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The Golden Rhinos (ゴールデンサイ Gōrudensai?) are a gang of highly trained elite assassins sent out to destroy the GG's after the police fails to do so. They are lead by Goji Rokkaku.

Overview[]

Appearance[]

In Jet Set Radio the Golden Rhinos mostly consist of gang members in Yakuza attire carrying switchblades or automatic weapons. In the Tokyo-to chapter 3 missions, the Golden Rhinos will also be armed with the same weapon the main assassin is using.

Personality[]

The Golden Rhinos are ruthless killers who will not rest until the job gets done. Described by DJ Professor K in Jet Set Radio as "a dangerous bunch, cool and cruel!" They only follow orders from Goji Rokkaku or themselves. Some members of the Golden Rhinos are also unstable as during the Rock 'n Roll Grind mission, the communique mentions that provoking Assassin #6 will make him go berserk.

Role in Jet Set Radio[]

In Jet Set Radio the Golden Rhinos make their way into the story at the end of chapter 1, proceeding to kidnap Poison Jam, as they are after the "Devil's Contract". A fallen Love Shocker also drops the organization's badge after their defeat. In chapter 2, it is revealed that the Golden Rhinos took over Grind City by covering up the graffiti that Combo, Cube, and Coin had done in Bantam Street and Grind Square. During this, they also kidnapped Coin, in search for the Devil's Contract. In chapter 3, the Golden Rhinos replace the police force and Onishima as they are too scared to take them on as they cause destruction. The GG's ultimately cover up all the Golden Rhinos posters and statues in Tokyo-to, which leads to a showdown against their boss, Goji Rokkaku, who is taken down.

Members[]

Assassins[]

  • Assassin #1: Kairiki Fighters, they only appear in the Benten Burning mission, blocking the extra-large red tags.
  • Assassin #2: Jetpack Patrol, They only show up in the Fight or Flight mission with six backup units.
  • Assassin #3: Pyromaniac, just like the Kairiki Fighters, they only appear during Benten Burning. They also bring backup units with them.
  • Assassin #5: Whip Assassin. He only shows up in the Tag or Die level. Clear all the extra large and large tags high up to easily avoid him.
  • Assassin #6: Electrocutioners, they only appear in Rock 'n Roll Grind, but can be a hindrance as they electrocute the grind rails during the mission.

Other members[]

  • Grunts: They appear in every mission relating to the Golden Rhinos. The ones that stay still are holding automatic weapons, while the ones on the move are carrying switchblades.
  • The Bomb Patrol: They only appear in the Explosion mission. They will set the player on fire if they simply run into them.
  • Snipers: They only appear in the Fight or Flight mission during the beginning. When assassin number 2 arrives, they leave.
  • Helicopters: The helicopters only show up during the Rock 'n Roll Grind mission. Similar to the ones the police use in chapter 1, they also shoot missiles towards the player. Tag their windshields to take them down.

Dialogue[]

Dialogue
Mission Quote
Tag or Die After completing 6 tags.
  • This is Golden Rhino from the communications center. Assassin number 5 is about to arrive. He's very anxious, so don't get too close, otherwise he might attack.

Assassin No. 5 arrives.

  • There is some kids downtown just waiting to get caught. Bring them to me!
Rock 'n Roll Grind After completing 6 tags.
  • This is Golden Rhino from the communication center. I am sending assassin number 6 to Grind Square. Do not provoke him, otherwise he might go berserk.

After completing 3 more tags.

  • This is Golden Rhino from the communications center. I will send more units to Grind Square. Wait for them.
Explosion Intro.
  • Hee hee, hey punk. That's right. You. I just set a bomb in the city. Get close to it and it'll go beeeep, and then.........BOOOOM! Think you can handle it.....punk?

Bomb Patrol arrival at Park Street.

  • Ho ho ho, one of 'em is hanging around Park Street. I want those kids dead.

Bomb Patrol arrival at Center Street.

  • He he he, one of 'em's on Center Street. Go take 'em out!

Bomb Patrol arrival at the Bus Terminal.

  • Hee hee hee. One of 'em is at the Bus Terminal. Take no prisoners...
Fight or Flight After completing 7 tags.
  • Communications Center to all Golden Rhinos. Assassin number 2 is headed your way in a high-speed aircraft. Wait for his arrival.

Assassin No. 2's arrival at Kibogaoka.

  • Those kids are messing around in Kibogaoka. Go take 'em out.

Assassin No. 2's arrival at the residential area.

  • A member of that roller-gang is in the residential district. Snuff 'em out.

Assassin No. 2's arrival in the sewers.

  • Those kids are in the sewers. Go check it out.

Assassin No. 2's arrival at the factory ruins.

  • Some punks are causing trouble at the factory ruins. If you find 'em, kill 'em.
Benten Burning After completing 8 tags.
  • Communications Center to all Golden Rhinos. Assassin number 3 will be there shortly. Be careful, you can expect fire damage.

Official profiles[]

Jet Grind Radio IGN Guide[]

  • These villains make Captain Onishima look like Mother Teresa. The Golden Rhino's are Yakuza henchmen for the Rokkaku Corp. Governed by Rokkaku Corp boss Goji Rokkaku these thugs in black suits mean business. The Golden Rhino's always wear black shades and they control the police and the military, so watch ya neck Rudie. Check out their permed hairdo's.

