that it had the correct number of tiles. The result of
           this was that the sevens were planted in the third and fourth places
           on the top row of the wall which (presumably with a fixed dice roll)
           became the indicators for the Dora and Kan Dora bonus tiles.
            __ __       __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
           |##|##| --> |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
           tiles added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|

            __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __       __ __
           |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| --> |__|__|
           |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| tiles removed

            __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 
           |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|      __ __
           |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__| <-- |__|__|
                                                                tiles added
                        __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 
            __ __      |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
           |__|__| <-- |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
           tiles removed
            __    __       __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 
           |__|  |__| --> |##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
               tile added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|

              __       __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ 
             |__| --> |__|##|##|__|__|__|__|__|__|__|__|__|__|__|__|__|__| __
           tile added |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__||__|

            __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __       __
           |__|__|##|##|__|__|__|__|__|__|__|__|__|__|__|__|__| --> |__|
           |__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|     |__|
                                                                tiles removed

           After you've reached, Yagi will declare a concealed Kong of 8s and of
           course the Dora indicator is 7s so he gains four Dora. Then the Kan
           Dora indicator is flipped (the other 7s) and now he has eight Dora!

           You may get lucky and be offered a winning tile but to play out the
           full event you must reject this - sorry! Eventually you'll draw a 3p
           marked with the "Zawa" text. This is Yagi's winning tile and you
           should discard it, giving him a 9-Han (Baiman limit) win. :6

           (In the anime storyline the other two players were conspiring against
           Akagi too. They made calls off each other's tiles specifically to
           skip Akagi's draws and manipulate the game so that he got that 3p.)

                                          Event 3
 [South 4] The third scene for this match is available in South 4, the final
           hand of the game. You'll get a starting hand with a load of Manzu
           (Craks) tiles. Call your opponents' discards to make a Pung of 222m,
           a Chow of 678m (calling the 6) and a Pung of 888m. You'll end up with
           four 4m tiles but don't declare them as a Kong yet - keep discarding
           and drawing until you get a 4s (Bams) which is the Dora. Once you get
           that you must declare your Kong immediately - the scene will follow.

           Akagi now has a Hadaka Tanki hand - literally a "naked" pair wait
           with four sets revealed on the table leaving just a single concealed
           tile to match for the win. As he displays his concealed Kong on the
           table he (ahem) accidentally knocks over that one remaining tile; he
           manages to catch it with one finger but not before the Manzu marking
           is revealed. Yagi and the Yakuza now believe that Akagi has a Tenpai
           (ready) flush hand - any Manzu discard would be dangerous but any
           other type of tile would be totally safe (at least until Akagi's next
           turn where he could switch his wait).

           Akagi restores the fallen tile and Yasuoka sees that it's a 4m but he
           knows that all four of these tiles should be in the quad set. He then
           inspects the Kong (please don't do that, Yasuoka... we're trying to
           cheat discretely here!!) and discovers the truth - one of the two
           face-down tiles in the Kong is (as we know) the 4s Dora and Akagi
           obviously exposed that Manzu tile deliberately.

           Meanwhile Yagi is close to completing his hand but he has a 4s tile
           he doesn't need. Usually the Dora would be a dangerous discard but he
           believes that Akagi has a flush hand and decides to take advantage of
           the opportunity to get rid of it before Akagi's next turn... Gotcha!

           Take the win off Yagi's discard and (along with the satisfaction of
           tricking Yagi) you'll pick up 9,600 pts for Tanyao (All Simples) and
           the Dora pair. (This may not be enough to undo the damage of Yagi's
           earlier Baiman however. If you do fail the objective of winning the
           match just retry and this time skip that second scene.)

           With the eighth match won, Nangou's debt is cleared. However...

    Match: #9

    Rival: Yagi

Objective: Win the match

   Events: 0

           ...with Yagi's confidence destroyed, Akagi demands another match,
           betting Nangou's three million Yen on a "double or nothing" basis.

           To complete Act 1 you need to win this one last match against Yagi.

           You can continue to use your Zawa Zawa ability to avoid dealing into
           your opponents' wins.

On defeat, Yagi throws the tiles into the air and collapses onto the table. A
relentless Akagi insists on playing yet *another* match with double the stakes
but Ryuuzaki protests that it's daylight already. Yasuoka intercedes and says
it's in Akagi's best interests to resume in a couple of days' time. He'll find a
suitable venue and arrange for a Yakuza boss he knows to attend as a witness (to
ensure that Ryuuzaki's gang behaves appropriately); he also requires Ryuuzaki to
record the stakes and agreement in writing. Akagi leaves the mahjong parlour and
strolls away casually under the pretty blue skies of a new day...

 (                              Act 2: Ichikawa                               )

Akagi meets with Yasuoka and Nangou at a bar to discuss the next match. The cop
declares that he'll take 20% of their profits plus a further 10% to cover costs,
Akagi will get 20% for his Daiuchi role and Nangou will get 50% since he's the
one fronting the cash (the 6 million Yen won by Akagi). Akagi says that Yasuoka
shouldn't receive so much when there is no risk to him and he insists that they
will gamble for 8 million Yen with Yasuoka providing the extra 2 million.

Three days later Akagi has a daytime meet at a coffeeshop with Kurosaki who is
the Wakagashira (underboss) of the Kawada group. Even though the place is full
of Yakuza, the teenager shows no fear. Kurosaki tries to get Akagi to defect so
Akagi demands half the money. Half of the 8 million Yen? No, half of the total
assets of the gang!

Unable to reach an agreement, Akagi starts to leave but he notices an enigmatic
figure sitting alone and recognizes him as the player he will be facing at the
mahjong table later that day. This is the blind mahjong master, Ichikawa.

Later two special rules are specified. Firstly all players must name each tile
they discard for the benefit of the sightless Ichikawa. Secondly the game will
not end until either Ichikawa or Akagi gets busted and if necessary the match
will continue beyond the two rounds of standard Japanese mahjong.

The big game is to be held at a restaurant in the Akasaka district. Yasuoka and
Nangou meet there and then the Yakuza witness (arranged by Yasuoka) arrives - he
is Miyauchi, the Kumichou (boss) of the Takeyoshi group.

Akagi is late (watch the anime to find out why!) so this "death match" begins
with Nangou playing instead. He gets off to a good start, winning his first two
hands and taking his score to 38,200 pts. However poor Nangou is no match for
Ichikawa - the blind master starts laying traps for him and by the South 4 hand
Nangou is down to only 2,000 pts!

In a desperate attempt to recover some points Nangou starts calling tiles to
complete his hand quicker - he melds a Pung of Hatsu (green dragon) and two sets
of Pinzu (Dots) tiles. This leaves 345p and one Chun (red dragon) in his hand -
he is Tenpai (ready) with a decent hand but then Ichikawa and one of the other
players both declare Riichi and all of Nangou's possible discards are looking
dangerous. Then on his turn he draws Haku (white dragon) which is the Dora bonus
tile - an even more dangerous tile!

Akagi chooses this crucial moment to arrive at the restaurant and Nangou is more
than happy to surrender his seat to him. The cutscene shows that Ichikawa is
Tenpai with a Shanpon wait with pairs of Chun and Haku. So what can young Akagi
discard against that hand? The answer is... Shaa (west wind)! Using some clever
sleight of hand he actually discarded the red dragon but he made it look like he
had just discarded the wind tile which Nangou had discarded six turns earlier.

Akagi goes on to draw a Haku and wins the hand. With open Honitsu (Half-Flush),
Yakuhai (Dragon Pung) and the pair of Dora it's a Mangan hand worth 12,000 pts
to the dealer. Adding the two opponents' Riichi sticks the total value is 14k so
Team Akagi now has 16,000 pts and he gets to stay on as east in the next hand.

After that lengthy introduction you finally take control of the game...

    Match: #1

    Rival: Ichikawa

Objective: Bust Ichikawa

   Events: 7

           You only play one match against Ichikawa and you join in the South 4
           hand which would usually mark the end of the game but remember that
           this match won't finish until either Akagi or Ichikawa is bankrupted.
           It will therefore continue into west and north rounds and then into a
           second east round and beyond...

           The contest versus Ichikawa is much less structured than Act 1. There
           are several missable scenes with scripted events but they are not
           tied to occur in specific hands, instead they are triggered when you
           meet certain conditions - and some of these are a little vague.

           The game does not present the option to overwrite your full save file
           after you complete an objective during this act. If you get busted
           out then you need to start again from the beginning.

           I would strongly recommend that you follow the events outlined below
           because you really need to trigger the fifth event in order to stand
           any real chance of defeating Ichikawa.

                                          Event 1
           Your first job is simply to further consolidate your position. That
           previous hand win bumped your score up to 16,000 pts but to trigger
           the first event you need to achieve a score of 30,000 pts or more.

           The other two players seated to your left and right should make for
           easier victims - in the anime it says that they are generally playing
           it safe, discarding Honours and outside number tiles. Also it'll
           probably be to your advantage later on if you can avoid taking too
           many points off Ichikawa at this stage.

           You start playing as dealer (east) in the South 4 hand so you'll be
           earning extra points on wins. If you continue to either win hands or
           to have a Tenpai (ready) hand in draws then you'll stay on as east.

           If you get hit by a big Ron or lose your dealership then it's easy
           enough to quit out and reload from your previous save. (I hope you
           saved after all those intro scenes!)

                                          Event 2
           With those additional points providing some degree of security, you
           will now start to re-enact specific moments from the anime. In the
           very next hand your starting tiles will include three 3p (Dots) and
           you must discard all of them consecutively on your first three turns.

           Discard the following tiles: 3p 3p 3p

           (The other tiles in your starting hand will differ from those that
           Akagi had in the anime but you will at least have those three 3p. If
           you want to recreate the later stages of the same hand then hang onto
           the 1p and 2p, discard the 2p later and give yourself a Tanki (pair
           wait) on the 1p, however the game is not scripted to make this work!)

           The scene occurs immediately after discarding the third tile. Nangou
           and Yasuoka are initially confused by Akagi's actions but Ichikawa
           gets the message. Akagi is proposing that they discard all tiles of
           one suit leaving a reduced and more intense format where they battle
           for the two remaining suits (this is "Tseeiimen" or "Zetsuichimon").
           Ichikawa shows that he accepts by discarding Pinzu tiles himself.

           After the scene you are free to play the remainder of the hand in any
           manner you choose - you don't need to keep discarding Pinzu tiles.

                                          Event 3
           The conditions to trigger the third event are a little vague, but
           basically Ichikawa needs to be in a position of superiority, so he
           should be leading by a large margin. The easiest way to make this
           happen is to deal into his Ron wins, thus increasing his points and
           reducing your own. It's easy to discard dangerous tiles because the
           orange "Zawa" text will indicate any winning tiles for opponents. If
           you avoid keeping any Pungs or pairs in your hand this will increase
           the range of tiles you have available for giving Ichikawa wins.

           You'll know you've met the criteria when you get a starting hand with
           a high proportion of Manzu (Craks) tiles and you see a short scene
           with Miyauchi (the bald Yakuza boss). He observes that Ichikawa and
           Akagi are now playing for hands with two suits excluded, not one.

           Your starting hand will be: 12248899m 69p 3s south west

           Naturally your tiles lend themselves to a flush but it's important
           that you make the correct calls to repeat the story events.

           Discard the following tiles: 9p 3s 6p 6s 1s south

           We know from his discards that Ichikawa is also building a Manzu
           hand and we know from the anime that he is now Tenpai (ready) with a
           Honitsu (Half-Flush) hand with a Pung of Chun (red dragon) which is
           the Dora! His waits are 3m, 6m and 9m.

           The player to your left declares a Kong of east and then reaches by
           discarding 7m. The new Kan Dora indicator is 6m so 7m is a Dora.

           Although his discards are different in the game, Akagi now has the
           same hand as he did in the anime: 112244688999m west. He wants to
           discard a nine but he knows this is dangerous.

           Call the 7m tile (to make a 789m Chow) and discard the west wind.

           Akagi has locked the nine into the melded set and Ichikawa knows now
	   that he is unlikely to win off the 369 wait. He calls a 5m to make an
           open Chow and discards 9m - do not Pon this. Ichikawa is now waiting
           on 2m, 5m and 8m. The player to your left drops another 7m.

           Call the second 7m tile (to make a 678 Chow) and discard 9m.

           Akagi knows that the 9m tiles are now safe against Ichikawa. The
           player to your left now discards a 2m.

           Call the 2m (to make a 222m Pung) and discard the remaining 9m.

           Akagi now has a pair of 1m and a pair of 4m which would give him a
           Shanpon wait for the flush, however he draws a 7m. Ichikawa knows
           the 258 waits are now also unlikely so he has switched to 147. You
           will see that every tile in your 11447m hand now has the "Zawa" text
           over it - there are no safe discards.

           Discard 4m (to give Ichikawa the win).

           Ichikawa wins with a Haneman hand (ouch!) but it could've been worse.
           Miyauchi is impressed that Akagi broke his Tenpai instead of dropping
           the 7m (Dora) which would've given Ichikawa a bigger (Baiman) win.

                                          Event 4
           In a short scene at the start of the next hand Nangou observes that
           Akagi has drawn a poor starting hand. It has a few Terminals and
           Honours but not enough to attempt Kokushimusou (Thirteen Orphans).

           You should copy Akagi's discards from the anime. (You should also
           reject any offers you may get to Pon or Kan your north tiles.)
           Discard the following tiles: 2s 8p 8p 5s 4p 7s

           This is a bluff to give the impression that you are going for Kokushi
           or maybe a single-suit hand, but it's pretty weak so far. It fails to
           prevent the player to your left from declaring Riichi so perhaps they
           all require a little more convincing!

           Discard the following tiles: 5m 4m

           That's the tile adjacent to the Dora and then the Dora itself - your
           opponents should be assuming that you're not taking risks like this
           without good reason (also that's the third suit so a flush is not
           likely). A cutscene shows the other players doubting themselves.

           Discard the following tiles: north north

           If you were genuinely building a Kokushi hand this would be the stage
           approaching Tenpai where you discard spare duplicates. Finally they
           take your bluff seriously. Ichikawa makes a Tenpai hand but, although
           he thinks that Akagi is probably bluffing, he can't accept the risk.
           He breaks his Tenpai and discards 3m, giving the player that reached 
           a small Ron win and ending the hand. (Fortunately since the hand was
           won there is no requirement for Akagi to display his tiles!)

           After the Kokushi bluff, the flow of luck swings back in favour of
           the teen prodigy. You'll receive the following starting hand which
           mirrors exactly the one Akagi gets in the anime.

                     4m 1239p east west west green green red red red

           In the anime Akagi won with a massive Sanbaiman hand - Menzen Tsumo
           (Concealed Self-Draw), Chanta (Mixed Outside Hand), San Ankou (Three
           Concealed Pungs), Honitsu (Half-Flush), Yakuhai twice and one Dora -
           but this is not guaranteed in the game. You should just make whatever
           you can from the tiles you're given - but don't win off Ichikawa's
           discard because he needs a large points total for the next event. 

                                          Event 5
           This next event will occur when you are dealer (east) and both Akagi
           and Ichikawa have a decent score. In the anime Ichikawa had around
           100,000 pts and Akagi had about half that total. The first time I
           passed this in the game Ichikawa had about 70,000 pts and I'd just
           won an open flush as east that took me up to around 40,000 pts; the
           next time Ichikawa had 65k and I had just under 40k.

           (Since you have the Zawa Zawa ability to detect opponent's winning
           tiles you can avoid taking direct hits if you don't use Riichi. It's
           okay to make calls (which reduces the number of free tiles in your
           hand for defence) because you can always tell which of your tiles are
           dangerous. Try not to hit Ichikawa with any Ron wins because you need
           to avoid denting his score too much. I'd recommend that you pass any
           opportunities to win off his discards - if you haven't used Riichi
           then you will only be Furiten until your next turn and you might get
           a chance to win off one of the other two players.)

           Akagi can see that the match is likely to continue for a very long
           time. He proposes to Ichikawa that they both reduce their scores by
           90% to put them both in range of bankruptcy. Ichikawa rejects Akagi's
           offer - he doesn't want to reduce his chances of winning the match.

           The scene then jumps to the end of another hand. Ichikawa discards
           the fourth west tile - he knows this will be safe because the other
           three have been discarded already ...but then Akagi declares a Ron
           win off it - somehow he has a Tanki (pair wait) on west!

