Kimihiro Watanuki has been saved from death by the sacrifices of his friends, but his recovery time is cut short. His special connection with the spirit world is needed to investigate a terrifying haunted house, placate annoyed Warashi spirits, and face the growing threat of a shadowy figure called Fei-Wang Reed. This volume includes chapters 65-72.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.
Months ago, when Kimihiro Watanuki became the indentured servant of the witch Yūko Ichihara, Yūko warned Kimihiro about his attraction to cute young Himawari-chan. But he refused to listen. How could his pretty classmate possibly pose any kind of danger to him?
At last the secret is revealed... and with near-fatal results. The volume includes chapters 59-64, delving into the mysteries and dangers that lie ahead for Watanuki.
Without realizing it, Kimihiro Watanuki has purchased a dream. According to his boss Yūko Ishikawa, the mysterious time-space witch, people usually buy good dreams–but Kimihiro's dream is a man-eating nightmare. Even worse, it has come true!
Then Kimihiro meets a wistful girl who, like him, can see the spirit world. Together they try to prevent a harmless ghost from being exorcised from its beloved resting place, an ancient cherry tree. The girl's mother wants her to have nothing to do with Kimihiro, but the spirits say otherwise. . . .
Includes chapters 52-58.
Hikaru no Go, Vol. 14: Sai vs. Toya Koyo unravels the continuing journey of Hikaru Shindo, a young schoolboy, who encounters a haunted Go board. Through this board, Hikaru meets the spirit of a master player, Fujiwara-no-Sai, who occupies his consciousness.
Sai's presence ignites an untapped genius for the game within Hikaru, propelling him to pursue his newfound dream. His goal is not a simple one, as he aspires to defeat the renowned Go prodigy, Akira Toya.
As the series progresses, readers witness Hikaru's personal growth and his thrilling encounters in the world of Go, where strategic battles of wit and skill unfold.
Celestial wizard Lucy wants to join Fairy Tail, a club for the most powerful wizards. But instead, her ambitions land her in the clutches of a gang of unsavory pirates led by a devious magician. Her only hope is Natsu, a strange boy she happens to meet on her travels. Natsu's not your typical hero; he gets motion sickness, eats like a pig, and his best friend is a talking cat.
With friends like this, is Lucy better off with her enemies?
Kimihiro Watanuki's after-school job working for the mysterious witch Yûko Ishikawa has taken a dangerous turn. A recent assignment cost Kimihiro his right eye to a spider with a grudge. Now the missing eye has become the latest must-have item in the spirit world. Even the Zashiki-Warashi, the pretty spirit who has a crush on Kimihiro, has become entangled in the mess — and she's being held captive by an unknown evil! Can Kimihiro save both the girl and his eye—without getting himself killed by beings more powerful than he can imagine?
Includes chapters 48-51.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream—defeating the famed go prodigy Akira Toya!
KimihIro Watanuki has a wish on layaway with Yūko Ishikawa, the sultry time-space witch who can grant anyone's deepest desire... for a price! Still, working like a slave in Yūko's shop hasn't dampened Kimihiro's enthusiasm for his cute classmate Himawari-chan, nor his irritation with his too-cool rival Dōmeki, the guy who always seems to be around during Kimihiro's most embarrassing moments.
But when Dōmeki, trying to be a good samaritan, inadvertently becomes the object of a terrible grudge, Kimihiro seeks Yūko's help. However, the cost for her assistance is steep: Kimihiro would be permanently impaired! Is such a sacrifice worth it for someone he would rather have disappear?
Includes chapters 43–47.
After stumbling across a haunted Go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream—defeating the famed Go prodigy Akira Toya!
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.
Light thinks he's put an end to his troubles with the FBI—by using the Death Note to kill off the FBI agents working the case in Japan! But one of the agents has a fiancée who used to work in the Bureau, and now she's uncovered information that could lead to Light's capture. To make matters worse, L has emerged from the shadows to work directly with the task force headed by Light's father.
With people pursuing him from every direction, will Light get caught in the conflux?
Kimihiro Watanuki takes a welcome break from his grueling service to the time-space witch, Yūko Ishihara, only to find himself mixed up in the strangest parade of the Japanese magical world. But a slipup reveals that Kimihiro is a powerless human! How can he survive the festival without being eaten by its dangerous participants?
Then Kimihiro meets a woman who grieves for her lost son. Since Kimihiro is an orphan, the two form an immediate bond. But what will Kimihiro do when he realizes that his wonderful new friendship may very well kill him?