Assassin #1[]

  • This is a new enemy only operating on this level they are specialist's in kicks and huge punches. These guys are huge bone crushing bodyguards that watch over the tag spots. If they get a hold of you they will kick your ass literally into a different part of the hood. To get to the tags sneak up to them from the side without being spotted by the Assassin #1. If he sees you just hit the tag and take the bruising then heal yourself later. If he chases you it will be hard to get him off your ass.

Assassin #2[]

  • This is Goji Rokkaku's personal airborne guard. These guys can make your mission even tougher. As they can fly there are no longer any safe spots to escape to. The worst place to be when these fools are chasing you is on the roof, as you are out in the open.
  • These crazed maniacs are the hardest enemy you have to fight in the game.

Assassin #3[]

  • Do not take hits from these Rokkaku psychos because if you do they will set you on fire and you will remain on fire for a while. Taking hits from the flame-thrower means serious damage to your health bar and time wasted finding health. Keep some distance between you and them and watch your back. Head for the high ground for safety, as they cannot reach you there. If you need to get them off your back before you tag lead them on a wild goose chase and double back and hit the tag while they are looking for you.

Assassin #5[]

  • These thugs carry extra long whips and can jump unusually far. They position themselves mainly on the rooftops of Bantam Street and down on the street below. The way to outmaneuver them is to keep moving and grinding. Try to get all the tags on the rooftops done before they arrive.

Assassin #6[]

  • A mob of suited Golden Rhino thugs throwing electricity bombs will now arrive on the scene. When you see the lightning frazzling on the red light runners jump over it. If you run into it you will be thrown off the red light runners all the way down to the ground ouch! The bolt thrower's hide up on the rooftops and you cannot tag them.

Bomb Patrol[]

  • These kamikaze psychos will dive at you and then explode. If they hit you expect to lose a large chunk of your health bar. This is a good time to find the Bomb General before he swarms all over you.

Snipers[]

  • From the get go the snipers will begin targeting you. If you get painted by a red laser beam, run, it means that you are going to be shot. The only way to out wit the snipers is to move in an unpredictable pattern. Make sure you grind and jump as you run do everything to break the lock on targeting. Snipers will paint you all through this level.

Jet Grind Radio: Sybex's Official Strategies & Secrets[]

Grunts[]

  • They're not particularly fast, but there are a lot of them. You'll have to learn where they're camped out to avoid bumping into them unexpectedly.
  • Rokkaku Henchmen lurk in some unexpected places and their weapons can reach you from far away.
  • The Rokkaku Henchmen are already on the scene, armed with long knives and some bad attitudes.

Assassin #1[]

  • Assassin #1 is another formidable foe. These big bruisers watch over many of the tags throughout Benten-cho. Their kicks and punches are very damaging and are powerful enough to knock you far from where you were standing when you were hit. Thankfully, there is a way to get past them.
  • Assassin #1 may be strong, but he's not very alert.

Assassin #2[]

  • Theses flying enemies, all led by a maniacal leader with an axe to grind, are likely the toughest adversaries in the game.
  • Since the Jet Patrol can fly around at will, you won't be safe even if you retreat to higher ground. In fact, the rooftops are a horrible place to try to go when it's hot on your trail. Not only are you at risk of falling off the roofs, but you're also at the mercy of this airborne militia.

Assassin #3[]

  • Well-dressed Rokkaku thugs have also driven both civilians and the police from the streets of Benten-cho. Armed with flame throwers and some serious attitude, these villains will give the GGs everything they can handle.

Assassin #5[]

  • Once the Assassin #5 group arrives on the scene, you'll have our work cut out just trying to dodge them. Armed with an extra long-range whip and gifted in the area of long distance jumps, the only way to avoid these deadly enemies is to keep grinding and moving. Stay as far away from them as possible or you'll end up on the wrong end of those stinging whips.

Assassin #6[]

  • By now, Assassin Group #6 will have arrived on the scene. These thugs can be incredible nuisances, since their main attack is to send electric shocks down some of the rail's and runners. You'll be stopped dead in your tracks if you reaches you while you're grinding. Look for their locations and watch their patterns.

Bomb Patrol[]

  • While the normal Bomb Patrol is fairly easy to outrun, don't let them get too close. What may seem like safe margins for error often aren't, as these nasty characters can dive at you. Since they'll explode if they can get a paw on you, this is something to avoid. This attack causes more damage than normal enemies and can quickly deplete your Power Gauge.

Snipers[]

  • They're spread all over this stage, and once they have their sights set on you, you'll notice a red beam tracking your movements. Pay attention to the exclamation point above your head. If it starts to pulsate, a shot is about to be fired at you.

Other appearances[]

Grind City comic[]

While no members of the Golden Rhinos appear in the Unprinted Grind City Comic, they are directly name-dropped by Cube in the final page made for it.

Gallery[]

For this gang's image gallery, see Golden Rhinos/Gallery.

Credits[]

References[]

Navigation[]

Jet Set Radio Characters
Main
BeatComboCornCubeGaramGumMewPiranhaPotsSlateYo-Yo
Gangs
Golden RhinosLove ShockersNoise TanksPoison JamThe GG's
Other
Captain OnishimaCoinDJ Professor KGoji RokkakuGoji's sonMister OsakiPink no ShijinPolice
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