           (When he was forced to reverse a call he'd made he also palmed a west
           tile from the other player's discard pool. However by cheating so
           blatantly he has also set a dangerous precedent.)

           Ichikawa realizes now that he needs to bring the match to a swift
           conclusion and he accepts Akagi's offer to cut their scores by 90%.

                                          Event 6
           The next event will be indicated by a scene about half way through a
           hand - after Ichikawa has declared Riichi you'll see him draw his
           next tile from the end of the wall but then use a Surikae cheating
           technique to switch it discretely for a known tile from the full
           section of the wall in front of him. This sly move gives our rival a
           Tsumo Ippatsu win.

           (In the anime he uses a similar cheat to give himself a Rinshan
           Kaihou win on the supplement tile drawn after making a Kong set.)

           Whenever Ichikawa declares Riichi you must take care not to discard a
           winning tile, make a call (Chii/Pon/Kan) or declare a win until his
           next turn as any of these would prevent his Tsumo Ippatsu win.* If he
           fails to win on his next turn then this event won't happen in the
           current hand and you'll need to keep playing.

           This is a dangerous moment in Act 2 of the story. The first time the
           scene happened Ichikawa got a Haneman hand and I had to pay 6,000 pts
           which (after the 90% points reduction) was enough to bust me straight
           to the Game Over screen. :6 The next couple of times he got a 7,700
           points hand so I only had to pay 2,800 pts or 3,900 pts. (phew)

           *If you're stuck on Ichikawa and can't get all the scenes to unlock
           then this phase - right after the scores are cut - is the best time
           to try to bust him normally. Go for quick wins and accept any call
           after he reaches to block his Ippatsu event. One time I got him down
           to 100 pts at this stage - so close...!

                                          Event 7
           The final event should occur when Akagi is dealer again and Ichikawa
           has less than 10,000 pts. If Ichikawa managed to sneak in a couple of
           other wins prior to the previous scene then you will find it's very
           difficult to reel him back into the range where you can bust him.

           Initially you should focus on building a safety buffer by grabbing
           points wherever you can - you can Ron the two side players without a
           risk of ending the match. If you avoid using Riichi at this stage you
           should always be able to avoid taking a direct hit. Try to achieve a
           Tenpai hand in every draw so that you don't lose points to the No-ten
           Bappu payments; if necessary you can call tiles to complete sets.

           Once you have a buffer of 15,000 to 20,000 pts you can start using
           Riichi with little threat of getting busted and this will add to the
           value of your wins. If one of the side players drops your winning
           tile then pass on the win - this will make you Furiten but you can
           still win by Tsumo and that's one of the best ways to score points
           off Ichikawa. If the winning tile doesn't come then at least you'll
           get some No-ten Bappu points in the draw and if he has a No-ten hand
           then Ichikawa will lose a few points too.

           It seems like he never deals into your Ron wins but it does happen,
           even when he hasn't reached. You can't rely on it though. Sometimes
           one of the other players will score a direct hit on him too. Haha!

           If Ichikawa's score climbs to 40k+ pts then it is technically still
           possible to grind him down to the target score but it's a VERY slow
           process - I'm talking hours here. It's probably more efficient just
           to quit out and restart Act 2. :\

           Once you get Ichikawa below 10,000 pts and it's your east turn watch
           out for the following starting hand - these are the tiles used for
           the final missable event. (Getting to see Akagi's hand develop here
           actually spoils a cool moment in the anime but obviously you wouldn't
           be able to play the game without being able to see your own tiles.)

           Your starting hand will be: 26m 3489p 479s south west north white x2

           Make sure you look out for this initial hand!

           (In the anime Akagi is playing as west at this moment so he only has
           thirteen tiles initially - we only see one Haku in his hand.)

           Your aim here is to make open 234 San Shoku (Mixed Triple Chow), a
           Pung of Pei (north wind) and a pair of Haku (white dragons), you will
           get three Haku in total and it's very important to discard one later!

           Discard the following tiles: 9s 7s south 6m west 8p 1p 9p

           Call the 2p tile (to make a 234p Chow) and discard the white drag.

           Call the 4m tile (to make a 234m Chow) and discard the 1m.

           (You should now have 24s, a Pung of north and a pair of white drags.)

           Discard your new tile each turn until Ichikawa discards north wind.

           At this stage Ichikawa has a Tenpai hand with Yakuhai, three Dora and
           a sweet three-sided wait. He needs to discard a north tile but he is
           reluctant to do so. It's a live tile so it's possible that Akagi has
           all three and if he were to declare a Kong and then declare a win off
           the supplement tile then Ichikawa would have to pay the full amount.

           However Ichikawa has three of the Dora so he knows that Akagi can
           only have one at most and combined with the open San Shoku the hand
           is not big enough to bust him unless Akagi picks up some additional
           Dora when the Kan Dora indicator is flipped. There is a very low
           probability of all these things happening and Ichikawa has a back-up
           plan anyway so he decides to discard the north.

           Call Kan on the north wind (to make an open Kong).

           At the start of the hand the dice roll determined the position of the
           wall break - Ichikawa has only the first three stacks of the Wanpai
           (dead wall) on his side of the table. This was good news because it
           meant that he had very limited potential for cheating during play but
           now he sees a chance to nullify Akagi's threat. Ichikawa knows that
           the first supplement tile is a 3s and this would potentially complete
           Akagi's San Shoku. Ichikawa palms a red dragon from his hand with the
           intention of switching it for the dead wall tile but Akagi stops him!

           So Ichikawa reverts to Plan B - if he can't switch the supplement
           tile then he'll swap out the Kan Dora indicator instead. He recalls
           that Akagi discarded a white dragon previously so obviously he won't
           have any others (!) and he plants one of his red dragons in the dead
           wall. As a Dora indicator this would make white dragon the Dora.

           Declare a win on the 3s.

           The player to Akagi's left flips the new Kan Dora indicator at the
           start of his wall section - of course it's the red dragon planted by
           Ichikawa. Akagi reveals his complete hand, first the 234s Chow and
           then the pair - boom! He has a Dora pair of white dragons.

           With open San Shoku, Rinshan Kaihou (winning on the supplement tile)
           and two Dora the hand is worth at least four Han; if it happens to
           be the north round then you'll get Yakuhai for that Kong too. :)

The gang's underboss Kurosaki places the 8 million Yen in cash on the table but
Akagi refuses it. As usual he wants to play another match for double the stakes!
Kurosaki says that this is not possible as he has no-one to play against him -
Ichikawa is broken, he knows he cannot defeat Akagi. Yasuoka divides their
winnings. Nangou observes the teenager and realizes that he will forever lack
the phenomenal qualities that Akagi possesses and he vows to never gamble again.

The first half of our story ends with a brief contemplative epilogue showing
Nangou five years later. He still plays mahjong but never gambles now. Akagi has
seemingly disappeared...

(but the game has four acts so I'm pretty sure we'll be seeing him again soon!)

 (                                Act 3: Urabe                                )

Our story resumes six years after the events of Acts 1 and 2 in Shouwa 39 (1964)
- the year of the Tokyo Olympics* - at the house of the Kawada group's boss.
Yasuoka presents himself to Kawada (the bald guy) and he reports that he has
finally been able to find the young player from that infamous night after so
many years. Akagi is brought in by a henchman and Kawada asks his underboss
Ishikawa to identify him. (Ishikawa is the one with the moustache - his name is
similar but he's a different character to our rival Ichikawa from Act 2.)

After some impressive tests Ishikawa is convinced of Akagi's mahjong abilities
and yet he can't help but feel that Akagi is lacking the qualities he witnessed
six years previously. While walking home he sees four armed thugs threatening a
lone man - it's Akagi! Showing incredible fighting prowess, Akagi wastes no time
in flooring three of the men, leaving the fourth to flee. Ishikawa recognizes
the fearless intensity he remembers and speaks to Akagi but he runs off.

He begins to suspect that there are two Akagis! Enquiries reveal that Akagi has
been attacking thugs and gangsters in the street; Ishikawa also learns that he
has recently started working at a factory. Ishikawa takes Nangou to ID Akagi at
the factory. Some workers there try to bully Akagi into playing mahjong with
them - if only they knew! Akagi leaves with Ishikawa and Nangou, leaving the
bullies to swindle their regular naive victim Osamu again. Poor Osamu.

Ishikawa brings Akagi back to his boss, but Kawada says he is quite happy with
the performance of his Akagi (who we must now refer to as "Fake Akagi") - he has
already started working as a Daiuchi for the gang.

*The planned 1940 Tokyo Olympics were cancelled due to the war.

After taking care of the factory bullies not once but twice (see episodes 9 and
10 of the anime) Akagi finds that Osamu is in awe of him. Osamu follows him and
so, when Ishikawa collects Akagi to play a match against Fake Akagi, Osamu tags
along. Akagi has to wait because Fake Akagi must first finish playing against
Urabe (pronounced "ooh-rah-bay") who is a Daiuchi for the Fujisawa group.*

Fake Akagi has already won the first three games in the series of four and his
attitude is one of (over)confidence. After briefly observing the third match
Akagi sees that Urabe has been toying with Fake Akagi, deliberately losing the
matches. True to Akagi's prediction, Urabe requests that the stakes be raised in
the final match to give him a chance to recover some of his losses. He specifies
that they should be doubled (from 500,000 Yen to 1 million) and that if neither
he nor Fake Akagi finishes in 1st place then they should play another match with
the same conditions.

Fake Akagi leads the fourth match until Urabe hits him with a cheap win in the
final hand which is just enough to knock Fake Akagi down to 2nd place without
pushing Urabe up to 1st. They must now play another match, now for 2 million Yen
says Urabe. Two million? Yes, he says, we agreed on the "same conditions" so the
stakes must be doubled again!

Urabe continues to control the table and engineer the results so that he and
Fake Akagi never finish in 1st place. After several matches the stakes continue
to double from two million, to four million, to eight million, to 16 million...!

Despite his best efforts to outwit Urabe, Fake Akagi fails to win the 16-million
Yen match and so the stakes double once more. In the next match Urabe starts to
push for a win - after an audacious Open Riichi, he gets a Baiman win. Kawada
realizes that while Fake Akagi has his talents, he lacks the true essence and
instincts of a gambler. He requests that Ishikawa asks Akagi to take over.

*The other two players are named Ota and Yoshikawa.

Ishikawa finds Akagi out chilling on the Engawa (veranda). Akagi says he really
doesn't feel like playing but maybe Osamu could do okay, as long as he is not
made aware of the massive stakes. Akagi agrees that he will play, but only after
Osamu. These are the only terms that Akagi will accept.

Osamu replaces Fake Akagi in the East 4 hand of the 32-million Yen match needing
38,300 pts to take the lead. He's a little anxious because he thought someone
said the stakes were 500,000 Yen! Osamu plays assertively and manages to get two
Tsumo wins. With the bonus for being dealer he scores enough points to reduce
the gap to Urabe down to only 11,200 pts.

However Osamu then overhears a couple of the gang's henchmen whispering to each
other - they're impressed at how the young Osamu is remaining calm despite the
fact that he's playing for 32 million. Oops! He anxiously tries to rush a win in
the next hand but he ends up dealing into Urabe's Mangan hand.

Clearly Osamu is now in no state to continue the match but fortunately Akagi
takes his place. The next hand is South 1 and Urabe's lead is 28,400 pts.

    Match: #9 (joined late)

    Rival: Urabe

Objective: Win the match

   Events: 5

           You only play a single round against Urabe - just half a match. Not
           only is the gameplay of Act 3 relatively short but, you'll be pleased
           to hear, it's also a lot simpler to complete than Act 2. It follows
           the anime's plot quite closely with scripted events in every hand so
           you can unlock the events by copying Akagi's discards from the anime.

                                          Event 1
 [South 1] Straight into the action, we begin with the same hand as the anime.

           Your starting hand will be: 33458m 255p 35s east south west

           All you need to do here is make any Tenpai hand, reject any calls and
           reach as soon as your hand is ready.

           Discard the following tiles: west east 2p 9p 3s

           Declare Riichi and discard the 5s.

           After a brief cutscene, play resumes and a few turns later, having
           avoided dealing into your hand, Urabe declares a Tsumo win with a
           three-Han hand that gives him another 2,600 pts.

                                          Event 2
 [South 2] In the second hand the mind-games begin, but first you should build
           a Tenpai hand, reject any calls and declare Riichi immediately again.

           Your starting hand will be: 3478m 2249p 126s north green

           Akagi's discards aren't shown in the anime but if you discard the
           tiles I've listed here you can build the same Tenpai hand which has a
           12s Penchan waiting on 3s.

           Discard the following tiles: north 9p 8p 6s south 7m

           Declare Riichi and discard one of the 2p.

           Urabe is curious - he wants to understand why Akagi is playing like
           this, going for immediate Riichi with weak hands. You're forced to
           discard the west wind (Dora) so he knows that tile is safe and you
           don't have a Pung of Dora because another has already been discarded.

           From the other discards Urabe determines your wait and, keen to see
           Akagi's hand, he discards the winning tile but Akagi's doesn't want
           to reveal his hand.

           Reject the win off Urabe's 3s discard.

           Play continues and the hand ends in a draw. Urabe has actually passed
           an opportunity of a 5s Tsumo win for a chance to see Akagi's hand.

           Pick the bottom option to declare No-ten.

           Akagi really doesn't want Urabe to see his tiles. In order to avoid
           having to show them he declares that his hand was No-ten (unready).
           Ishikawa is astounded - he knows that Akagi will have to pay a Chombo
           penalty of 8,000 pts (non-dealer) for No-ten Riichi!

           Akagi says he sees those 8,000 pts as an investment which will pay
           off during the final three hands which will decide the match...

                                          Event 3
 [South 2] Urabe was east in the previous hand and - since he declared Tenpai -
           he stays on as dealer in another South 2 hand. He now has a lead of
           45,800 pts over non-fake Akagi!

           Your starting hand will be: 3455m 13379p 1s east east north

           You then draw an east tile on your first turn to give you a Pung of
           east. Since you are west in the south round, the east tile would be
           termed an Otakaze (guest wind) - you cannot use it for Yakuhai. But
           it's still a Pung and that could be useful, right...? Let's follow
           Akagi's discards from the anime and maybe something good will happen.

           Discard the following tiles: 1p 9p (and reject any calls)

           After only three draws Ishikawa detects a glimmer of hope - there's
           the potential to make a Yakuman (top limit hand). You now have two
           concealed Pungs and two pairs which could be used to make a massive
           Suu Ankou (Four Concealed Pungs) hand.

           Discard the following tiles: 1s 3s 7p white (and reject any calls)

           Akagi draws a third 3p - he now has three Ankou! However Urabe has
           been busy - he's melded a couple of Manzu sets and his discards
           suggest that he's going for a flush hand. Ishikawa suspects that he
           has a multi-sided wait on low/middle Manzu tiles.

           Discard the following tile: north (and keep rejecting those calls!)

           On his very next turn Akagi draws a 5m making him Tenpai for Suu
           Ankou Tanki Machi (Four Concealed Pungs with pair wait) - a double
           Yakuman hand! Although it's risky against Urabe, Ishikawa thinks the
           best discard would be the 4m leaving a 5s wait.

           Declare Riichi and discard the 5s. (because Akagi knows best)

           If you'd checked the 4m you'd see that it has a "Zawa" over it - it's
           a dangerous tile. However Akagi now has a multi-sided wait - his hand
           could be completed by 2m, 3m, 5m or 6m as well as the 4m, but only
           the 4m would give a Yakuman.

           Pick the bottom option to declare Open Riichi.

           We know from a previous match that Kawada's house rules permit Open
           Riichi where the full waiting hand is laid exposed on the table. Poor
           Ishikawa is totally confused so Kawada explains. Akagi knows that
           Urabe has a 147m wait so he couldn't discard the 4m and has to keep
           it. The player to the left has already folded and if the player to
           the right happened to discard the 4m it would be taken for a win by
           Urabe under the Atama Hane (head bump) rule. Since he can only win by
           Tsumo he might as well declare Open Riichi as a threat to Urabe.

           Urabe asks Kawada to clarify the Open Riichi rule - does he use the
           variant where any Ron win automatically gives a Yakuman? Kawada says
           that rule is not applied. Urabe then promptly discards a 2m (remember
           this is one of Akagi's winning tiles). While it's not a Yakuman win
           it would at least give a Mangan, or a Baiman if he hit the Ura Dora.