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Light Yagami is an ace student with great prospects—and he's bored out of his mind. But all that changes when he finds the Death Note, a notebook dropped by a rogue Shinigami, a death god. Any human whose name is written in the notebook dies, and now Light has vowed to use the power of the Death Note to rid the world of evil.
But when criminals begin dropping dead, the authorities send the legendary detective L to track down the killer. With L hot on his heels, will Light lose sight of his noble goal... or his life?
Boredom
Light tests the boundaries of the Death Note's powers as L and the police begin to close in. Luckily, Light's father is the head of the Japanese National Police Agency and leaves vital information about the case lying around the house. With access to his father's files, Light can keep one step ahead of the authorities. But who is the strange man following him, and how can Light guard against enemies whose names he doesn't know?
Hikaru no Go, Vol. 9: The Pro Test Begins continues the journey of Hikaru Shindo, a young schoolboy, who encounters a haunted go board, leading to the possession of his consciousness by the spirit of Fujiwara-no-Sai, a master go player from the Heian era. Sai's presence awakens a previously untapped genius for the game within Hikaru, propelling him to pursue his newfound dream.
Driven by the desire to conquer the go world, Hikaru's ultimate goal is to challenge and defeat the esteemed go prodigy, Akira Toya. As the story unfolds, readers are taken on a compelling journey through the intricate and strategic world of go, a classic Japanese board game, as well as the trials and growth Hikaru experiences along the way.
Kimihiro Watanuki is the indentured servant of Yūko, the beautiful but completely unpredictable Space-Time Witch. He must work at her bizarre wish-granting shop until he can pay off his own wish: to be free of the spirits that haunt him. Yūko's latest customer is a rain spirit who wants Kimihiro dispatched on a rescue mission. Little does Kimihiro know that this mission will take him to death's door!
Kimihiro has another problem. A cute spirit has given him a Valentine's Day present, which means he's obligated by Japanese custom to return the favor. What do you get a girl who may not even exist in this world?
Includes chapters 29-34.
Breaking the laws of nature is a serious crime! In an alchemical ritual gone wrong, Edward Elric lost his arm and his leg, and his brother Alphonse became nothing but a soul in a suit of armor. Equipped with mechanical “auto-mail” limbs, Edward becomes a state alchemist, seeking the one thing that can restore his and his brother’s bodies...the legendary Philosopher’s Stone.
Alchemy: the mystical power to alter the natural world; something between magic, art and science. When two brothers, Edward and Alphonse Elric, dabbled in this power to grant their dearest wish, one of them lost an arm and a leg...and the other became nothing but a soul locked into a body of living steel. Now Edward is an agent of the government, a slave of the military-alchemical complex, using his unique powers to obey orders...even to kill. Except his powers aren't unique. The world has been ravaged by the abuse of alchemy. And in pursuit of the ultimate alchemical treasure, the Philosopher's Stone, their enemies are even more ruthless than they are...
It's Valentine's Day--and while Domeki is showered with chocolates and cards from girls, Watanuki receives none. To make matters worse, he must also do the usual chores for Yûko, which includes making chocolate cake for her and Mokona, as well as the treats his boss wants to give away as gifts. But when Watanuki discovers he has a shy and secret admirer who is not quite human, he finds that chocolates can be more than just sweets.
Then, after seeing identical twin sisters pass by in the street, Yûko makes a curious remark: that there are chains that only humans can use to bind others. Watanuki meets the sisters and senses that the relationship between them is not what it seems. . . .
xxxHOLiC crosses over with Tsubasa, also by CLAMP. Don't miss it!
Includes chapters 23-28.
Kimihiro Watanuki is haunted by spirits–and the only way to escape his curse is to become the indentured servant of the mysterious witch, Yûko Ichihara. But when his beloved, beautiful Himawari-chan, asks him for a favor, he and his eternal rival, the exorcist Dômeki, must go on a spirit-busting adventure without Yûko there to save them!
Meanwhile, Yûko gives a young woman a precious cylindrical box from her treasure room. There's just one caveat: She must never open it. Inside is a magical device with a terrifying reputation! Can Kimihiro save an ambitious young lady from her own overconfidence?
See a special appearance by the characters of Tsubasa in xxxHOLiC volume three! Don't miss it! Includes chapters 16-22.
