Bakumatsu Kourinden ONI Complete Walkthrough

GAME TRANSLATE · SNES GUIDE

Bakumatsu Kourinden ONI
Complete Walkthrough

Every main quest step, side quest, ally, summon, youkai and treasure chest, in the order you can do them, with a warning before anything becomes missable.

Last updated: September 29, 2026

Before you start

💿 The patch

Apply the English patch to a clean, unmodified Japanese ROM of Bakumatsu Kourinden ONI (Super Famicom, 1996). The ROM must match CRC32 1CF3C877 before patching; an already-patched or headered ROM will not work.

🏷️ Names in this guide

Every name matches the English patch: Iida Town, Mt. Minakami, Juurouta, God’sTear… Item names are written exactly as they appear in the menus, so you can search this page for what you see on screen. The hero is called Yamato (his default name).

📜 Where the information comes from

This walkthrough is built from a full decode of the game’s event script: every flag, choice, karma change and NPC condition. Where the old GameFAQs guides got something wrong, the entry says so under Old guides.

💾 Saving & healing

Save at any Jizo statue. Mayuki heals the party for free at home in Iida Town. Save before boss fights: many story battles end the game if you lose.

Karma in one minute

Karma runs from 0 to 100 and shows as a title in the status menu. Kindness raises it; stealing from homes, lying and cruelty lower it. Two thresholds matter most while you play:

⚔️ Keep it at 20 or more

Below 20, dozens of samurai and ronin, and five recruitable allies, attack you instead of talking. Beat one and he is gone for good.

✨ Aim for 100 by the end

Karma 70+ unlocks the Djinn summon; karma 100 lets Mayuki teach Yamato the Seven Gods, which the final summon needs.

Every karma choice, its exact value and the full list of low-karma duels are in the Karma Guide.

Hidden systems worth knowing

  • Kongouyasha remembers what you stole. His two questions at the Ezo shrine are checked against your record (Ch. 16).
  • A hidden quest: the bushido master in Kyoto and his eight pupils across Japan, worth +7 karma (Ch. 3).
  • The Youkai Village fills up in four stages, and some residents vanish when the next stage starts (Ch. 15).
  • Wanted by the Shogun: after the Yokohama ambush (Ch. 22), most shops and inns in Japan refuse you for the rest of the game.
  • The point of no return on Mt. Fuji removes all NPC allies (Ch. 28 is a last-chance list).

How each of these works, straight from the event script: Secrets & Hidden Mechanics. Everything that can be lost for good, by chapter: Missables list.

01
CHAPTER 01

Iida Town & Mt. Maru

📍 Iida Town · Mt. Maru

Yamato comes home from a hunt in Iida Town. An errand for his mother turns into a rescue: youkai have carried the village children off to Mt. Maru. After the rescue a youkai attacks the town, and a mysterious swordsman, Juurouta, saves Yamato and tells him he has a talent for hunting youkai.

⏳ Last chances in this chapter

  • Talk to Kisuke before you walk out of Iida the morning you set out, or his farewell Herb is lost (a second Herb still waits on your first return).
  • Jiiya’s Suzukake stays available until the Shinsengumi messenger at Mt. Yatsuka (Ch. 4). Get it before then.
  • Searching pots and shelves in homes and storehouses costs karma, and Kongouyasha remembers the thefts late in the game.
  • Kisuke’s farewell Herb details
  • Fight the Mt. Maru ghost at once details

Full list across the game: Missables.