           Akagi says "I have no intention of winning cheap hands". Hell yeah!
           He rejects the win off Urabe's 2m and a little later he even goes on
           to reject a Tsumo win off the same tile.

                                          Event 4
 [South 3] Since the wall break is on his side of the table, Ota flips the Dora
           indicator at the start of the hand - it's Pei (north). Akagi says he
           broke the wall in the wrong place and therefore flipped the wrong
           tile. Ota rectifies his mistake, restoring the north tile and then
           flipping the adjacent tile as the correct Dora indicator.

           Your starting hand will be: 13m 125p 144467 east south

           Discard the following tiles: east 1m south 1s 3m 9p 1s east 5p

           You will probably get several offers of calls but you should reject
           all of them to keep your hand closed for Riichi. The next draw should
           be a third 6s giving you 44446667s.

           Declare a Kong (4s).

           The Kan Dora indicator is flipped and it's a 3s which means you just
           picked up four Dora from your Kong. Don't you just love it when that
           happens? Akagi draw the supplement tile and it's north wind (this is
           not the one we saw earlier, it's the next tile along). The obvious
           move is to discard the north leaving a handy three-sided wait on the
           6667s - but obvious moves are for noobs, right?

           Declare Riichi and discard the 7s. (because Akagi still knows best)

           Ishikawa is astounded that Akagi threw away the three-sided wait for
           a pair wait on the north, especially since the other two have already
           been discarded - it's a Jigoku Machi (hell wait). Then he remembers
           that the fourth north is in the dead wall - it won't come out until
           two more Kongs are made, and Akagi can't declare a Kong with his 6s
           tiles because the fourth one is already out of play. Basically we're
           waiting on the other players to declare two Kongs, but why would they
           do that after someone has reached?

           Urabe makes a Tenpai hand but he's intimidated by Akagi's four Dora.
           He decides to fold his hand and only discard safe tiles. During this
           process he ends up with 555588889s which greatly limits the number of
           different tiles available to discard when folding. He discards the 9s
           but on his final turn he has run out of safe tiles so he decides to
           make a Kong so that he'll pick up a new tile from the dead wall.

           Urabe declares a Kong of 5s and gets a 4p but it's a live tile and he
           doesn't dare risk discarding it so he makes a second Kong with the 8s
           and of course he gets the north which everyone saw previously. Urabe
           thinks that since Akagi knew the fourth north was buried deep in the
           dead wall there's no way he'd have made that his wait. Additionally,
           since the fourteen tiles of the dead wall are always replenished, the
           live wall is now empty so Akagi loses his final draw. What could
           possibly go wrong with this plan?!

           Declare a win on the north wind.

           In addition to those four Kan Dora, Akagi picks up a further six Kan
           Ura Dora thanks to his Riichi and all those Kongs. Technically he
           also won on the final tile of the wall so he also gets Houtei. With
           twelve Han he has a rare Sanbaiman hand worth 24,000 pts. Taking the
           points from Urabe reduces the gap between them to only 20,500 pts.

                                          Event 5
 [South 4] It is now the final hand of the match and Akagi is the dealer. Urabe
           assures his boss that, even if Akagi builds a big enough hand, he
           won't deal into it and he can end the match with even a small win.

           Your starting hand will be: 133m 99p 15777 east north north

           Discard the following tiles: 1s 1m 9p east 1p 

           Declare a Kong (7s) and discard 4p.

           Once again Akagi displays the peerless good fortune of a mahjong
           anime protagonist staging his final assault! The Kan Dora indicator
           is 6s and once again Akagi picks up four Dora. Urabe wonders if he'd
           used a cheating technique, but this would not be possible since Akagi
           flipped the indy tile with only the tip of his finger.

           This Kong of Dora gives Akagi the potential to score a Mangan hand
           and if he can achieve this with a Ron win off Urabe he'll take 1st
           place and finally end this long series of matches with double stakes.

           For the rest of the hand Urabe will be trying to determine what Yaku
           (scoring combination) Akagi will be aiming to use to give him a win.
           At this stage he can't decide if it's Tanyao (All Simples) or Yakuhai
           (Pung of dragons, seat wind or round wind). Currently the white and
           red dragons are live tiles. Urabe draws a red dragon but can't risk
           discarding this so he drops 2p instead.

           Discard the following tile: red (despite any "Zawa" warning)

           Urabe sees this and now knows that this is safe against Akagi (thanks
           to the Furiten rule) and discards his own red drag.

           Call the 2m tile (to make a 234m Chow) and discard 6m.

           Akagi has discarded the Dora so Ota and Urabe do the same. Urabe now
           wonders if Akagi is building an open San Shoku Doujun hand.

           Discard the following tile: 8p

           Urabe decides that this is one of those cases where you need to lose
           the battle in order to win the war. He chooses to start folding his
           hand and discard only Genbutsu (totally safe tiles) to avoid the risk
           of Mangan Ron. He drops the 4p which Akagi has already discarded.

           Discard the following tiles: red 5s 3p south 3m white 1m 1p

           Call the 7p tile (to make a 777p Pung) and discard 9p.

           This makes Urabe think that perhaps Akagi is trying to make the rare
           Yaku of San Shoku Doukou (three Pungs with the same numbers) but then
           he draws the second 7m so he knows that can't be it.

           Call the north tile (to make a north Pung) and discard 3m.

           Once again Akagi has a Hadaka Tanki hand - four open sets and one
           tile waiting to make a pair. His hand seems to be a mess but then
           Urabe realizes that when Akagi called his north it changed the turn
           order so that Urabe would draw the final tile from the live wall and
           Akagi has the potential to declare a Houtei win on his last discard.

           After drawing the last wall tile Urabe has a full hand of fourteen
           tiles to choose from but he is wracked with self-doubt and indecision
           - if the tile he discards matches Akagi's then he's lost the game.

           Assured of his victory, Akagi puts his Tanki tile face down on the
           table and calmly walks away, leaving Urabe to his dilemma. Finally he
           makes his choice and discards a tile.

           Declare a win on the 2p.

           It's Ishikawa that picks up and inspects Akagi's tile. Such is his
           amazement that he drops it and it bounces across the table, landing
           neatly adjacent to Urabe's fatal discard.

Kawada asks Akagi to explain how he could possibly know which tile Urabe would
discard and how he even knew that he had that tile in his hand. (In the anime
Akagi spends the majority of an entire episode explaining it all so I'd suggest
you simply watch episode 13 to get the full breakdown!)

As Akagi and Osamu are leaving they hear weeping coming from a darkened room -
inside they find Urabe, with 32 million Yen of debt (and broken bloody fingers).
He roars that one day he will defeat Akagi, once he has finally cleared that
debt. Akagi says he will never beat him, but he's welcome to try right now. He
suggests they play a single match - if Urabe wins then Akagi will receive his
debt and if Akagi wins then Urabe's hands will be amputated. The Yakuza boss
asks why Akagi would make a bet with nothing to gain. Akagi says it is because a
meaningless death is the true essence of gambling.

Like Akagi's other mahjong rivals before him, Urabe is left a broken man. They
leave him sobbing in the shadows.

As Akagi is walking home Osamu catches up with him. Osamu asks what he would've
done if Urabe had accepted the wager. Akagi says he knew that he never would.

The narrator tells us that Akagi craves a match where he can bet nothing less
than his own destruction - and he will find such a match just one year later...

 (                               Act 4: Washizu                               )

The final act of the story takes place in the summer of Shouwa 40 (1965). One
rainy night on a lonely country road a forester interrupts two men burying a
body in a (very!) shallow grave. The subsequent autopsy shows that the cause of
death was extreme blood loss with no physical trauma beyond a single puncture
wound. At a press conference the police announce the mysterious details of the
death and the newspapers tie it to several recent disappearances of young men.

One of Yasuoka's colleagues invites him to inspect the body and he identifies it
as Yukio Hirayama, better known to us as Fake Akagi!

Yasuoka decides to find out more and invites Ohgi, underboss of the Inada group,
to meet with him. Over a drink of sake, Ohgi explains that he had been supplying
the old man with young men - all outcasts that won't be missed - to participate
in a special game of high-stakes mahjong. However this old man stopped calling
four or five months ago which explains the recent disappearances. Yasuoka says
he has decided to hunt this monster with a monster of his own - Akagi - and they
can split the old man's one billion Yen between the three of them.

They need to track down Akagi but luckily Ohgi has a lead - there are rumours of
a young man who has been winning consistently at Chou-Han* in a gambling den and
he also matches the description that Yasuoka provided. Yasuoka and Ohgi take the
train over to Chiba to visit the Kurata group who operate the gambling den.

*Chou-Han is a traditional Japanese gambling game played by a group of people
who each bet on whether the sum of two dice will be even (Chou) or odd (Han).

Meanwhile over in Chiba* we find our protagonist in a tense situation at the
gambling den, surrounded by gangsters and swords. The gang has recently lost 20
million Yen and they are very keen to avoid any further loses. The dice clearly
show 3-5 (even) but the gangsters are insisting the numbers are 4-5 (odd) and
they demand that Akagi agrees - they are asking not if the dice are odd or even
but if Akagi wants to live or die! Despite a blade at his throat, and then a
deep cut to his shoulder, Akagi maintains that the dice are even.

Akagi's imminent demise is interrupted by the arrival of Yasuoka and Ohgi. The
Kuratas try to get rid of them, saying that they closed early. Then Yasuoka sees
blood on one man's leg and he charges down the hall (but not before quickly
kicking off his shoes - one must remember proper etiquette). It looks like there
will be three bodies tonight until the gangsters recognize Ohgi. The Kurata and
Inada gangs are both factions of the Santou clan. Yasuoka scatters the dice and
Ohgi backs him up, saying that any aggression against the cop or Akagi will lead
to war between their groups. The Kuratas are furious but they realize they are
trapped. Akagi then collapses as a result of the wound the gangsters inflicted.

Later at the hospital Ohgi reports to Yasuoka that Akagi's condition is stable.
The underboss is impressed at how Akagi faced the prospect of death without fear
- he's ideal for their current project! Ohgi tells Akagi that he has a truly
worthy opponent for him. Yasuoka shows him the newspaper and explains that Ohgi
is talking about the figure behind the recent murders and that the latest victim
was Fake Akagi - he had been forced into gambling for his life. Yasuoka tells
Akagi that he is the only one that can defeat the monster responsible.

*Chiba city is located around 25 miles south-east of Tokyo. (Over on the east
coast of Chiba prefecture at Isumi you'll find a dedicated mahjong museum which
opened to the public in 2002 and displays many historic mahjong sets.)

Back in Tokyo, Akagi stays with the Inada group and while the arrangements are
being made he ponders the opponent he must face. The man is named Washizu. After
graduating from university in 1912 he distinguished himself in the police force,
ultimately assuming the position of Chief Commissioner in 1940. However he left
the police in 1942 in order to profit on the redevelopment of Japan after the
war, blackmailing politicians into giving him vital insider information. He went
on to amass a great fortune and broad political influence, effectively running
the entire country from the shadows, but in old age he has become insane.

Now aged 75, the once mighty Washizu was at risk of arrest - there are several
links between him and the murder of Fake Akagi. Through a combination of bribery
and blackmail he manages to evade prosecution but the bribes have cost him the
vast majority of his once massive fortune and now the media are close to finding
out the truth. Although he berates and beats his henchman Yoshioka for saying
that he must hide, Washizu accepts that he must leave the country to avoid the
scandal; however he will enjoy one final game before he departs...

Following in the footsteps of his doppelganger, Akagi arrives at Washizu's
mansion at night with Yasuoka, Ohgi and a contingent of Inada enforcers, their
goal being to win the remaining 500 million Yen of the reclusive mastermind's
fortune. Washizu meets them at the entrance, flanked by his men. He explains
that they will play Washizu Mahjong and he details the equipment and "house
rules" they'll be using (see Section 11 for a full description). He says that
the additional information available from the transparent tiles is sometimes
like being trapped in a minefield, not knowing which path might be safest.

Washizu then explains that playing to win money bores him and he now prefers to
play for a different commodity. Akagi realizes that this is (his) blood. Washizu
observes that the human body typically has four or five litres of blood and the
narrator notes that you will probably die after losing around half your total.
It is assumed that 2,000 cubic centimetres (2 litres) is the fatal amount, but
even losing 1,500cc would leave you weak and unable to concentrate on the game.

In tonight's match the challenger will be betting his life against 20 million
Yen of Washizu's reserves. They will play for six full matches and if Akagi
loses 200,000 pts overall then he loses his 2,000cc of blood (details of how the
payments are made are also given in Section 11 below). The blood-pumping device
is unveiled - it has an array of tubes which each hold 250cc of blood.

Typically Akagi is unphased by all this, and equally typically he wants to raise
the stakes! He says that the rate (1,000 points = 100,000 Yen = 10cc blood) is
too low. In order for him to have the chance to destroy Washizu he will require
a tenfold rate (1,000 points = 1,000,000 Yen = 100cc blood); if he can win 500k
points then he will take 500 million Yen from Washizu, however Akagi will need
to survive six matches with less than 20,000 pts overall losses and with the
10-30 Uma (see Sections 9 and 10) if Akagi were to finish just one match with
slightly fewer points than Washizu then the Uma payment would finish him.

Washizu is outraged by Akagi's proposal and disrespectful attitude; he demands
that Ohgi explain himself and his choice of opponent. Ohgi says that Akagi is
not like the other players he's provided in the past - Akagi is quite capable of
surviving the matches and has been delivered into Washizu's home as an assassin!
A furious Washizu only eventually agrees to the higher rate on the condition
that Ohgi must have something at stake too - if Akagi loses his life then Ohgi
loses his arm. After a dramatic pause, Ohgi calmly accepts.

The henchman Yoshioka (now bandaged!) pleads with Washizu to reconsider these
stakes which have the potential to ruin him. At the very least he should agree
on one additional condition which will provide some insurance - after every two
games Washizu should have the power to decide whether to end there or continue
with the next two matches. This final condition is accepted.

Akagi is fitted with a needle in his arm and Washizu's 500 million Yen (already
in cash form ready for his escape) is wheeled into the room. Washizu is seated
opposite Akagi of course. To Washizu's right is another of his henchman, Suzuki,
while seated to the right of Akagi is Yasuoka.

    Match: #1

    Rival: Washizu

Objective: Survive the match (i.e. win the match)

   Events: 3

           On the bottom screen the first hand is Akagi's as normal. Below that
           is Yasuoka's hand - you view this from his perspective because it is
           assumed that you have perfect (albeit secret) communication with him
           and, since he is colluding with Akagi, you have complete control of
           his hand in addition to your own.

           (I will continue to give directions primarily for Akagi - discards,
           calls, etc. Unless I specifically list an action for Yasuoka, you
           should strive to only discard safe tiles from the cop's hands.)

           The third and fourth hands on the bottom screen are those of Washizu
           and Suzuki respectively - you view their hands from the rear so you
           see only the blank backs of any opaque tiles they hold.

           It seems that in Akagi DS generally Akagi and Washizu get the same
           starting tiles and draws that they had in the anime but Yasuoka and
           Suzuki do not. It's therefore not always possible to perfectly follow
           the action of the anime while playing hands without major events. :6

           In a brief scene Washizu wonders how Akagi will play with such a
           precarious position. He thinks to himself that Akagi would need to be
           some sort of genius with superhuman instincts and senses to have even
           a one percent chance of surviving the night.

  [East 1] In the first hand Yasuoka should retain a 9m if he gets one. This can
           potentially be used to recreate the actual East 1 hand of the anime.

           Washizu makes the same Pinfu hand he had in the anime, with only two
           opaque tiles but still enough ambiguity for his wait/s not to be
           certain. He reaches on his seventh discard. (Washizu's next discard
           after that is a 7p.)

           Akagi makes a Tenpai hand on his next turn. You can achieve this by
           copying his discards from the anime.

           Discard the following tiles: south west 9p 3p east green

           Akagi needs to discard one of two 4m tiles but Washizu's hand shows a
           transparent "serial pair" of 2m and 3m which could be waiting on the
           4m for a San Shoku win. Akagi decides to play it safe.

           Discard the following tiles: 6p 5p

           Akagi is now Tenpai again with a three-sided wait. To recreate the
           anime don't declare Riichi and then take a basic Ron win for 2k pts
           off your partner's 9m tile (if he happened to get one).