Part-time student, full-time Soul Reaper, Ichigo is one of the chosen few guardians of the afterlife. Ichigo Kurosaki never asked for the ability to see ghosts—he was born with the gift. When his family is attacked by a Hollow—a malevolent lost soul—Ichigo becomes a Soul Reaper, dedicating his life to protecting the innocent and helping the tortured spirits themselves find peace. Find out why Tite Kubo’s Bleach has become an international manga smash-hit!
Ichigo Kurosaki has always been able to see ghosts, but this ability doesn't change his life nearly as much as his close encounter with Rukia Kuchiki, a Soul Reaper and member of the mysterious Soul Society. While fighting a Hollow, an evil spirit that preys on humans who display psychic energy, Rukia attempts to lend Ichigo some of her powers so that he can save his family; but much to her surprise, Ichigo absorbs every last drop of her energy. Now a full-fledged Soul Reaper himself, Ichigo quickly learns that the world he inhabits is one full of dangerous spirits and, along with Rukia—who is slowly regaining her powers—it's Ichigo's job to protect the innocent from Hollows and help the spirits themselves find peace.
WATCH OUT FOR WITCHES
Kimihiro Watanuki thought he had signed up with a bunch of weirdoes, and he was right! He became the unfortunate indentured servant of a woman known as Yūko Ichihara, who was widely rumored to be the time-space witch. Now his voyage through the worlds of the occult are off and running, as he and Yūko go visiting fortune tellers and horoscope readers. But can the future really be told?
Meanwhile, the romance is heating up between Kimihiro and cute Himawari-chan. Then fate throws Kimihiro's old rival back into his life. Now Yūko invites all three to a temple to tell scary stories throughout the night. Is it just for fun or is there some deeper reason?
See the other side of the Tsubasa story in xxxHOLiC volume two! Don't miss it!
Includes chapters 9-15
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, the One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
Sure, lots of people say they want to be the King of the Pirates, but how many have the guts to do what it takes? When Monkey D. Luffy first set out to sea in a leaky rowboat, he had no idea what might lie over the horizon. Now he's got a crew—sort of—in the form of swordsman Roronoa Zolo and treasure-hunting thief Nami. If he wants to prove himself on the high seas, Luffy will have to defeat the weird pirate lord Buggy the Clown. He'll have to find a map to the Grand Line, the sea route where the toughest pirates sail. And he'll have to face the Dread Captain Usopp, who claims to be a notorious pirate captain... but frankly, Usopp says a lot of things...
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.
SAKURA AND SYAORAN RETURN! But they're not the people you know. Sakura is the princess of Clow—and possessor of a mysterious, misunderstood power that promises to change the world. Syaoran is her childhood friend and leader of the archaeological dig that took his father's life. They reside in an alternate reality...where whatever you least expect can happen—and does.
When Sakura ventures to the dig site to declare her love for Syaoran, a puzzling symbol is uncovered—which triggers a remarkable quest. Now Syaoran embarks upon a desperate journey through other worlds—all in the name of saving Sakura.
Watanuki Kimihiro is haunted by visions of ghosts and spirits. Seemingly by chance, he encounters a mysterious witch named Yuuko, who claims she can help. In desperation, he accepts, but realizes that he's just been tricked into working for Yuuko in order to pay off the cost of her services. Soon he's employed in her little shop—a job which turns out to be nothing like his previous work experience.
Most of Yuuko's customers live in Japan, but Yuuko and Watanuki are about to have some unusual visitors named Sakura and Syaoran from a land called Clow. xxxHolic volume one crosses over with Tsubasa volume one. Don't miss it!
Includes special extras after the story. Includes chapters 1-8.
A family with an ancient curse...
And the girl who will change their lives forever...
Tohru Honda was an orphan with no place to go until the mysterious Sohma family offered her a place to call home. Now her ordinary high school life is turned upside down as she's introduced to the Sohma's world of magical curses and family secrets.
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber—at the cost of never being able to swim again! Years later, Luffy sets off in search of the “One Piece,” said to be the greatest treasure in the world.
Now, with the help of a motley collection of pirate wannabes, Luffy is setting off in search of the legendary treasure. The enchanted Gum-Gum Fruit has given Luffy the power to stretch like rubber—and his new crewmate, the infamous pirate hunter Roronoa Zolo, strikes fear into the hearts of other buccaneers! But what chance does one rubber guy stand against Nami, a thief so tough she specializes in robbing pirates, or Captain Buggy, a fiendish pirate lord whose weird, clownish appearance conceals even weirder powers?
It's pirate vs. pirate in the second swashbuckling volume of One Piece.