Walkthrough

  1. MainAfter the opening, you’re at home in Iida Town with 3 Herbs. Your house is the one in the south-west corner of town. Mayuki, your mother, asks you to fetch Mom’s Box from the storehouse. It’s the small white building just south of your house.
  2. MainGo into the storehouse and open the chest in the top-left corner. You get Mom’s Box, and Yamato finds an Odd Bundle tucked under it. Take both back to Mayuki.
  3. SideOptional (not recommended): search the shelves on the left wall of the storehouse for a Pill. It isn’t yours, so it costs 1 karma. → checklist
  4. MainMayuki takes the box and gives you your late father’s sword, a Katana. Tarou bursts in: youkai have taken the children, and he begs you to save them at Mt. Maru, north-west of the village. Equip the Katana right away. Mayuki reminds you if you forget.
  5. TipFrom now on, talk to Mayuki whenever you’re hurt. Answer Yes to ‘Will you rest for today?’ to fully recover for free. Iida has no inn.
  6. SideOptional: Naozane stands by the tree in the north-east corner of town. Now that Tarou has asked for help, he offers to come to Mt. Maru with you. Answer Yes and he joins as an NPC ally. Your karma must be 20 or higher, or he attacks you instead. → checklist
  7. TipShops: the long building at the top of town has the weapon shop (left door) and the armor shop (right door). The item shop is the house with the sign on the east side. A Silk Robe (140) or Leggings (110) helps a lot before Mt. Maru.
  8. TipThe ronin near the south stairs warns that taking things from people’s homes lowers your karma. That’s true: any ‘Found X!!’ in a house or storehouse costs karma. Also save at the Jizo statues.
  9. MainLeave town and head west-north-west on the map to Mt. Maru. Climb to the cave mouth in the middle of the mountain. Two chests sit outside: a Pill near the summit on the left and a Herb on the right-hand shoulder.
  10. MainInside the cave, the ghost has the children locked in a cage. Answer Yes to ‘Will you fight?’. Fighting at once gives +1 karma. Each No (‘I’ll prepare a little more first’) sends you back outside and costs 1 karma.
  11. MainBeat Biwabokuboku. It calls you a ‘Shadow’ as it dies, and the children are freed. Losing here means Game Over, so heal first.
  12. SideAfter the rescue, go back into the cave for two chests you couldn’t reach during the event: a Herb in the right-hand alcove and a Dogu Shard in the left-hand alcove. Keep the Dogu Shard. It’s one of three pieces for a summon later (Niigata Village).
  13. MainWalk back into Iida Town. A youkai ambushes you at the entrance to avenge its comrade. You can’t win this fight. Just when it goes for the finishing blow, Juurouta cuts it down. He tells you that you have a talent for hunting youkai, then leaves.
  14. MainGo home and talk to Mayuki. That night Yamato asks about his father and says he wants to go with the stranger. Mayuki makes him wait until morning. Next morning you say goodbye and set off. This farewell is what Juurouta is waiting for in Ch. 2.
  15. SideBefore you leave, talk to Jiiya, the old retainer in your house. He gives you the Suzukake he wore as a young man, a good body armor this early. → checklist
  16. WarningTalk to Kisuke (the boy west of the well) before you walk out of town. He gives you a farewell Herb. If you leave town first, this gift is gone, but he still has a Herb for you next time you come back. → checklist
  17. SideOptional: Yachiho is in the house on the east side, just right of the well (upper door). Now that you’re setting out, she asks to come along. Answer Yes and she joins as an NPC ally. She heals a little. → checklist
  18. SideOptional (not recommended): the little jars on the floor just below Yachiho hold a Herb. Taking it costs 2 karma. → checklist
  19. MainLeave Iida Town and go north to Toyama Village (Ch. 2).
  20. TipAfter you’ve left once, talk to Mayuki when you come home. She offers to cook for you: answer Yes to ‘Stay the night?’ for a free full heal. Kisuke also gives you a second Herb the first time you come back.
  21. TipStaying the night with Mom at karma 100 teaches Yamato the Seven Gods summon. At karma below 21, Binbougami (the God of Poverty) visits your dreams once; below 1, Yakubyougami (the God of Plague) does. These two visits are only warnings. They don’t change anything.