           Washizu is disparaging of Akagi's unassertive play. If he'd dropped
           that 4m and reached he could've got an Ippatsu win off Washizu's next
           discard (that 7p) for a Mangan or even a Haneman if he hit the Ura
           Dora. Akagi simply says that it is never that simple in this game.

           (If Yasuoka has one of your winning tiles and you'd rather grab a few
           extra points then I guess you could go off-script, reach and get an
           Ippatsu win off him. Washizu was actually waiting on 1s, 4s and 7s so
           you should avoid discarding any of those with Yasuoka. If you are
           unlucky Suzuki will have a winning tile for Washizu and sometimes he
           will deal into his boss' win for up to 12,000 pts. That won't hurt
           your score but it will give Washizu a decent early lead which could
           cause you problems at the end of the match.)

           A screen at the end of the hand shows any blood or cash payments that
           were made. When Akagi wins this hand he takes Washizu's Riichi stick
           from the table. The 1,000 pts translate to a 1 million Yen payment!

                                          Event 1
  [East 2] In the second hand Washizu is the dealer. Akagi gets a good starting
           hand but don't be tempted to go chasing white and green dragons!

           If Yasuoka has a 5s then he should keep it.

           Your starting hand will be: 14578p 3478s white green red red

           Discard the following tiles: 1p green white 4p

           Yasuoka will now draw a red dragon on his next turn. You should drop
           this immediately so that Akagi can take it.

           Call the red dragon tile (to make a Pung) and discard 4s.

           In the anime Yasuoka then draws a 5s but in my case he already had it
           in his hand. You should discard this winning tile for Akagi.

           Declare a win on the 5s.

           Washizu remains unimpressed. Although it could be argued that Akagi
           went for a quick win to end Washizu's dealership, with that starting
           hand he could've gone for a solid Pinfu Riichi Tanyao win instead of
           settling for another small 2,000-points hand.

  [East 3] The third hand is presented to you entirely in cutscenes. Washizu
           demonstrates the "proper" way to play Washizu Mahjong, reaching on
           his sixth turn. In addition to having more value, he has a higher
           proportion of opaque tiles so it's harder to determine his waits.

           However it's not necessary for Akagi to do so as Suzuki discards the
           winning tile on his next turn giving Washizu an Ippatsu win. With one
           Ura Dora it's worth the Mangan limit.

           The narrator explains that when your partner has a winning tile (and
           your hand is closed) you are guaranteed a Riichi Ippatsu win worth a
           minimum of two Han and often significantly more. It also gives you a
           very quick win, with no danger of getting Ronned on the tiles you
           would usually discard automatically after reaching. The third benefit
           is that it's possible to win on waits that would otherwise not be
           viable. Partner Ippatsu Ron is the foundation of Washizu Mahjong.

  [East 4] Finally it is Akagi's turn as dealer. What can he do with it?

           Discard the following tiles: north south east 1p 9p 2p 3m

           Washizu discards a 3s and Ohgi thinks that he is probably Tenpai now
           and yet he doesn't declare Riichi - this must be because Suzuki does
           not yet have a winning tile for him. Washizu is waiting so he can get
           that guaranteed Ippatsu win off his partner.

           Washizu has a transparent 6s Dora in his hand but also a few opaque
           tiles. He might have 6s and 7s (waiting on 5s or 8s), or 5s and 6s
           (waiting on 4s or 7s) or he might have a Dora pair and be waiting on
           some of the Pinzu tiles.

           Akagi draws a 9m and goes into Tenpai, but he needs to discard the 7s
           tile - this is potentially a winning tile for his rival.

           Discard the following tile: 7s

           Ohgi is alarmed that Akagi has discarded such a risky tile but it
           passes (Washizu does not declare a win) and then Washizu discards a
           5s so he doesn't have either the 4/7 or the 5/8 wait. He must have a
           6s pair and a wait on either 4p and 7p or 5p and 8p. But then Akagi
           draws a 5p and must discard this to remain in Tenpai.

           Discard the following tile: 5p

           Ohgi is getting worried now (he likes his arms!) but Washizu is now
           impressed that Akagi has already grasped the concept of the "second
           pool". Usually you would check an opponent's discard pool to see
           which tiles are safe to discard against them (the player is Furiten
           on every tile they've discarded so if they were waiting on any of
           those tiles then they would not be able to declare a Ron win).

           In Washizu Mahjong you will often encounter the situation we've seen
           in this hand - a player (Washizu in this case) has a Tenpai hand but
           they have not declared Riichi because their partner does not have any
           potential winning tiles. If you make that assumption you can discard
           any tile matching a transparent one visible in your rival's partner's
           hand (the "second pool"). However there is obviously ample potential
           here for trapping a player that makes such assumptions.

           Discard the following tiles: 6s green 2m

           Akagi avoids dealing into Washizu's hand but then his rival declares
           a win, proving the old adage "you can't defend against Tsumo".

           Akagi loses 3,900 pts to Washizu's four-Han hand but of course there
           is a more severe consequence. Just as Akagi receives 1 million Yen
           for each 1,000 pts taken from his rival, he also immediately loses
           100cc of blood for every 1,000 pts he pays to him. 390cc are drawn,
           filling one of the nine tubes and much of a second one!

 [South 1] Entering the south round, Washizu has a lead of around 14k points and
           if he retains that lead at the end of the match then the Uma payments
           will kill Akagi.

           We only glimpse some of Akagi's discard tiles in the anime but we see
           his final hand too so it's possible to work from that as well.

           Discard the following tiles: east white 9p 1s 8s 9m

           On his next draw Akagi gets a 5p which makes him Tenpai. If he now
           discards the 5m he'll have a nice four-sided wait.

           Discard the following tile: 6p

           Washizu makes Tenpai with a San Shoku hand and Suzuki is ready to
           deal straight into it for a guaranteed Haneman win which would give
           Washizu a massive lead. Washizu confidently reaches on a 5m.

           Declare a win on the 5m.

           Washizu realizes that Akagi saw him building a 234 San Shoku hand and
           knew that he would therefore discard the 5m when he hit Tenpai. Akagi
           clearly played towards this objective because his previous discard
           was the 6p which would've given him that four-sided wait. Instead he
           took the otherwise unlikely Tanki (pair wait) on the 5m.

           Since Akagi scored a "direct hit" (Ron), Washizu pays the full amount
           of 2,600 pts with a bonus payment of 2.6 million Yen.

                                          Event 2
 [South 2] By the start of Washizu's second dealership his lead has been reduced
           slightly and is now less than 10,000 pts.

           Your starting hand will be: 1379m 2367p 34s west west red

           Discard the following tile: 1m

           Akagi has a pair of west winds and Yasuoka has one west too. Discard
           Yasuoka's west wind to give Akagi a scoring Pung.

           Call the west tile (to make a Pung) and discard 3m.

           Discard the following tile: 9m

           Akagi draws a third red dragon tile giving him a second Yakuhai set.
           His first two drags were both transparent so there was no chance of
           anyone other than Yasuoka discarding one for him to call.

           Discard the following tiles: 7m 4m 9p 7s

           Now Akagi gets an opaque 5s completing a Chow and giving him a ready
           hand. From Washizu's perspective Akagi has Yaku (at least one scoring
           Pung) and two Dora but it's impossible to tell if he's waiting on
           either 5p and 8p or 2s and 5s.

           Discard the following tile: 3p

           Yasuoka draws an 8p - that's lucky, it's one of Akagi's winning tiles
           so you should discard it for him immediately.

           Reject the win off Yasuoka's 8p discard.

           Akagi isn't content with taking a Ron win off Yasuoka. Meanwhile
           Washizu makes a Tenpai hand and his partner is ready to deal into it
           but he needs to discard either 2s or 5s, both of which still appear
           to be potential winning tiles for Akagi (thanks to that opaque 5s).
           Reluctantly Washizu breaks his pair of north tiles for safe discards.

           Discard the following tile: white

           Akagi draws an 8p on his next turn.

           Declare a win on the 8p.

           Akagi's strategy paid off - he gets a Tsumo win on another 8p and as
           dealer Washizu is required to pay the largest share of the points.
           Akagi takes the lead and his stack of cash doubles in size.

           Washizu fumes over the loss of the lead, but he realizes now that
           Akagi is a more worthy opponent then he first thought.

 [South 3] This hand is presented to you entirely in cutscenes.

           The anime shows that Washizu tried to pull a similar trick to the one
           Akagi used in South 1. Washizu can see that Akagi has 1345p and as
           his hand approaches Tenpai the 1p will become a necessary discard.
           Washizu gives himself a pair wait on his own 1p but Akagi avoids it
           so Washizu declares Riichi discarding the 1p.

           Washizu gets another Ippatsu win, but by Tsumo rather than taking it
           off Suzuki's discard. Washizu had a five-sided wait so he had a very
           good chance of drawing a winning tile. The winning hand was a Mangan
           so Akagi pays 2,000 pts and a further 200cc of blood are drawn.

                                          Event 3
 [South 4] Going into the final hand, Washizu has a lead of over 6,000 pts. Even
           if Akagi comes 2nd in the match Washizu will get the Oka bonus and
           Uma which will give a points difference big enough to kill Akagi with
           the post-match blood payment. It's vital that Akagi takes the lead.

           Your starting hand will be: 1167m 68p 19s east x2 west north red x2

           Yasuoka also has one each of the east and red dragon so he's in a
           position to feed those tiles into Akagi's calls for two Yakuhai sets.
           That alone would be insufficient to secure 1st place but since Akagi
           is dealer he would get another chance to win in the next hand. The
           most important thing is that Washizu must not win the current hand,
           but he starts with his own dragon pair and soon draws the third.

           Discard the following tiles: 1s

           Yasuoka knows he must keep the east and red dragon for Akagi. (He
           should also keep his 3p and the 1m when he gets it.)

           Discard the following tiles: north white 9s 8s 8p 6p

           Having just drawn a second 6m Akagi now has four visible pairs. Ohgi
           wonders if he's going for Chii Toitsu (Seven Pairs) - with a pair of
           the 4s Dora that would be worth four Han (doubles). With several
           opaque tiles it's possible that Akagi is already in Tenpai for this
           hand but he would need to have both 7m and 4s and Washizu has the
           opaque 4s himself so he sees through the bluff.

           Discard the following tiles: 1s 9p 6p

           Watch out for Washizu's 4m discard - this will be the first tile in
           his second row of discards. This is a sign that he's picking the most
           efficient route to Tenpai and that it's time for action!

           Yasuoka should discard the east wind.

           Call the east tile (to make a Pung) and discard 1p.

           Yasuoka should discard the red dragon.

           Call the red dragon (to make a Pung) and discard south wind.

           Yasuoka should discard the 1m.

           Call the 1m tile (to make a Pung) and discard 4s.

           Akagi now has 667m (transparent) and one opaque tile. We know the
           fourth tile is a west wind but to Washizu is looks like Akagi could
           be Tenpai with Honitsu (Half-Flush). Washizu previously broke 4677m
           in his own hand but now he needs to discard the 6m and it could be
           Akagi's winning tile. He thinks that, if Akagi is Tenpai, it would
           probably be with 6679m waiting on 8m, and yet he cannot risk the 6m
           discard just in case and so he breaks a Chow, discarding 7s. Akagi
           has effectively blocked his progress again.

           Discard the following tile: west

           Akagi drew another opaque tile - it's a 4p. Dropping the west tile
           shows that he wasn't even in Tenpai for Honitsu.

           Discard the following tile: 7m

           Akagi drew a transparent 3p. If his opaque tile was also a 3p then
           he'd be Tenpai for Toi-Toi (All Pungs) and Yasuoka would be able to
           deal into the win with his own 3p.

           Yasuoka should discard the 3p. Akagi doesn't take the tile so perhaps
           he isn't aiming for Toi-Toi after all.

           Discard the following tile: 9m

           Washizu wants to discard his 5p to make Tenpai but he knows this is
           one of Akagi's possible winning tiles and so he signals for Suzuki to
           discard his 5p first.

           Reject the win on the 5p (discarded by Suzuki).

           Akagi doesn't take the win from Suzuki so he is temporarily Furiten
           but only until his next turn which occurs immediately anyway.

           Discard the following tile: 3m

           Keen to make Tenpai and now believing the 5p to be safe, Washizu now
           discards his own 5p tile.

           Declare a win on the 5p (discarded by Washizu).

           The first time I played this hand Suzuki didn't discard his 5p, even
           though he definitely had one! If Suzuki does drop it then you should
           pass on it as it's important to take the win from Washizu instead.

           Akagi's hand is worth only two Han but with the direct hit on Washizu
           it's just enough for him to steal 1st place. Presumably the Agari
           Yame rule is in effect as the match ends - Akagi survived!

           (If you missed one of the previous events, for example if Washizu won
           off Suzuki's discard back in East 1, then you could find yourself in
           2nd place. This is not a good place for Akagi! Fortunately he is the
           dealer and so long as no one else wins a hand the match will keep
           going with Renchan (continuances). You should continue playing in an
           effort to score sufficient points to take the lead.)

           A two final screens summarize the additional points at the end of the
           match - Akagi receives 30,000 pts from the 10-30 Uma and 20,000 pts
           from the Oka while Washizu gets only 10,000 pts from the Uma - and
           the corresponding payment. With a 41,200 pts lead over Washizu, Akagi
           takes 41.2 million Yen from the former billionaire's stacks. :D

           Everyone assumes that Akagi will return 6 million from his winnings
           in order to buy back the blood he lost in the first match but he
           refuses! He insists that he will keep every Yen of the money he won.
           Ohgi and Yasuoka take him to one side to discuss this and Akagi then
           explains that he wants to leave Washizu with some hope of winning.

           (Since Act 4 spans several matches you are given the opportunity to
           create a full save after each match has concluded.)

    Match: #2

    Rival: Washizu

Objective: Survive the match (i.e. win the match)

   Events: 1

           Ohgi is staggered by Akagi's decision to keep all the money instead
           of buying back his blood, however he has total respect for Akagi's
           instincts and trusts that he is taking the correct action to ensure
           their victory. He just hopes that Akagi won't fall victim (literally)
           to the random twists of fate that can overcome even the strongest.

           The east round of the second match is presented to you entirely in
           cutscenes. While Akagi doesn't suffer bad luck, Washizu certainly has
           some good fortune - he wins by Tsumo in the first hand and then gets
           a Ron win off Suzuki and another Tsumo win.

           Akagi has lost points to both the Tsumo wins and lost an additional
           500cc of blood. Entering the south round Washizu now has a lead of
           around 25k pts and Akagi has lost half the fatal amount of blood. :o

 [South 1] Play resumes at the beginning of the south round with Yasuoka as the
           dealer. The flow of the game swings back in Akagi's favour and you'll
           occasionally experience this in the form of superior starting hands,
           for example one with potential to make Honroutou (All Terminals and
           Honours), Honitsu (Half-Flush) and Toi-Toi (All Pungs) or maybe even
           a Yakuman hand sometimes?

           In the anime Akagi gets a couple of good wins and then deals into
           Yasuoka's small win in South 3 to prevent Washizu from winning. These
           events are not scripted in Akagi DS however - in fact there is no
           script for any of the first three hands of the south round so you
           have to work with the (mostly) random hands you're given.

           I think you're required to actually take 1st place here and since
           Washizu should be leading by just over 18,000 pts you'll want to try
           to get direct hits on him but if that's not possible then grab some
           Ippatsu wins off Yasuoka's tiles, preferably combining extra Yaku or
           Dora to hit Mangan. If Yasuoka happens to get a really good hand then
           you can reach with that in the hope of a direct hit on Washizu.

           (If you are able to rack up some serious points here such that you
           have a significant lead over Washizu that'll translate into a bigger
           payment from him after the match which will help you in match #4.)

                                          Event 1
 [South 4] If you've successfully met the conditions for the event to occur then
           the final hand will start with a couple of scenes. (If you failed but
           you saved after the first match then you can just reload from the
           start of the second match and tap through those east round scenes.)

           Ohgi was anxious when Akagi was so far behind but now he sees that
           Akagi is pretty hooked up. He just needs to get a quick win in this
           final hand to survive the second match and his initial hand could be
           pretty useful if he's lucky with his draws.

