Akira/Walkthrough

Intro
The game begins thirty years after World War III, which begins after an explosion of unknown origin destroys the city of Tokyo. Kaneda and members of his motorcycle gang are chasing members of a rival gang known as The Clowns. Tetsuo was out in front on his bike when an odd looking person appears in front of Testuo, and his bike explodes. Kaneda tries to help Tetsuo when an Army helicopter appears. The person that Tetsuo nearly crashed into, Takashi, is summoned to the helicopter. Then Kaneda and his gang are arrested by the Army. When they realize that Tetsuo is hurt, the Army collects him into the helicopter and takes off.

Interrogation
You now sit before an Army interrogator who questions why you and your gang were present at that location. He suspects you may be part of a Terrorist organization.
 * Talk: Talk to the interrogator. Kaneda will make up a story about seeing his deathly ill mom when the Clowns attacked his gang.  The interrogator will be skeptical and inquire about your mom.
 * Talk: Talk to him a second time to explain that your mom has recovered. The interrogator is still skeptical.  Now you'll have the option to Laugh, but don't.
 * Look → Gang: Look at various members of your gang. If you take too long, the interrogator will demand you return your attention him.  Keep looking at your gang, particularly Kaneda (center) and the two members to the left of him until the interrogator is convinced that you're not with the Terrorists.
 * Peek → List: Try to look at the list, but the interrogator will insist that you stop.
 * Peek → List: Do it again anyway, and you'll discover that it's a list of suspected Terrorists, including a girl who Kaneda thinks is cute.
 * Inquire: Kaneda will ask what the girl's name is, but the interrogator just tells you to shut up.
 * Inquire: Next Kaneda will ask where the girl lives, with the same response.
 * Inquire: Kaneda begs for the girl's phone number, and the interrogator will insist they don't have it. The lackey will conclude that the gang has no connections to the Terrorists, and you will be told to wait outside of the room.

Custody
You will be waiting on a bench outside of the interrogation room in a gymnasium.
 * Check → Pick: Point the cursor at the one person on the right bench dressed in orange. Kaneda thinks he's seen her before.
 * Check → Pick: Kaneda recognizes her as the woman in the interrogator's file and decides now would be a good time to try and ask her out.
 * Ask out: Just when you do, a Terrorist pull a pin from his grenade. Note that any action you take at this point which deviates from the movie will cause you to die and end your game.
 * Yell: Yelling is the only action which will enable the next action to work successfully.
 * Take cover: Everyone will move as far away from the Terrorist as possible, and then the Terrorist's grenade will fail to explode. The Army will tackle him and begin to beat him.  Kaneda's gang is free to leave, but Kaneda will wonder if he can rescue the girl as well.
 * Look → Army: Kaneda notes that they are holding the Terrorist's grenade.
 * Talk: Kaneda will call one of the Army men "Gramps" and inform him that the girl is with his gang. The Army man will be insulted, and throw you and the girl out of the building.

Kaneda will try to hit on the girl, but she isn't impressed. Kaneda will try to convince her that he's interested in her for more than just her looks, and the girl will thank Kaneda for helping her. Kaneda will introduce himself, and then the girl will say goodbye. An explosion in the background suggests that the grenade wasn't a dud after all.

Back at school, Kaneda's gang suffered through punishment at the hands of the P.E. teacher "Jaws". Groupies of Kaneda's gang will inquire about The Clowns. Kaneda will mention Tetsuo's accident. Kai figures he's in some hospital, and then he notices Tetsuo riding on Kaneda's bike with some girl. Kaneda jumps on Yamagata's bike to chase after Tetsuo. To find him, they stop at the bar his gang hangs out in.