Checklist

Item
Father’s sword from Mayuki
Where
Iida Town: your house (south-west corner)
How
Bring Mom’s Box from the storehouse south of the house back to Mayuki.
Reward
Katana (Mom’s Box and the Odd Bundle are taken back)
Opens
Ch. 1: start
Closes
never (story)
Ally
Naozane joins
Where
Iida Town: by the tree in the north-east corner
How
Talk to him any time after Tarou’s plea and answer Yes to ‘Will you take him along?’. Karma must be 20 or higher.
Reward
NPC ally Naozane (free)
Opens
Ch. 1: after Tarou asks you to save the children
Closes
never. But at karma below 20 he attacks instead; if you win (+400 gold, −2 karma) he is gone for good.
Ally
Yachiho joins
Where
Iida Town: the house east of the well (upper door); she stands in the bottom-right corner of the room
How
Talk to her after the night talk with Mayuki and answer Yes to ‘Take them along?’. Before that she only wants to play.
Reward
NPC ally Yachiho (small heal)
Opens
Ch. 1: the morning you set out
Item
Jiiya’s Suzukake
Where
Iida Town: your house, Jiiya
How
Talk to Jiiya any time after the night talk with Mayuki.
Reward
Suzukake
Opens
Ch. 1: the morning you set out
Closes
Ch. 4: once the Shinsengumi messenger at Mt. Yatsuka has spoken to you, Jiiya only worries about the country.
⚠ Missable · closes in Chapter 4
📝 Old guides: 77488 mentions it (‘your grandfather gives you Suzukake if you ask’) but not that it can be missed.
Item
Kisuke’s farewell Herb
Where
Iida Town: Kisuke, west of the well
How
Talk to him after the night talk with Mayuki, before you leave town.
Reward
Herb
Opens
Ch. 1: the morning you set out
Closes
Ch. 1: as soon as you walk out of Iida Town after the night talk
⚠ Missable · closes in Chapter 1
📝 Old guides: Not in the old guides.
Item
Kisuke’s mountain Herb
Where
Iida Town: Kisuke, west of the well
How
Talk to him the first time you come back to Iida after setting out.
Reward
Herb
Opens
Ch. 2: first return to Iida
📝 Old guides: Not in the old guides.
Karma
Fight the Mt. Maru ghost at once
Where
Mt. Maru: the cave
How
Answer Yes to ‘Will you fight?’ the first time you are asked.
Opens
Ch. 1
Closes
after the fight
☯ Karma +1 (only if you never refused); each No: −1⚠ Missable · closes in Chapter 1
📝 Old guides: 77488 only says refusing costs karma.
Karma
Pill in your family’s storehouse (theft)
Where
Iida Town: the storehouse south of your house, shelves on the left wall
How
Face the shelves and search.
Reward
Pill
Opens
Ch. 1
☯ Karma −1
📝 Old guides: 77488 says −2; the script takes 1. Kongouyasha (Ezo) later asks about thefts and counts this one.
Karma
Herb in Yachiho’s house (theft)
Where
Iida Town: the house east of the well (upper door), the jars just below Yachiho
How
Search the jars.
Reward
Herb
Opens
Ch. 1
☯ Karma −2
📝 Old guides: Kongouyasha (Ezo) later counts this as a theft.
Summon
Seven Gods
Where
Iida Town: your house, Mayuki
How
Rest or stay the night at home while your karma is 100.
Reward
Yamato learns the Seven Gods summon
Opens
any time: any time your karma reaches 100
Karma
Iida ronin duel (karma below 20 only)
Where
Iida Town: the ronin near the stairs in the south
How
Talk to him with karma below 20; he attacks. Naozane does the same.
Reward
Ronin: 350 gold if you win (lose: −400 gold). Naozane: 400 gold (lose: −600 gold).
Opens
Ch. 1
Closes
after you beat him
☯ Karma −2 per win

Treasure chests (5)

ItemAreaWhere
Mom’s BoxIida Town (storehouse)top-left corner of the storehouse south of your house
Story item; an Odd Bundle comes with it. Both go to Mayuki.
PillMt. Marunear the summit, on the left peak
HerbMt. Maruon the right-hand shoulder of the mountain, above the cave
HerbMt. Maru (cave)right-hand alcove of the cave
Reachable after the rescue.
Dogu ShardMt. Maru (cave)left-hand alcove of the cave
Reachable after the rescue. One of three Dogu Shards for the Dogu summon in Niigata Village.