           Your starting hand will be: 112346m 1458p 9s south west

           Although he has several opaque tiles, Washizu appears to have quite a
           bad starting hand. However Akagi spots that he has a west tile which
           is both Washizu's seat-wind and the Dora, so if Washizu can complete
           the Pung he'll have Yaku for a potential Mangan win. Perhaps he has
           a pair already just waiting for the west tile in Akagi's hand.

           Ohgi wonders if Akagi will dump the tile early, or try to get rid of
           it later, or maybe build a hand with a pair wait on it.

           Discard the following tile: 9s

           Yasuoka should discard 8m and Washizu calls Chii on it. Then seconds
           later Suzuki discards a green dragon and he calls Pon on that too.
           Suddenly Washizu has Yaku, two sets and a potentially big win.

           Discard the following tiles: 1p white 8p 9m

           Suzuki discards 1p and Washizu calls a third time, making a Pung. He
           now has three complete sets and discards a 3p tile which suggests
           that he has a Honitsu hand and is approaching Tenpai.

           Discard the following tiles: south 8s

           Then Suzuki draws a transparent west tile. Ohgi speculates as to what
           tiles are hidden in Washizu's hand. Aside from that deadly west wind
           he has three opaque tiles. These three tiles must all be different
           because only one of each type is opaque and therefore it's impossible
           for him to have a Shanpon wait (two pairs). If he has a pair of west
           he can call the third to make a Pung, giving him three Dora and a
           Hadaka Tanki wait. Alternatively he could have a complete Chow of
           Pinzu tiles and a pair wait on the single west wind.

           Discard the following tile: north

           Ohgi thinks that Akagi should've dumped his west tile here. It's been
           holding him back since the start of the hand and Suzuki didn't just
           discard the one he drew so maybe Washizu doesn't have the pair.

           Akagi draws a 4p making him Tenpai, but he needs to discard the west.

           Discard the following tile: west

           Akagi now has a ready hand. It only has a poor Kanchan (centre wait)
           on 13m waiting on 2m, but at least there's a chance of winning.

           (The anime reveals that Washizu is also currently waiting on 2m but
           he has far more options available. He does have the west pair and if
           he calls Pon on Suzuki's he can easily switch up the pair wait that
           remains. Alternatively if he draws a second 1m he'll have a Shanpon
           wait and can declare Ron on Suzuki's west, or if Suzuki gets the 1m
           he can discard the west for his boss (Pon) followed by the 1m (Ron),
           and in fact if Washizu draws *any* tile that matches one in Suzuki's
           hand he can discard, Pon the west, discard and then Ron the winner.)

           Then Akagi gets another 5p, completing a Pung. He could discard a 3m
           to leave 23456m with a solid three-sided wait or otherwise discard a
           1m giving him a Nobetan wait with 3456m needing another 3m or 6m.

           Ohgi thinks that Akagi should hold off on reaching until Yasuoka has
           a winning tile available. Declaring Riichi would reduce his lead by
           1,000 pts and lock his hand.

           Declare Riichi and discard the 1m.

           Yasuoka discards but it is not Akagi's winning tile. Washizu really
           expected the traditional partner Ippatsu win but it didn't happen. He
           suspects that Akagi is starting to crack under pressure, just like a
           convict who makes a desperate attempt at escape from prison even
           though he knows there is only a one percent chance of success. He
           then imagines a Shinigami* at the door, waiting for Akagi.

           Suzuki is ready to deal in. He discards his west tile, Washizu calls
           Pon on it and discards, then Suzuki drops a 3m and Washizu declares a
           Ron win. Washizu gloats - very soon Akagi's blood will be drawn and
           he will die - and yet why does Akagi remain so calm?

           Declare a win on the 3m.

           Atame Hane, sucker! Of course Akagi was also waiting on this tile and
           the rule-set here does not permit Double Ron where two players can
           both win on the same tile. Instead the Atame Hane (head bump) rule is
           applied and the player nearest to the discarder's right gets the win.

           Akagi says that Washizu is a coward. If he hadn't been so desperate
           to take the first available win he could've waited two or three turns
           to draw some other tile that matched one in Suzuki's hand.

           *A Shinigami is a god of death. If you've ever watched the excellent
           anime Death Note then you'll know all about these guys. :)

           Akagi's hand was only worth one Han (from Riichi) but a win's a win -
           it's enough to secure his lead and once again he was east in the last
           hand so the match ends. With the Oka and Uma bonuses Akagi will have
           a lead of 41k+ pts which is worth at least 41 million Yen.

           Akagi continues to refuse to buy a blood transfusion. He explains to
           Ohgi and Yasuoka that this has been vital to his plan - Washizu has
           been pressured into chasing a quick win. He might've experienced this
           as impatience, but deep down inside it was actually fear.

           (The guys then go on to discuss (at some length) how Akagi knew that
           Washizu had a west pair, how Akagi handled his own west tile and how
           he used Suzuki's hand to determine the rest of Washizu's hand. If you
           want the full story then watch episode 22 of the anime!)

           Washizu's henchmen gather to support their master. Yoshioka says that
           caution would be advisable - he should quit now to prevent further
           losses. Washizu says it's not possible to leave Japan after losing.

    Match: #3

    Rival: Washizu

Objective: Survive the match (i.e. win the match)

   Events: 1

           Washizu feels that if he can defeat Akagi on this night it will be
           his greatest achievement in all 75 years of his remarkable life. He
           even wonders if perhaps it has always been his destiny to kill Akagi.

  [East 1] There are no scripted events in this hand. Akagi always gets the same
           starting hand as in the anime (including two 4p Dora) but in Akagi DS
           the Dora indicator is different and you draw different tiles too so
           you're not guaranteed the Haneman that Akagi got in the cartoon. :6

           (On my first attempt Yasuoka had a potential Dai San Gen hand but I
           think that was just a fluke and I wasn't able to complete it anyway!)

           Since you need to take advantage of every unscripted hand to earn as
           many points (Yen) as possible I'd suggest that you keep replaying the
           East 1 hand until you get a win - ideally a big direct hit on Washizu
           or a Tsumo but really just getting any win would be worthwhile.

                                          Event 1
  [East 2] Washizu is dealer in the second hand. If he fails to take advantage
           of that it could easily be the first step to losing the third match.
           However he gets a good start - his initial tiles are well grouped.

           In contrast, on the opposite side of the table, Akagi's tiles don't
           appear to be so advantageous, although he does have a 6p Dora pair.

           Akagi's starting hand will be: 2489m 166p 388s west white red

           Yasuoka's starting hand will be: 256m 67p 56s E N white green red x2

           For this event every tile in Yasuoka's hand will be important too so
           I'll give a summary of the necessary discards for both players.

             Akagi discards: white       west      3s       green    9s
           Yasuoka discards:       north      east    green       9m    west

           Suzuki declares a concealed Kong of 3m and draws the Dora indicator
           tile from the pit in the centre of the table - it's a 1s! Washizu has
           three transparent 2s tiles so everyone knows he now has three Dora.
           This could easily give him a dealer Mangan hand or maybe a Haneman.

             Akagi discards: 1m 
           Yasuoka discards:    north

           At this point Washizu declares Riichi so everyone expects Suzuki to
           discard his winning tile, even Suzuki himself who starts to grab the
           1p in his hand. However Washizu makes a sound to discourage him and
           Suzuki discards a 2m instead.

           Yoshioka is confused by this until he notices that Akagi has a lone
           1p too. He has a 13p Kanchan but Suzuki has most of the 2p tiles so
           it's very unlikely that Akagi will fill that slot. Also Washizu just
           discarded a 3p before he reached and of course Suzuki didn't discard
           the 1p for Washizu's win. Overall it seems certain that Akagi will be
           discarding his 1p soon - and Washizu plans to win off it.

             Akagi discards: 2m
           Yasuoka discards:    2m

           Of course Washizu can still win by Tsumo too as the fourth 1p tile is
           still available. With his trademark rictus grin, he rummages in the
           pit but he's unsuccessful.

             Akagi discards: east
           Yasuoka discards:      white

           Washizu visualizes Akagi's life as a candle. It is flickering, soon
           to be extinguished. Each new tile that Washizu draws has a chance of
           being the one that snuffs the flame. Despite his position of strength
           Washizu finds himself becoming annoyed. He usually enjoys toying with
           his victims - a flashback shows Fake Akagi struggling and screaming
           for his very life - but the genuine Akagi here remains calm.

           Akagi draws another 3p. With a pair of threes there is even more
           reason now for him to discard the 1p but still he keeps it.

             Akagi discards: 9p
           Yasuoka discards:    west

           Suzuki draws the fourth 2p and, after seeking consent from his boss,
           declares a second Kong - and the new Kan Dora indicator is 1s again!
           Washizu now has six Dora for a potential dealer Haneman win or more
           likely a Baiman with the Ura Dora and two Kan Ura Dora. (He could
           still take a win from Suzuki but he continues to chase the Tsumo win
           so that he can take blood from Akagi immediately.)

           Additionally Akagi now has no chance of completing the 123p set and
           has little practical reason to keep that 1p.

             Akagi discards: 9m
           Yasuoka discards:    1m

           Washizu draws the fourth 2s tile so now he has eight Dora but, since
           it won't change his hand structure or waits, he is permitted to make
           a concealed Kong after reaching. He declares the quad and picks the
           Kan Dora indicator - it's yet another 1s!!

           Washizu now has a staggering twelve Dora. Combined with the one Han
           for Riichi that's enough for a counted Yakuman hand which will be
           worth 48,000 pts as dealer. If he wins by Tsumo that's a 16,000 pts
           payment for Akagi and another 1,600cc of blood.

           Washizu feels himself possessed by the mahjong demons and even has to
           lean forward as he bears their weight. He also laughs a lot. Washizu
           delves his hand into the central pit and tries to find the 1p that he
           craves. With inhuman luck due to demonic possession he picks a tile
           which he is certain is the 1p - but then somehow Akagi dispels the
           demons and Washizu loses his grip on the tile.

           Akagi discards: 8m

           On his turn Yasuoka draws the fourth 1p! Now everyone has one each.
           It is now time for Akagi's plan to be realized.

           Yasuoka discards: 8s

           Akagi calls Pon on the 8s and discards his red dragon.

           Yasuoka calls Pon on the red dragon and discards 6s.

           Washizu is appalled - by repeatedly calling tiles off each other they
           are denying him his next turn.

           Akagi calls Pon on the 6s and discards 4m.

           Yasuoka calls Chii on the 4m and discards 3p.

           Akagi calls Pon on the 3p and discards... 1p. Washizu's winning tile.

           Completely lacking anything even remotely resembling a poker-face,
           Washizu is ecstatic and declares Ron - or more specifically he roars
           his infamous line "RON! RON! RON-RON! RON! RON! ROoOoOoON!!"

           He's saying "Ron" so loudly and so many times that he fails to hear
           someone else say the same word.

           Yasuoka declares a Ron win on the 1p.

           Akagi asks, "Are you deaf, Washizu Iwao?" Yasuoka has a valid win -
           his hand consists of the dragon Pung (giving him Yaku) and the open
           Chow, two closed Chows and his own Tanki wait on the 1p. Once again
           Washizu has fallen foul of the Atame Hane rule - Yasuoka's claim on
           the 1p takes priority over Washizu's.

           Washizu shakes with rage, wails and starts throwing tiles at the cop.
           His henchmen restrain him and he falls onto his knees in despair,
           clawing at the carpet. Akagi just chuckles to himself and informs
           Washizu that his lurking fear had made him less alert.

           Washizu claims that he has no such fear and instead he got carried
           way with his compulsion to kill Akagi. He orders his men to pick up
           the tiles he threw so the match can continue without further delay.

           In addition to the Yakuhai set, Yasuoka's hand also had one Dora so
           it costs Akagi 2,000 pts but that's preferable to the alternative
           which was 48,000 pts and 4,800cc of blood - and his life.

  [East 3] Akagi thinks to himself - Washizu does have that urge to kill but it
           stems from his deep-seated fears. Washizu fears his own destruction.
           The reason he amassed that vast fortune was simply to secure his own
           survival. If you look beyond his money all you see is an evil rat!

           There are no further scripted hands in the third match. Your goal as
           you play through the rest of the east round and the whole south round
           is simply to win money from Washizu. In order to complete the target
           profit in the fourth match you really need to take 1st place while
           also knocking Washizu down to 3rd or ideally 4th (see notes below).

 [South 1] Washizu is enraged that Akagi should treat him without the respect he
           deserves. Washizu has been running the country from behind the scenes
           for years and all have bowed before him - ministers, crime bosses,
           corporations, religious leaders, etc.

 [South 3] Washizu has played his unique and deadly version of mahjong many
           times before but previously he has always played from a position of
           strength - he stood to lose only a small portion of his vast fortune
           while the challenger was playing for their life. Now, with his funds
           depleted from bribes, Akagi demanding the tenfold rate and Washizu
           losing the previous matches, he is finally facing his destruction.

           An analogy is made to hunting. We see Washizu in woodland armed with
           a pump-action shotgun stalking a deer. This is his normal experience
           of Washizu Mahjong - he does the killing with no threat to himself -
           but there's a new beast in the forest now. Akagi is like a demon who
           has no fear of death and who relentlessly attacks Washizu.

Your objective to pass match #4 (and thus unlock the final missable scene in the
game) is to grind Washizu's cash down to 100 million Yen or below. While quick
and convenient, the technique of having Yasuoka deal into Akagi's win is not
ideal because it will drain Yasuoka's points and dump him in 4th place where
really you should be aiming to relegate Washizu to last place so that the Uma
bonus creates the maximum possible points difference at the end of the match. 

I think Yasuoka should mainly be used as your insurance when Washizu has reached
and is likely to win points. If the cop deals into your hand then it prevents
Washizu from scoring points which could bump him up the placings; it also then
negates the threat of a Tsumo win by Washizu which would cost Akagi blood. It's
probably also okay to win off Yasuoka's hand when you've already taken a chunk
of points off Washizu and Yasuoka won't drop below him.

It goes without saying that Akagi must defend against Washizu's Ron wins, taking
great care after his rival reaches. He'll probably have lost more than half his
blood by this point and just one direct hit with a Mangan could be fatal. If you
die then you can only retry from your previous full save (which hopefully was at
the start of the third match) so you need to play through all of East 2 again!

The two tables below give a couple of worked examples showing the effect of Oka
and Uma on the final payment. For Akagi's survival you need to obtain a higher
position than Washizu in each match but really you want to get that Oka bonus
too so I've assumed that you come 1st. The tables show the points difference
between 1st place and 2nd/3rd/4th place and the corresponding payment you would
receive if Washizu comes either 2nd, 3rd or 4th when you've taken 1st.

The first table shows that even if the scores are really close the Oka and Uma
will still have a massive effect on the outcome.

       |        |         |         |  Final  |   Points   |
       | Score  |   Uma   |   Oka   |  Score  | Difference |  Final Payment
   1st | 27,000 | +30,000 | +20,000 |  77,000 |     --     |
   2nd | 26,000 | +10,000 |   N/A   |  36,000 |   -41,000  |  41 million Yen
   3rd | 24,000 | -10,000 |   N/A   |  14,000 |   -63,000  |  63 million Yen
   4th | 23,000 | -30,000 |   N/A   |  -7,000 |   -84,000  |  84 million Yen

The second table shows an ideal outcome where you have won with a considerable
margin. If you can beat Washizu down to 4th place you'll win a tidy sum. :)

       |        |         |         |  Final  |   Points   |
       | Score  |   Uma   |   Oka   |  Score  | Difference |  Final Payment
   1st | 57,000 | +30,000 | +20,000 | 107,000 |     --     |
   2nd | 26,000 | +10,000 |   N/A   |  36,000 |   -71,000  |  71 million Yen
   3rd | 24,000 | -10,000 |   N/A   |  14,000 |   -93,000  |  93 million Yen
   4th | -7,000 | -30,000 |   N/A   | -37,000 |  -144,000  | 144 million Yen

If you're serious about clearing the objective in the final match then review
your performance before you save at the end of match #3. If you're on target -
i.e. you just won about 140 million Yen and left Washizu with around 240 million
or less - then update your save file. Now if you're unsuccessful in match #4 you
can retry by loading yourself back to the start of that match.

If you didn't do so well and Washizu's stack is larger than desired then it's
probably best to keep grinding through match #3 (and all those cutscenes).