Naruto is a ninja-in-training with an incorrigible knack for mischief. His wild antics amuse his teammates, but Naruto is completely serious about one thing: becoming the world's greatest ninja!
UZUMAKI NARUTO Twelve years ago the Village Hidden in the Leaves was attacked by a fearsome threat. A nine-tailed fox spirit claimed the life of the village leader, the Hokage, and many others. Today, the village is at peace, and a troublemaking kid named Naruto is struggling to graduate from Ninja Academy. His goal may be to become Hokage, but his true destiny will be much more complicated. The adventure begins now!
Join Monkey D. Luffy and his swashbuckling crew in their search for the ultimate treasure, One Piece! As a child, Monkey D. Luffy dreamed of becoming King of the Pirates. But his life changed when he accidentally gained the power to stretch like rubber…at the cost of never being able to swim again! Years later, Luffy sets off in search of the One Piece, said to be the greatest treasure in the world...
As a child, Monkey D. Luffy was inspired to become a pirate by listening to the tales of the buccaneer "Red-Haired" Shanks. But his life changed when Luffy accidentally ate the Gum-Gum Devil Fruit and gained the power to stretch like rubber...at the cost of never being able to swim again! Years later, still vowing to become the king of the pirates, Luffy sets out on his adventure...one guy alone in a rowboat, in search of the legendary One Piece, said to be the greatest treasure in the world.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
The Hokuto Cup games are about to begin, and Hikaru gets caught up in some misunderstandings that make it difficult for him to concentrate on go. In the first match between Japan and China he starts out poorly and seems well on the way to a resounding defeat. Only by getting a grip on himself can he possibly make a showing, but that's far easier said than done!
Junichi Naruse is a 22-year-old ordinary engineer who, while searching for an apartment with his girlfriend Kei, accidentally becomes a victim of a robbery at a real estate agency. In an attempt to save a child from the robber, Junichi is shot in the head. Miraculously, he survives thanks to a cutting-edge medical procedure that involves a brain transplant.
However, Junichi soon realizes that he's not alone in his own head—there's another presence. As he recovers his memory, he discovers two brains encased in glass labeled 'Host JN' and 'Donor No. 2.' The second brain is the remainder of the donor's brain used to replace the parts destroyed by the gunshot.
Junichi's life seems to return to normal, with happy days with Kei, but small changes begin to occur within him, leading to growing discomfort and the mystery of the donor's identity.
This manga adaptation of Keigo Higashino's novel 'Metamorphosis' is a gripping mystery that explores the implications of a brain transplant and the quest for one's true self.
Step aside from the main journey of Hikaru Shindo to explore intriguing side stories in Hikaru no Go, Vol. 18: Six Characters, Six Stories. This volume diverges from the central narrative to delve into the backgrounds and personal tales of six characters who have impacted Hikaru's journey in the world of Go. Readers will gain a deeper understanding of Akira Toya, Tetsuo Kaga, Asumi Nase, Yuki Mitani, Atsushi Kurata, and the enigmatic spirit Fujiwara-no-Sai.
In these stories, Hikaru Shindo might make an appearance, but the spotlight shines on the individual paths and challenges each character faces. The collection culminates with Hikaru taking a stand against a deceitful antique shop owner, engaging in a strategic battle of Go to reclaim a treasured heirloom vase for its rightful owner.
Since Sai's disappearance, Hikaru has given up go! Meanwhile, undefeated by his failure to pass the pro test, Isumi plays his heart out in China. His foreign training teaches him unique ways to handle the stress of mental challenges and competition. Upon his return, he asks Hikaru for a rematch! But how good will Hikaru's game be after such a long break--and without Sai...?
-- VIZ Media
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru ignores Sai's pleas to let him play go, and then one day Sai vanishes! Is he mad at Hikaru? Where has he gone? Will he ever come back? And will Hikaru be able to play without Sai's coaching...?
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru and Sai are both scheduled for matches with their greatest rivals--Akira Toya and his father, Toya Meijin. How will Sai play without revealing his secret identity? And will Akira's father stand in the way of Hikaru's long anticipated rematch with his son? The suspense is getting unbearable!
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya.
After stumbling across a haunted Go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream of defeating the famed Go prodigy Akira Toya!
In Hikaru no Go, Vol. 12: Sai's Day Out, Hikaru's career as a professional Go player begins. In his first game, he must face veteran player Toya Meijin, Akira's father. The match is not just a competition but also a personal challenge for Sai. As Sai attempts to teach a cheating Go player a lesson he'll never forget, the question arises: will Hikaru's ghostly master do him proud or make him look like an amateur?