    Match: #4

    Rival: Washizu

Objective: Reduce Washizu's funds to 100 million Yen or less

   Events: 1

           As with the majority of the previous match, there are no scripted
           hands in this game. You are playing to win more money from Washizu.

                                          Event 1
           The one missable event in this match is unlocked by taking Washizu's
           cash reserves to 100 million Yen or below. You will miss it if Akagi
           dies from blood loss or if you manage to deplete Washizu's money all
           the way to zero! (If you are able to completely bankrupt him then the
           game will jump straight to the short epilogue described below.)

           Washizu has lost all four matches so far. Drained of energy, we see
           him laying immobile on a couch with a small pillow under his head.
           His henchmen have brought a bowl of cold water and applied a compress
           to his forehead. Yoshioka understands that Akagi has refused to take
           any transfusions to make himself a viable target, thus encouraging
           Washizu to keep playing, but he also knows that if Akagi came closer
           to death then he would buy his blood back and then Washizu would have
           no chance of winning the series.

           Ohgi believes that Washizu will not continue. Yasuoka is content that
           they won such a large proportion of Washizu's fortune and Ohgi is
           happy to still have a matching pair of arms! However Akagi wants to
           keep playing - he wants to see Washizu's true nature and he knows
           just how to convince Washizu to continue.

           Akagi, already enjoying a post-match cigarette, grabs an ashtray from
           the table - after the long night of mahjong it's pretty full. He then
           goes over to the blood-pumping machine and removes the cylinders that
           contain his blood. He then casually empties the tubes into the bowl,
           spits his lit cigarette into the blood and then adds the contents of
           the ashtray. The blood is now useless.

           That got Washizu's attention - he asks what will happen to any blood
           he wins from Tsumo wins when they resume play. Akagi says it will not
           be kept - he won't take any transfusions. Washizu then suggests that
           Akagi should drain a further 300cc right now but Akagi refuses -
           Washizu will have to earn that blood at the mahjong table.

           Now sitting up and with his deranged grin restored, Washizu agrees
           to play the fifth and sixth matches. Yoshioka arrives with a surprise
           - Washizu had a secret stash of a further 100 million Yen. Washizu is
           playing to win and he intends to end Akagi's life...

           (Congratulations! You have beaten the game and you never have to hear
           Washizu's dirge - sorry, "battle theme" - ever again!)

Our story concludes with an epilogue showing the city lights of downtown Tokyo
in the summer of 1999. Against the backdrop of the illuminated Tokyo Tower* a
lone male figure walks along the sidewalk and the scene fades to black.

*The Tokyo Tower is 333 metres tall and resembles the Eiffel Tower except it's
painted orange and white to stop Mothra from crashing into it. :) It was built
in 1958, the same year that Akagi's story begins.

| Section 05 | FREE PLAY MODE                                              s05 |

The Free Play mode is accessible from the second option off the main menu.

First you'll be prompted to choose whether to play normal mahjong (with standard
opaque tiles and your choice of characters and rules) or Washizu Mahjong (with
special equipment and fixed characters/rules).

                              | Normal  Mahjong |
                              | Washizu Mahjong |

See Section 11 for an explanation of the rules and equipment of Washizu Mahjong.

 (                               Normal Mahjong                               )

After selecting this option you'll be prompted to select your three opponents
from the following line-up. The skill level for each character is also shown
here with five stars for the highest and one star for the lowest.

    Nangou [*]            Ryuuzaki [**]     Yagi [***]     Ichikawa [*****]

    Fake Akagi [****]     Urabe [*****]     Osamu [*]      Yasuoka [**]

You can press B or use any of the options at the bottom of the screen to skip
back a stage or return to the main menu.

After picking three guys, pick the top option to confirm (or bottom to repeat).

Next you're given the opportunity to change the custom rules for the game. The
currently selected option is highlighted in purple and you can press A to cycle
through the permitted settings. Use the d-pad to navigate between options. See
Section 09 for explanations of all the configurable rules.

Pick the command in the bottom-right of the touchscreen to return to character
selection or the longer button next to it to proceed to the game (this option is
highlighted by default when this screen first loads). 

At the end of a match you'll get a blue screen asking if you want to continue.
Pick the top option (yes) to play another match with the same settings or the
bottom option (no) to return to the main menu. You can play a series of up to
four matches against the same opponents and with cumulative scores.

 (                              Washizu Mahjong                               )

If you chose to play Washizu-style you'll get a new menu with four options.

                             |   Commence Play   | (with selected rate)
                             '-------------------'           |
                             .-------------------.           |
                             | Rules Explanation |           |
                             '-------------------'           |
                             .-------------------.           |
                             |   Rate Selection  | <---------'
                             |     Battle Log    |

The top one obviously starts the first match and the second one reviews some of
the features of Washizu Mahjong (text only).

The third option lets you choose between two rate options:

             Normal Rate: 1,000 points = 100,000 Yen = 10cc blood

            Tenfold Rate: 1,000 points = 1,000,000 Yen = 100cc blood

The battle log records a few basic stats from playing Washizu Mahjong. The left
column is for normal rate and the right column is for tenfold rate.

 1. Number of attempts

 2. Seikan count (Seikan means "returning alive" - surviving)

 3. Largest amount of money acquired

 4. Smallest amount of blood lost

Washizu Mahjong is always played with a fixed rule-set, as Akagi (with Yasuoka)
versus Washizu (with Suzuki) and over a series of six two-round matches.

See Section 11 for an explanation of the rules and equipment of Washizu Mahjong.

| Section 06 | GALLERY                                                     s06 |

The third option on the main menu opens the Gallery where you can replay scenes
from Story mode. It also lists all available events in each act of the story and
gives hints on how to trigger them.

The first screen in Gallery mode shows four red boxes which correspond to the
four acts of the story. Initially only Act 1 will be accessible, once you've
completed Act 1 in Story mode you'll gain access to Act 2, etc.

After selecting an act you're shown a list of all story scenes available in that
act (press X to toggle between pages). The first column shows your rival (where
appropriate) and the second column gives a title for each scene.

If a solid red box is shown next to a title that means that you've unlocked and
viewed that scene in Story mode. You can select a red box and press A to replay
the scene at any time.

The yellow box for each event can be selected to view a text hint that gives you
a clue about what you need to do in order to unlock that scene.

| Section 07 | SYSTEM                                                      s07 |

You can access the System menu from the bottom option off the main menu. There
are only three controls available here.

The top option (red) lets you play music from the game. You can scroll left or
right to cycle through the tracks available. If you scroll to the right you'll
get the following five tracks in the order shown:

                            1. Urabe Battle Theme
                            2. Washizu Battle Theme
                            3. Ryuuzaki Battle Theme
                            4. Yagi Battle Theme
                            5. Ichikawa Battle Theme

Thanks to zzo38 who pointed out that the last song you played here will become
the background music when you play "normal mahjong" in Free Play mode.

The two green options below allow you to reset the rule options (left) and to
initialize the save data (right). After picking either you'll get a blue screen
where you can pick the right option (yes) to confirm or left (no) to cancel.
Take care not to erase your story progress by accident!

(Press B or pick the bottom blue option to return to the main menu.)

| Section 08 | GAMEPLAY                                                    s08 |

This section explains the general process of playing the game in any mode.

 (                                  Display                                   )

In order to accommodate the unique rules of Washizu Mahjong (see Section 11) the
game uses an unconventional display layout whereby all four players' hands are
shown on the lower screen. These are listed with you at the top followed by the
other three players in turn order, so you move down the touchscreen as each
player takes their turn in counter-clockwise order around the table.
    "System" info --> |____|                      |____| | <-- menu button
        button        | ____                             |
                      ||    |_ _ _ _ _ _ _ _ _ _ _ _ _   |
      Akagi (you) --> ||____|_|_|_|_|_|_|_|_|_|_|_|_|_|  |
e.g. Riichi stick --> | ____   ====                      |
                      ||    |_ _ _ _ _ _ _ _ _ _         |
    your Shimocha --> ||____|_|_|_|_|_|_|_|_|_|_|[][][][]| <-- e.g. open set
(player to your right)|                             ____ |
                      |   _ _ _ _ _ _ _ _ _ _ _ _ _|    ||
                      |  |_|_|_|_|_|_|_|_|_|_|_|_|_|____|| <-- your Toimen
                      |                             ____ | (player opposite)
                      |   _ _ _ _ _ _ _ _ _ _ _ _ _|    ||
                      |  |_|_|_|_|_|_|_|_|_|_|_|_|_|____|| <-- your Kamicha
                      |__________________________________| (player to your left)

(Washizu Mahjong is played with two pairs of neighbouring players working in
unison. When playing that mode the top two hands are both yours to control.)

A purple square icon under a player's image indicates the current dealer (east)
and the orange square is the Chiicha Maaku which shows both the current round
wind (usually east or south) and which player was first to be dealer.

On the top screen the blue text at the top-left shows the current round (east or
south again) and the hand number. The text at the top-right corner indicates the
number of tiles remaining to be dealt (drawn) in the current hand.

The navy rectangle in the bottom-left corner shows all active Dora (bonus tile)
indicators and the sticks displayed at the bottom-right show the Honba count
(the number of preceding hands that have ended in a draw or dealer win) and any
unclaimed Riichi stakes on the table from previous hands that ended in draws.

In Washizu Mahjong the central pit can also be seen in the centre of the table.
                      |    ___                    ____   |
       hand count --> |   |___|           _ _ _  |____|  | <-- tiles remaining
                      |     _ _   _ _ _ _|_|_|_|  _      |
                      |    |_|_| |_|_|_|_|_|_|_| |_|     |
                      |    |_|_|  .--.     [][] <------------- dealer's dice
    Chiicha Maaku --------------> |&%|           |_|     |
 (round-wind marker)  |      |_|  '--'           |_|     |
                      |      |_|                 |_| <-------- discarded tiles
                      |      |_|                 |_|_    |
                      |      |_|                 |_|_|   |
                      |      |_|   _ _ _ _ _ _ _ |_|_|   |
                      |   _______ |_|_|_|_|_|_|_|  ____  |
 Dora indicator/s --> |  | [][]  ||_|_|           |____| | <-- Honba count and
                      |__|_______|_______________________|     Riichi count

The orange square is the Chiicha Maaku again. Throughout the game it stays next
to the player who was first to be dealer and indicates the round wind.* The pair
of dice denote the current dealer (east).

(There is no explicit display to show the other seat winds so it's easiest to
use the dice and to count counter-clockwise around the table from there: east,
south, west, north. Alternatively you can use the position of the Chiicha Maaku
and the hand count to determine the current seat winds.)

When a player wins a hand the score breakdown will be shown on the top screen
in white text overlaid on the table display. The top row shows the number of Fu
(minipoints) and Han (doubles), the second row shows the name of the limit
applied to the hand's score (if any) - for example Mangan or Haneman - and the
third row shows the total number of points won. The remainder of the text lists
the Yaku (scoring elements) and Dora (bonus tiles) present in the winning hand
along with their Han values.

*When the Shaanyuu rule is invoked (see rule 2-1 in Section 09) the round wind
marker - which in real life would be two-sided, marked with east on one side and
south on the other - magically displays the new round wind of west!

 (                                  Controls                                  )

You can use the touchscreen to discard a tile - simply tap it once to select it
and again to confirm and discard. Alternatively you can use d-pad left/right to
select (the cursor wraps so you can go to the far right of your hand to warp to
the left side) and press A to confirm.

(If you highlight a tile to discard in Story mode but see a little Japanese word
appear above it (two jiggling orange Hiragana characters) this means that Akagi
has used his spooky radar ability to detect a dangerous discard in the ("Zawa
Zawa") background noise of the game. An opponent will likely - but not always -
declare a Ron win off your discard if you chose to discard the indicated tile.)

The option/s to steal an opponent's discarded tile (by Chii, Pon or Kan), to
declare Riichi or to take a win will appear at the top of the lower screen using
the following commands. You can reject these by picking Kyanseru (cancel) or by
pressing the B button. When you're able to either declare a concealed Kong or to
"upgrade" an open Pung into an open Kong you won't get a pop-up unless you first
click on the Menu button in the top-right corner - you can either tap the touch-
screen or press d-pad up.

(The Riichi option will appear whenever you have a concealed ready hand. This is
a pain if you don't want to reach - you have to keep cancelling the option on
each successive turn.)

  __|__  _____  CHII
    |           call Chow (steal a discard tile to make a Chow set)

  __|__o  \
    |        /  PON
  / | \     /   call Pung (steal a discard tile to make a Pung set)
   .'      /

  _|__   \
   |  |     /  KAN
   |  |    /   call Kong (steal a discard tile to make a Kong set)
  /   |   /    or declare a concealed Kong of four self-drawn tiles

  _|_  _   _|__   \
   | || |   |  |     /  CHAKAN
   | ||_|   |  |    /   upgrade an open Pung to an open Kong after
  /  |     /   |   /    drawing the required fourth matching tile

  |  |        -----
  |  |  ____  __|__  RIICHI
    /           |    declare Riichi (make a bet that your ready hand will win)
   /           /
   ___     ___
  __|__ _    /
    |  | |   |  HOURA
   /|\ |_|   |  declare a win by Ron (stolen discard) or Tsumo (self-draw)
    |       -'

  \/         \       |      | |
  /\/  _|__     /  --+--.   | |    KYANSERU
   /\   | _)   /     |      | | /  literally "cancel" (dismiss the pop-up menu)
     \  |     /      '--   \| |/

You can press L or R (or tap the top-left corner of the touchscreen) a couple of
times to view information screens showing the four players, their scores and the
current rule settings in effect.

- In Story mode one screen will also show your rival and objective

- In Free Play (normal mahjong) one screen will also show the individual and
  cumulative scores for each player in a series of up to four matches. These are
  given in (what I call) the "final scores" format explained in Section 10.

- In Free Play (Washizu Mahjong) one screen will also show the amount of blood
  Akagi has lost, how much he has left from the safe limit (2,000cc), how much
  money he's won from Washizu and how much money Washizu has remaining.

After each hand played you're given a screen with two options. Pick the left
button (default) to continue or the right button to save and exit. (The next
time you chose to play you can pick the top option to resume your game - or
series of games - from the point at which you saved or the bottom option to wipe
the save and start fresh.)

| Section 09 | RULES                                                       s09 |

The section covers the optional rules that can be configured in Free Play (when
playing "normal mahjong") plus a few fixed rules.

 (                                Custom Rules                                )

The game uses a list of 22 rules. You can use these to create your own custom
rule-set before starting a game of normal mahjong in Free Play mode.

The default setting for each rule is marked with an asterisk. (*)

The rule settings can be viewed during any match by pressing L or R. They're
always shown in the following layout.
            ___________________________   ___________________________
         1 |_Game_Length_____(________|| |_Kuitan________________(__||
         2 |_Shaanyuu________(________|| |_Tsumo Pinfu___________(__||
         3 |_No-Ten_Bappu__________(__|| |_Ippatsu_______________(__||
         4 |_Nanba_No-Ten_______(_____|| |_Wareme________________(__||
         5 |_Ryan Han Shibari______(__|| |_Furiten_Riichi________(__||
         6 |_Pao________________(_____||_|_Nagashi_Mangan________(__||
         7 |_San Renkou______(__|_Paa_Renchan_(__|_Renhou________(__||
         8 |_Dobon___________(__|_Yakitori____(__|_Uma______(_______||
         9 |_Ura_Dora________(__|_Kan_Dora____(__|_Kan_Ura_Dora__(__||
        10 |_Starting_Scores_(________||

I'm using a basic numbering system here based on the row numbers, for example
Nagashi Mangan is the second rule on row 6 so I'm listing it as rule 6-2.

For most of the rules there are only two options - on and off. These are denoted
with the usual terms in Japanese mahjong: Ari for a rule that's being used and
Nashi for a rule that's unused. Specifically the game uses the initial kanji of
each word as shown here:

      /___     ARI
     /|___|    denotes "existence" and describes a rule that's applied (on)
      |   |

    _|_|_|_|_  NASHI
     |_|_|_|   means "without" and describes a rule that's not applied (off)
     / \ \ \

Each of the rule options is explained in the following listing.

1-1  Name: Game Length

  Options: Two-Round Game* / One-Round Game

     Info: Under the original Chinese classical rules of mahjong a full game is
           played over four wind-rounds, one for each of the four winds.

           In Japanese mahjong the standard duration is two wind-rounds (east
           and south). This is known as a Ton Nan Sen (literally an "east-south
           match") or a Hanchan (lit. a "half game").

           A shorter game can be played over a single wind-round. This is called
           a Ton Puu Sen (lit. an "east wind match") or sometimes in English a
           "quarter game".

1-2  Name: Kuitan  (open Tanyao)

  Options: On* [ari] / Off [nashi]

     Info: When Kuitan is Ari the game allows the scoring element Tanyao (All
           Simples) on an open hand with one or more exposed sets.

2-1  Name: Shaanyuu  (west extension)

  Options: 30,100+ pts* / 33,100+ pts / 35,100+ pts / Off [nashi]

     Info: Under the Shaanyuu rule a third (west) round will be played if no one
           achieves the target score by the end of a two-round match.

           If the target is still not reached by the end of that round then a
           north round will be played (giving what would be a full game of all
           four round-winds in Chinese classical rules). Potentially the game
           can then extend into a second east round and so on...

           The default target value of 30,100 pts represents a player making the
           smallest possible profit over their 30k buy-in (see below).

           I remember experimenting with this rule in Mahjong Taikai IV on the
           PS3 - it's an interesting challenge to try to control a game such
           that neither your opponents nor yourself beat the target score. On my
           first attempt I stretched a game into an epic five rounds duration.

           During Act 2 of Story mode both rule options 1-1 and 2-1 will be set
           to "Death Match". The match against Ichikawa will continue over as
           many rounds as necessary until either Akagi or Ichikawa is busted.

2-2  Name: Tsumo Pinfu  (self-draw Pinfu)

  Options: On* [ari] / Off [nashi]

     Info: When Tsumo Pinfu is Ari you can claim the scoring element Pinfu on
           a Tsumo (self-draw) win. Pinfu is defined as a "no points" hand, with
           no Fu (minipoints) other than the basic 20 or 30 for going out. A
           Tsumo win is normally worth an extra two Fu but with this rule you
           waive the two Fu and take the extra Han (double) for Pinfu instead.

3-1  Name: No-Ten Bappu  (draw payments)

  Options: On* [ari] / Off [nashi]

     Info: The No-Ten Bappu is the payment made in the event of a hand ending in
           an exhaustive draw (when the tile supply is depleted). The players
           that have Tenpai (ready) hands each receive a share of 3,000 points
           which are paid by the players that are No-Ten (not Tenpai).

           With No-Ten Bappu set to Nashi, no points are exchanged on a draw.

3-2  Name: Ippatsu  ("one-shot" win after Riichi)

  Options: On* [ari] / Off [nashi]

     Info: This simply turns on/off the Ippatsu scoring element.

4-1  Name: Nanba No-Ten  (south round continuance conditions)

  Options: Winds rotate* [ronchan] / Continuance [renchan]

     Info: Whenever a hand ends either in a dealer win or in a draw where the
           dealer has a Tenpai (ready) hand, an extra hand known as a Renchan
           (continuance) will be played. The seat-winds do not rotate so the
           east player "stays on" as dealer in the continuance.

           This rule can be used to adjust the Renchan conditions in the Nanba
           (south round). With the default option, when a hand ends in a draw in
           which the dealer has a No-Ten (unready) hand the seat-winds will
           rotate as usual. However with the other option a dealer with a No-Ten
           hand in a draw will get a continuance - in other words, an extra hand
           will always be played after a dealer win or *any* draw (and the seat-
           winds will only rotate after a non-dealer win).

4-2  Name: Wareme  (doubling effect at Wall break)

  Options: Off* [nashi] / On [ari]

     Info: With Wareme Ari, the player whose section of the wall was broken at
           the start of each hand pays and receives double points (and if they
           happen to be the dealer too then the score effects are cumulative).

           The doubling effect of Wareme is applied after the normal score
           calculation so, for example, if you get ronned on a dealer Mangan
           when either you or the dealer is the Wareme player then it would
           cost you 24,000 points (ouch!) which could easily bankrupt you.

           Even individual payments on a Tsumo win are affected, for example a
           normal Tsumo win for a non-dealer Mangan would receive 4,000 pts from
           the dealer and 2,000 pts each from the other two players, but if the
           dealer had the Wareme marker their payment would be 8,000.

           The Wareme player is indicated by a beige arrow that appears briefly
           on the virtual table at the start of the hand. During play you can
           also determine the Wareme player by studying the dice on the table.
           The dice indicate the dealer's seat and the number rolled would've
           been used to decide the side of the wall to be broken, counting
           counter-clockwise from east (counting 1 on the dealer). For example
           if the dice show 9 then you would count around the table twice and
           back to the dealer.)

5-1  Name: Ryan Han Shibari  (two-Han minimum)

  Options: On* [ari] / Off [nashi]

     Info: Usually modern Japanese mahjong is played with an Ii Han Shibari or
           one-Han minimum which means that a hand must be worth at least one
           Han (double) in order to be able to declare a valid win. Furthermore
           any Han from Dora bonus tiles cannot be counted towards this, so it's
           effectively a one-Yaku minimum.

           Each time a hand ends in either a dealer win or a draw a "counter" is
           placed on the table - this is usually one of the dealer's 100-point
           scoring sticks (as shown at the bottom-right corner of the top screen
           in Akagi DS). This is called the Honba count and a number of points
           equal to 300 multiplied by the current Honba is added to the value of
           any winning hand. When a non-dealer wins a hand, the Honba count is
           reset to zero.

           Under the Ryan Han Shibari rule, when there are five or more counters
           on the table a hand must have Yaku (scoring elements) worth two or
           more Han in order to win. Again, Dora cannot be counted for this.

           A warning message in a dark blue box is displayed on the top screen
           at the start of any hand in which this restriction is applied.

5-2  Name: Furiten Riichi

  Options: On* [ari] / Off [nashi]

     Info: Under the Furiten rule you are not permitted to declare a Ron win on
           ANY discarded tile if ANY of the tiles you've discarded yourself
           would complete your Tenpai (ready) hand.

           When this rule is set Ari it is legal to declare Riichi on a Furiten
           hand but, since you can only win by Tsumo (on a self-drawn tile), you
           would be greatly reducing your chances of getting a winning tile.

6-1  Name: Pao  (Yakuman responsibility payment)

  Options: Ryouhou* [both parties] / Off [nashi] / Yakuman [top limit]

     Info: The Pao rule is usually applied to the Yakuman (top limit hands) Dai
           San Gen (Big Three Dragons) and Dai Suu Shii (Big Four Winds). If a
           player discards the tile that's taken to complete the final required
           set for the Yakuman (i.e. the third dragon Pung or fourth wind Pung)
           and all three/four of these sets are open then the discarder will be
           required to pay, even if the entire hand isn't completed until later.

           I haven't seen the term "Ryouhou" used in this context before but I
           assume it relates to the situation in which one player discards the
           tile to complete the final required set and a second player discards
           the winning tile that's used to complete the hand; in a Ron win Pao
           situation like this the two players usually pay half each.

           That would suggest that the 'Yakuman' option means that the discarder
           always pays the full amount, even if a second player gets Ronned. (?)

           (In chapter 179 of the manga it's noted that the Pao rule is not used
           in Washizu Mahjong due to the game being played by two teams.)

6-2  Name: Nagashi Mangan  (all Terminal and Honour discards)

  Options: Off* [nashi] / On [ari]

     Info: You can claim Nagashi Mangan if a hand ends in a normal exhaustive
           draw (not an abortive draw), all your discards were Terminals and
           Honours, and none were called by your opponents. In such a situation
           you receive a Mangan payment.

           (This is harder than it sounds so it's rarely worth attempting it.)

7-1  Name: San Renkou  (Three Consecutive Pungs)

  Options: Off* [nashi] / On [ari]

     Info: San Renkou is an optional scoring element worth two Han (doubles)
           awarded for having three Pungs in your hand in the same suit with
           consecutive numbers, for example 555 666 777.

           (It's possible that this option also permits Suu Renkou - an optional
           Yakuman (top limit hand) composed of *four* Pungs in the same suit
           with consecutive numbers, e.g. 555 666 777 888.)

7-2  Name: Paa Renchan  (eight continuances)

  Options: On* [ari] / Off [nashi]

     Info: Paa Renchan is an optional Yakuman (top limit hand) awarded when the
           dealer gets eight consecutive wins.

7-3  Name: Renhou  ("Human Win")

  Options: On* [ari] / Off [nashi]

     Info: Related to Tenhou and Chiihou, Renhou is awarded when a non-dealer
           completes their hand with a Ron win before drawing their first tile.
           Additionally no calls must have been made prior to the win.

           Renhou is often paid as a Yakuman (top limit hand) but sometimes it's
           only paid as a Mangan. I'm yet to see it occur (in any game, not just
           Akagi DS!) so I can't confirm the value applied here.

8-1  Name: Dobon  (bankruptcy)

  Options: Off* [nashi] / On [ari]

     Info: Also known as Buttobi (or Tobi), the Dobon rule causes a game to end
           early if the score of one or more players drops below zero.

           Unusually Akagi DS also applies a 10,000 points penalty, paid by the
           bankrupt player/s to the opponent that busted them.

           When a game ends due to bankruptcy the word Dobon is displayed in the
           top-left corner of the upper screen (spelt as "Do-bo-n" using three
           Katakana characters).

8-2  Name: Yakitori  (penalty for not winning a hand)

  Options: Off* [nashi] / 5 / 10 / 20 / 40

     Info: Under the Yakitori rule each player starts the game with a Yakitori
           token which is displayed next to their face on the information screen
           shown when you press L or R during play. The marker depicts skewered
           birds (in Japanese cuisine Yakitori means "grilled bird/s").

           When a player wins a hand their token is removed. At the end of the
           match any player whose Yakitori marker is still present (i.e. those
           players who failed to win at least one hand) must pay the selected
           penalty (5 = 5,000 pts, etc) to the match winner.

           See Section 10 for some worked examples.

8-3  Name: Uma  (placing bonuses)

  Options: Off* [nashi] / 5-10 / 10-20 / 10-30 / 20-40

     Info: The Uma is an adjustment to the final scores at the end of the game
           based on the players' placings. The two digits represents thousands
           of points and the player in 3rd pays the smaller amount to 2nd and
           the player in 4th pays the larger amount to the match winner.

           For example with the 10-20 Uma, 3rd pays 10,000 points to 2nd while
           4th pays 20,000 points to 1st.

           See Section 10 for some worked examples.

9-1  Name: Ura Dora  (underside bonus tiles)

  Options: On* [ari] / Off [nashi]

     Info: The Ura Dora is indicated by the tile under the standard Omote Dora
           indicator in the Wanpai (dead wall) and is applied when someone wins
           the hand after declaring Riichi.

           (In Washizu Mahjong all Dora indicator tiles are drawn blind from the
           central pit.)

9-2  Name: Kan Dora  (Kong bonus tiles)

  Options: On* [ari] / Off [nashi]

     Info: A Kan Dora indicator is flipped on the top row of the dead wall each
           time someone declares a Kong (quad) set.

           Specifically the indicator tile for the Kan Dora is not shown until
           the player discards safely after making the Kong.

           (In Washizu Mahjong all Dora indicator tiles are drawn blind from the
           central pit.)

9-3  Name: Kan Ura Dora  (Kong underside bonus tiles)

  Options: On* [ari] / Off [nashi]

     Info: Kan Ura Dora are indicated by the tile/s under any active Kan Dora
           indicators in the dead wall when someone wins after reaching.

           (In Washizu Mahjong all Dora indicator tiles are drawn blind from the
           central pit.)

10-1 Name: Mochiten  (starting scores)

  Options: 25k* / 26k / 27k / 28k / 29k / 30k / 24k

     Info: This simply sets the number of points that each player holds at the
           beginning of each game.

           The choice of starting score determines the size of the Oka bonus
           paid to the winner (see immediately below and Section 10).

           (This option appears to not work reliably in Free Play mode...?)

*This is the default setting for this rule option when playing normal mahjong in
Free Play mode.

 (                                 Fixed Rules                                )

Players always buy into a match with a 30,000 pts buy-in. They usually start the
game with a different starting score (see above) - typically 25,000 pts - and
the difference is collected to form a bonus for the match winner called the Oka.
For example with starting scores of 25k pts, each player has an excess 5k pts
each giving an Oka jackpot of 20,000 points (5k x 4).

As you'll hopefully see in the first match of Story mode, the game recognises
double Yakuman (double top limit hands). The usual four are as follows:

- Suu Ankou Tanki Machi (Four Concealed Pungs won on a pair wait)
- Kokushi Musou Juu-San Men Machi (Thirteen Orphans won on a 13-sided wait)
- Chuurenpoutou Kyuu Men Machi (Nine Gates won on a 9-sided wait)
- Dai Suu Shii (Big Four Winds)

As you should also see in the first match - and like any good mahjong anime -
you are permitted to stack and claim multiple Yakuman on the same hand.

Mangan Kiriage (Mangan rounding-up) is not applied, so a winning hand worth 4
Han (doubles) and 30 Fu (minipoints), or one worth 3 Han and 60 Fu, will not be
rounded-up to the Mangan limit.

The Atama Hane (head bump) rule is Ari so if two players both declare a Ron win
on the same discarded tile only the one closest to the discarder's right (going
counter-clockwise around the table) gets the win, the other is disallowed. There
is no Double Ron.

Kuikae is Ari so if you use two tiles from a concealed Chow or Pung to call a
tile from an opponent (by Chii or Pon respectively) you are permitted to then
immediately discard the third remaining tile from the original set.

(Crucially Kuikae is disallowed in episode 6 of the anime.)

The game recognises abortive draws, or at least it allows Kyuu Shu Kyuu Hai
where a player is given the opportunity of a redeal if their starting hand has
nine or more different Terminals (1's and 9's) and Honours (winds and dragons).
The offer is given in the command bar at the top of the touchscreen, the button
is marked with four characters (the first and third are both the kanji for 9).

I've also seen the game apply the abortive draw Suu Fon Renda during Story mode.
This occurs when all four players discard the same wind on their first turn.

Akagi DS allows the optional Yakuman (top limit hand) called Shii-San Puutaa
(Thirteen Unconnected Tiles). This can be claimed when a player's starting hand
(after their first draw) contains thirteen tiles that cannot form sets together
plus a duplicate of one of the thirteen (making one pair).

In episode 11 of the Akagi anime Kawada confirms that Open Riichi is permitted
in his house rules, however that option is not available in Akagi DS.

| Section 10 | FINAL SCORES                                                s10 |

The players' scores at the end of a match are calculated and adjusted according
to the following process...

1. If the optional Dobon rule is Ari and the game ended early due to bankruptcy,
   the 10,000 pts penalty is applied, paid by the bankrupt player/s to the
   person that busted them.

   (See rule 8-1 in Section 09)

2. If the optional Uma rule is used then the scores are adjusted, with the
   player in 3rd place paying the smaller amount to 2nd and the player in 4th
   place paying the larger amount to 1st.

   (See rule 8-3 in Section 09)

3. If the optional Yakitori rule is in use then the necessary payments are made.
   Any player who failed to win at least one hand during the game must pay the
   specified penalty to the player in 1st place.

   If all players (or no players) win a hand then no Yakitori payments are made.

   (See rule 8-2 in Section 09)

4. The players always effectively buy into a game with 30,000 points each but
   could start the match with anywhere between 24,000 and 30,000 points each.
   When starting with anything less than 30k the excess points combine to form a
   bonus called the Oka which is paid to the game winner.

   For example with the standard starting score of 25,000 pts, each player pays
   5,000 points into the pot and the winner's Oka bonus is 20,000 pts.

   After this stage the scores will always sum to 120,000 points, i.e. the total
   of the four 30,000 pts buy-ins.

5. The players' scores are now adjusted so they sum to zero (by subtracting the
   30k buy-in from each total), then divided by 1,000 and finally rounded up or
   down to an integer value. 

   The final scores represent each player's profit/loss in thousands.

Confused? You will be. Here's a few examples...

                                  Example A
Starting scores were 25,000 points each so the end scores sum to 100,000 points.

Dobon was not applied so no payment is made in Step 1.

Uma was set to 5-10 so payments of 5k and 10k are made in Step 2.

Yakitori was set to 20 and only Player C failed to win a hand so they pay 20k to
the match winner in Step 3.