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Hikaru is horrified to find that he's losing all of his games at the insei school! The Young Lions Tournament is just three months away, and the insei who qualify will play against rookie pros, including Akira. Hikaru sees his chance to impress his rival, but can he turn his losing streak around in time?
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. This awakening ignites an untapped genius for the game within Hikaru, propelling him on a quest to defeat the renowned go prodigy Akira Toya.
As Akira turns professional, Hikaru realizes that reaching his rival's level will require immense dedication and effort. Before even considering the professional test, he must first conquer the challenges of the insei school and surpass all its students. With each step forward, Akira's shadow looms larger, and Hikaru must push himself to the limits to close the widening gap between them.
After stumbling across a haunted go board, Hikaru Shindo discovers that the spirit of a master player named Fujiwara-no-Sai has taken up residence in his consciousness. Sai awakens in Hikaru an untapped genius for the game, and soon the schoolboy is chasing his own dream--defeating the famed go prodigy Akira Toya!
Akira is beginning a new school year at Kaio Middle School. With his daunting reputation as the Toya Meijin's son, Akira finds he must prove himself to more than a few mean and jealous classmates. And with the help of upperclassman Yuri Hidaka, Akira finds the confidence to persevere in his hunt to beat Hikaru. Meanwhile, Hikaru is having a hard enough time just trying to find a third teammate to play in the Haze Middle School Go Club. A possible teammate arrives in the form of Yuki Mitani--but will he join their club or continue to swindle old timers for their pocket change?
Hikaru Shindo is like any sixth-grader in Japan: a pretty normal schoolboy with a two-tone head of hair and a penchant for antics. One day, he finds an old bloodstained Go board in his grandfather's attic--and that's when things get really interesting. Trapped inside the Go board is Fujiwara-no-Sai, the ghost of an ancient Go master who taught the strategically complex board game to the emperor of Japan many centuries ago.
In one fateful moment, Sai becomes a part of Hikaru's consciousness and together, through thick and thin, they make an unstoppable Go-playing team. Will they be able to defeat Go players who have dedicated their lives to the game? Will Sai achieve the "Divine Move" so he'll finally be able to rest in peace? Begin your journey with Hikaru and Sai in this first volume of Hikaru no Go.
Countless tombstones stand in rows throughout a small community, forming a bizarre tableau. What fate awaits a brother and sister after a traffic accident in this town of the dead? In another tale, a girl falls silent, her tongue transformed into a slug. Can a friend save her? Then, when a young man moves to a new town, he finds the house next door has only a single window. What does his grotesque neighbor want, calling out to him every evening from that lone window?
Fresh nightmares brought to you by horror master Junji Ito.
Rurouni Kenshin is one of the most beloved and popular manga series worldwide. Set against the backdrop of the Meiji Restoration, it tells the saga of Himura Kenshin, once an assassin of ferocious power, now a humble rurouni, a wandering swordsman fighting to protect the honor of those in need.
A hundred and fifty years ago in Kyoto, amid the flames of revolution, there arose a warrior, an assassin of such ferocious power he was given the title Hitokiri: Manslayer. With his bloodstained blade, Hitokiri Battosai helped close the turbulent Bakumatsu period and end the reign of the shoguns, slashing open the way toward the progressive Meiji Era. Then he vanished, and with the flow of years became legend.
In the 11th year of Meiji, in the middle of Tokyo, the tale begins. Himura Kenshin, a humble rurouni, or wandering swordsman, comes to the aid of Kamiya Kaoru, a young woman struggling to defend her father's school of swordsmanship against attacks by the infamous Hitokiri Battosai. But neither Kenshin nor Battosai are quite what they seem...
The conclusion of the Phantom Blood Arc! Jonathan Joestar and his mentor Zeppelli continue their pursuit of the villainous vampire, Dio! But to get to him, they must first face down his murderous henchmen! In battle after bloody battle, JoJo and Zeppelli are pushed to their limits and beyond!
As if Dio wasn't diabolical enough, now he's an immortal vampire with incredible strength! But Jonathan Joestar's not one to back down, even when it seems like victory is impossible! It's a classic battle! Good versus evil! Grit and determination against power and arrogance! Who will win?!
Young Jonathan Joestar's life is forever changed when he meets his new adopted brother, Dio. For some reason, Dio has a smoldering grudge against him and derives pleasure from seeing him suffer. But every man has his limits, as Dio finds out. This is the beginning of a long and hateful relationship!