The Oka bonus was 20,000 pts (30k - 25k = 5k and 5k x 4 = 20k) and this is paid
to the winner in Step 4.

            |   End Scores   |  Step 1 |  Step 2 |  Step 3 |  Step 4 | Step 5
   Player A | +38,100 points | +38,100 | +48,100 | +68,100 | +88,100 |  +59
   Player B | +22,800 points | +22,800 | +27,800 | +27,800 | +27,800 |   -3
   Player C | +20,200 points | +20,200 | +15,200 |  -4,800 |  -4,800 |  -34
   Player D | +18,900 points | +18,900 |  +8,900 |  +8,900 |  +8,900 |  -22
    totals: | 100,000 points | 100,000 | 100,000 | 100,000 | 120,000 |    0

                                  Example B
Starting scores were 24,000 points each so the end scores sum to 96,000 points.

The Dobon rule was applied and Player C got busted so they pay 10k pts to the
player that busted them (Player A) in Step 1.

Uma was set at the maximum 20-40 and these payments are made in Step 2.

The Yakitori rule was used but all players won at least one hand so no payments
are made in Step 3.

The Oka bonus of 24,000 pts is paid to the winner in Step 4.

          |   End Scores   |  Step 1  |  Step 2  |  Step 3  |  Step 4  | Step 5
 Player A | +56,700 points |  +66,700 | +106,700 | +106,700 | +130,700 |  +101
 Player B | +28,800 points |  +28,800 |  +48,800 |  +48,800 |  +48,800 |   +18
 Player C |  -1,100 points |  -11,100 |  -51,100 |  -51,100 |  -51,100 |   -81
 Player D | +11,600 points |  +11,600 |   -8,400 |   -8,400 |   -8,400 |   -38
  totals: |  96,000 points |   96,000 |   96,000 |   96,000 |  120,000 |     0

                                  Example C
Starting scores were 26,000 pts each so the end scores sum to 104k.

Dobon was applied but no-one got busted so no payment is made in Step 1.

Uma was 10-20 so payments of 10k and 20k are made in Step 2.

Yakitori of 5k was applied and Player B failed to win any hands so he pays 5,000
points to the winner (Player C) in Step 3.

The starting scores of 26k give the winner an Oka bonus of 16k in Step 4.

            |   End Scores   |  Step 1 |  Step 2 |  Step 3 |  Step 4 | Step 5
   Player A | +19,400 points | +19,400 |  +9,400 |  +9,400 |  +9,400 |  -21
   Player B | +20,100 points | +20,100 | +30,100 | +25,100 | +25,100 |   -5
   Player C | +47,900 points | +47,900 | +67,900 | +72,900 | +88,900 |  +59
   Player D | +16,600 points | +16,600 |  -3,400 |  -3,400 |  -3,400 |  -33
    totals: | 104,000 points | 104,000 | 104,000 | 104,000 | 120,000 |    0

| Section 11 | WASHIZU MAHJONG                                             s11 |

Aside from the protagonist's dangerously pointed chin (!) the most famous aspect
of the Akagi story is the special version of mahjong devised by Washizu.

You can play Washizu Mahjong at any time in Free Play mode (see Section 05) and
you'll eventually face Washizu as you work through Story mode (see Section 04).

This section gives a summary of the key features of Washizu Mahjong.

o In Japanese mahjong 136 tiles are used in play - four copies each of 34 tile
  designs. Under Washizu's rules three of the four copies of each tile are made
  of glass instead of opaque plastic/bone and consequently they are transparent
  and can be read from both front and behind.

  (In Akagi DS your opponents arrange all the glass tiles in their hand in the
  standard sequence of suits, winds and dragons. However their opaque tiles can
  (and will) be positioned out of sequence to confound you.)

o Dice are rolled as usual to determine the dealer (east).

o Usually the tiles are built into a square wall at the start of each hand of
  play but with transparent tiles the players would be free to make calls
  specifically to change the turn order so that they draw certain tiles. To
  prevent this the tiles are not built into wall and are instead drawn blind
  through a square aperture from a pit built into the centre of the table.

  After each hand the tiles are returned to the pit where the mechanical table
  shuffles them automatically.

o To stop players from using Moupai - the technique of "reading" a tile by touch
  like Braille text - all players must wear a leather glove on the hand they use
  to draw their tiles from the central pit.

o All Dora (bonus tile) indicators and Rinshan (Kong replacement tiles) are also
  drawn blind from the pit as required.

o To make it easier to determine the duration and end point of a hand (since
  there is no Wanpai (dead wall) on the table), every hand is played until a
  total of 70 discards have been made, regardless of any Kongs being declared.

o Like normal mahjong, Washizu's game is played by four players. The challenger
  always sits opposite to Washizu. Washizu sits next to one of his henchmen who
  acts as his partner and similarly the challenger sits beside his team-mate.
  Although obvious collusion (talking) is disallowed, it's assumed that partners
  can communicate freely (through gestures, expressions and coded phrases) and
  therefore know the contents of each other's hand and can give instructions to
  each other.

  (In the manga/anime Akagi plays with the cop Yasuoka against Washizu partnered
  by Suzuki. In Akagi DS you view/play both Akagi's and Yasuoka's hands.)

o The challenger is playing to win money from Washizu.

  (In the showdown against Akagi in the manga/anime/game Washizu is gambling
  with the bulk of his remaining fortune - 500 million Yen.)

  Washizu is playing to win blood from the challenger - this is pumped directly
  from their body! The blood-pumping machine consists of several tubes, each of
  which holds 250 cubic centimetres (1/4 litre) of blood.

  It is assumed that the challenger's death occurs after the fatal amount of
  exactly 2,000cc (i.e. eight tubes or two litres) is taken.

  When playing Washizu Mahjong in Free Play mode there are two rates available:

             Normal Rate: 1,000 points = 100,000 Yen = 10cc blood

            Tenfold Rate: 1,000 points = 1,000,000 Yen = 100cc blood

  (In the manga/anime/game Akagi demands that the tenfold rate is used.)

o Washizu Mahjong is played with a 10-30 Uma so at the end of each match the
  player in 3rd place pays 10,000 pts to 2nd and the player in 4th pays 30,000
  to 1st. The starting scores are 25,000 pts so the match winner also receives
  an Oka bonus of 20,000 pts. (see Section 09 for rules info)

  (In Akagi DS the game is also played with Nanba No-Ten Ari (so the dealer
  stays on if they are No-Ten in a drawn hand during the south round) and Dobon
  Nashi (so a match does not end early if a player's score drops below zero).)

  A bulk payment of either money or blood is made at the end of each match
  based on the final points difference between the challenger and Washizu.

  Here's a couple of examples (using the normal rate):

  1. Akagi takes first place with 95,600 pts and collects a further 30k Uma and
     20k Oka giving him 145,600. Washizu comes third with 4,800 and pays out 10k
     for the Uma leaving him with -5,200. The points difference between them is
     150,800 which translates to a payment to Akagi of 15,080,000 Yen. (yay!)

  2. Washizu wins with 84,600 pts and adds 30k Uma and 20k Oka for a total of
     134,600 pts. Akagi comes second with 28,000 pts and picks up +10k Uma for a
     total of 38,000. The points difference is 96,600 pts in Washizu's favour
     and he takes 966cc of Akagi's blood. (ouch!)

o Washizu and the challenger can also win "bonus payments" of blood or money
  (respectively) during play when they score points off the other, either with a
  "direct hit" Ron win on a discarded tile, a Tsumo win where all three losers
  pay a share of the points or through the No-Ten Bappu points (see Section 09)
  paid in a drawn hand.

  (Bonus payments are not always required from No-Ten Bappu. In chapter 148 of
  the manga there is a draw where Washizu and Yasuoka are both Tenpai but Akagi
  pays his 1,500 pts to Yasuoka - he makes no payment to Washizu.)

  Bonus payments of money/blood are made immediately after every hand, paid at
  the selected rate. During a game Washizu always takes blood (never takes back
  money) and the challenger always takes money (cannot reclaim blood).

  Here are some examples of bonus payments (using the normal rate):

  1. The challenger scores a 2,000 pts Ron win off Washizu's discarded tile.

     In addition to the points, the challenger also receives 200,000 Yen.

  2. Washizu scores a 5,800 pts Ron win off the challenger's discarded tile.

     In addition to the points, Washizu also takes 58cc of blood.

  3. Washizu (as east) scores a 24,300 pts win by Tsumo (self-draw).

     The three other players all pay 8,100 pts each to Washizu and therefore the
     challenger also loses 81cc of blood.

  4. A hand ends in an exhaustive draw in which the challenger has a ready hand
     but the other three players are unready so they all pay the No-Ten Bappu.

     The challenger receives 1,000 pts each from all three players and, since he
     won points from Washizu, he also takes 100,000 Yen from him.

o The game is played over a series of six consecutive matches. The challenger
  wins the series if he survives and is free to leave with the money he won.

A couple of useful Japanese kanji characters to learn are   _______    _____,
"Yen" (for the unit of currency) and "Man" which is used   |   |   |     |___
to denote multiples of 10,000 in large numbers.            |___|___|     |   |
                                                           |       |     |   |
You'll see both used together where big amounts of money   |      _|    /   _|
are involved. For example (if Y = Yen and M = Man) the
amount 200,000 Yen is expressed as "20MY".                    YEN        MAN

For very large sums you'll see another character, Oku, which indicates an amount
of 100 million (100,000,000). To give another example (where # = Oku) the size
of Washizu's cash reserve is 500 million Yen which is given as "5#0000MY". After
winning 200,000 Yen from him he will then have 499.8 million Yen or "4#9980MY".

Your ultimate goal in Story mode is to reduce Washizu's funds to 100 million Yen
or less, i.e. the total should say 1#0000MY or any smaller number like 9500MY.

Here are some random thoughts about playing Washizu Mahjong:

- If Washizu reaches, one of your two characters can deal into the other's win
  to end the hand early without Washizu winning and possibly taking blood.

  To take advantage of this you can build a quick/cheap hand for Yasuoka with a
  guaranteed Yaku (scoring element) - such as Tanyao (All Simples) or Yakuhai
  (value tiles) - which is waiting on a tile that Akagi has available.*

  Akagi will still lose points though so if possible have Yasuoka deal into
  Akagi's winning hand instead. If you have one of Akagi's winning tiles in
  Yasuoka's hand you can retain and use this to end a hand quickly.

- If Akagi has a Tenpai (ready) hand, Yasuoka discards Akagi's winning tile and
  Akagi passes the win he will be temporarily Furiten until his next turn.

- If Akagi declares Riichi, Yasuoka discards his winning tile and Akagi passes
  the win he will be permanently Furiten until the end of the hand.

- Yasuoka can discard tiles that Akagi can take to make Pungs to help build an
  open hand (for example a flush) which ultimately Washizu might deal into.

- As he is seated to his left, Akagi can drop tiles that Yasuoka can take to
  make either Pungs or Chows.

- Your view of the glass tiles in your opponents' hands gives you an insight
  into both which tiles there are in use (and therefore unlikely to be discarded
  any time soon) and which tiles are looking less useful there (and are more
  likely to be dropped). Any opaque tiles can distort your view however.

- Yasuoka can declare a Kong, opening his hand if necessary, in order to add the
  Kan Dora which Akagi can benefit from (plus a Kan Ura Dora if he reaches). As
  usual it's safest to declare a Kong only when you're very close to winning.

*See chapter 117 of the manga for an interesting twist on this!

| Section 12 | MANUAL REFERENCE                                            s12 |

Pages 6 and 7 depict the main characters from the story in the following layout:

                  Page 6                            Page 7
                  ¯¯¯¯¯¯                            ¯¯¯¯¯¯
               Akagi Shigeru                   Osamu      Nangou

               Washizu Iwao                    Yagi      Ichikawa

              Yasuoka    Ohgi               Fake Akagi     Urabe

Pages 20 to 23 illustrate most of the Yaku (scoring elements) and Yakuman (top
limit hands) that are recognised by the game's default rule-set.

  Page 20
  1-Han Yaku (blue section)

o Menzen Tsumo (Concealed Self-Draw)
o Riichi (Reach)
o Pinfu (Pinfu!)
o Tanyao (All Simples)
o Iipeikou (Pure Double Chow)

  2-Han Yaku (green section)

o Ikkitsuukan (Pure Straight)
o San Shoku Doujun (Mixed Triple Chow)

  Page 21
  2-Han Yaku (continued)

o Toi-Toi Hou (All Pungs)
o San Shoku Doukou (Triple Pung)
o Chii Toitsu (Seven Pairs)
o San Ankou (Three Concealed Pungs)
o San Kantsu (Three Kongs)
o Chanta (Mixed Outside Hand)
o Shou San Gen (Little Three Dragons)
o Honroutou (All Terminals & Honours)

  Page 22
  3-Han Yaku (another green section)

o Junchan (Pure Outside Hand)
o Honitsu (Half Flush)
o Ryanpeikou (Twice Pure Double Chow)

  6-Han Yaku (orange section)

o Chinitsu (Full Flush)

  Yakuman (purple section)

o Kokushi Musou (Thirteen Orphans)
o Suu Ankou (Four Concealed Pungs)

  Page 23
  Yakuman (continued)

o Dai San Gen (Big Three Dragons)
o Shou Suu Shii (Little Four Winds)
o Tsuuiisou (All Honours)
o Ryuuiisou (All Green)
o Chinroutou (All Terminals)
o Suu Kantsu (Four Kongs)
o Chuurenpoutou (Nine Gates)

This is a pretty standard list for modern Japanese mahjong. There are several
notable omissions but I think this is just an oversight (in the case of Yakuhai)
and a deliberate decision to not include some that cannot be illustrated easily.

These pages should also include Yakuhai (value tiles), Ippatsu ("one shot" win),
Houtei (Last-Tile Ron), Haitei (Last-Tile Tsumo), Rinshan Kaihou (After a Kong),
Chankan (Robbing the Kong) and Daburu Riichi (Double Reach) in the Yaku list and
Dai Suu Shii (Big Four Winds), Tenhou (Heavenly Win) and Chiihou (Earthly Win)
in the Yakuman list. The game also allows Shiisan Puutaa (Thirteen Unconnected
Tiles) which is explained at the end of Section 09.

| Section 13 | CONTACT                                                     s13 |

I welcome all feedback on this guide and any contributions you'd like to make.
I'm also happy to receive questions about this or any other mahjong game, or
about the rules and terminology of Japanese mahjong.

You can email me at barticle at hotmail.com - obviously changing the "at" to an
@ and removing the spaces. It would be helpful if you include the word "mahjong"
in the subject line and tell me which game you're playing.

| Section 14 | THANKS                                                      s14 |

I would like to thank the following:-

o Kime for the title fix

o zzo38 for the music info

o Tuttle and tangorin.com for great Japanese language resources

o everyone who helped compile the unofficial translations of the manga and anime

o yjjyhgfju (eBay seller) for their excellent worldwide games sales service

o Martin Juhls and Christina Vantzou for super sounds

I will be happy to give credit and thanks to anyone who makes a contribution.
        ___________                                          ___        
        \______   /                              ___        /  /        
              /  /                       __      \_/       /  /         
             /   \___ ________ _________/  \__ ___ ______ /  /  ________
.-------o   /  __   / \___   //  ___/\_   ___//  //  ___//  /  /  __   /
| ANOTHER  /  / /  /_____/  //  /     /  /   /  //  /   /  /  /   \/  / 
'---------/  /-/  //  __   //  /-----/  /---/  //  /---/  /--/  _____/---------.
         /  / /  //  / /  //  /     /  /   /  //  /   /  /  /  /         GUIDE |
        /   \/  //   \/  //  /     /   \_ /  //   \_ /   \ /   \________ o-----'
        \______/ \______/ \_/      \____/ \_/ \____/ \___/ \___________/
Akagi DS Guide
Copyright 2012-2015 James R. Barton
Initial version 0.90 completed 10 March 2012 (Act 1)
Current version 1.00 completed 12 March 2015 (Acts 2-4)

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide may be downloaded and printed for personal, private, non-commercial
use only. This work is subject to copyright. It may not be hosted online or
otherwise distributed publically or reproduced either in whole or in part
without the advance written consent of the author. Any violation would
constitute an infringement of copyright and is strictly prohibited.

The only websites with the author's consent to publish this guide are GameFAQs
(www.gamefaqs.com) and its affiliates (i.e. Gamespot).

If you find this file hosted on any other site I would be grateful if you would
inform me at the email address given at the top. Thanks!

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