Bosses & key battles

Biwabokuboku · 120 HP · 25 EXP · 160 gold
Mt. Maru cave
Equip the Katana and some armor from the Iida shops. Bring Naozane if you like. Losing is Game Over.
Youkai (Iida ambush)
Iida Town entrance, after the rescue
Scripted fight: you aren’t meant to win. Juurouta steps in and the story continues.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Iida Town
Map of Iida Town (Bakumatsu Kourinden ONI) with numbered markers
  • 1Kisuke — gives Herb checklist
  • 2Naozane — joins checklist
  • 3Tanujou — Youkai Village, karma +2 / −2 checklist
  • 4Mayuki (inside) — summon Seven Gods checklist
  • 5Jiiya (inside) — gives Suzukake checklist
  • 6Search spot (inside) — take Herb (theft), karma −2
  • 7Yachiho (inside) — joins checklist
  • AArmor shop
  • IItem shop
  • WWeapon shop
Iida Town: storehouse
Map of Iida Town: storehouse (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — take Pill (theft), karma −1
  • 2Kooni — Youkai Village, karma +2 / −2 checklist
  • A Mom’s Box
Mt. Maru
Map of Mt. Maru (Bakumatsu Kourinden ONI) with numbered markers
  • A Herb
  • B Pill
Mt. Maru: cave
Map of Mt. Maru: cave (Bakumatsu Kourinden ONI) with numbered markers
  • A Herb
  • B Dogu Shard
🛒 Shops in this chapter

Iida Town — Weapons

Kodachi120 G
Katana180 G
Chakra150 G

Long building at the top of town, left door.

Iida Town — Armor

Hood100 G
Silk Robe140 G
Leggings110 G

Long building at the top of town, right door.

Iida Town — Items

Herb4 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G

House with the sign on the east side. No inn in Iida: Mayuki heals you for free.

02
CHAPTER 02

Toyama Village & Mt. Minakami

📍 Toyama Village · Mt. Minakami · Checkpoint

Juurouta waits for you in Toyama Village and joins the party. The two of you follow the youkai to Mt. Minakami, open its hidden door and break up a gathering of youkai deep inside. Then Juurouta takes you to Kyoto.

⏳ Last chances in this chapter

  • Mt. Minakami: grab the three chests in the second inner cave before you fight the youkai at its east end. The cave collapses afterwards.
  • You can adopt only one pet in the whole game.
  • Chest: H. Water (Mt. Minakami (inner cave)) details

Full list across the game: Missables.

Walkthrough

  1. MainToyama Village is north of Iida Town on the map. Juurouta is down in the dry riverbed, just west of the big bridge. Talk to him and answer Yes to ‘Join Juurouta?’.
  2. TipIf you come here before the night talk with Mayuki in Iida (Ch. 1), Yamato says he wants to say goodbye to his mother first. Go home, talk to Mayuki, then come back; Juurouta joins at once. Answering No (‘I still can’t trust you’) costs nothing, and he simply asks again.
  3. MainJuurouta joins the party for good. With him along, the checkpoint west of Iida will let you through, but first finish the youkai trail at Mt. Minakami, east of Toyama.
  4. TipToyama has no weapon, armor or item shop, only an inn (10 gold) and a pet shop. Stock up on Herbs in Iida before Mt. Minakami.
  5. SideThe inn is the house in the north-west, next to the well. An old man inside coughs and asks for a Herb. Answer Yes to ‘Give him a Herb?’ for +2 karma. → checklist
  6. SidePet shop: the house east of the bridge on the south bank. Talk to the Owner and answer Yes to ‘Will you keep a pet?’. Talk to one of the three animals at the back (puppy, kitten or chick) and answer Yes to choose it. Then talk to the Owner again; if you try to leave first, Yamato reminds himself to tell the Owner. The pet joins free. You only ever get one, so choose carefully. → checklist
  7. TipThe old guide describes the pets like this: the puppy (Shiba) does a weak attack that can poison, the kitten (Cat) does a weak attack that can put enemies to sleep, and the chick heals you after battle. Much later (Ch. 22) the Owner can make your pet grow up.
  8. SideOptional (not recommended): in the house just north of the bridge, a Speed Orb is hidden in the upper room near the bully. Taking it costs 2 karma, and Kongouyasha remembers it. → checklist
  9. MainMt. Minakami is east of Toyama. Outside chests: a Herb on the far-west upper ledge, and a Pill and Leggings on top of the eastern peak.
  10. MainAs you arrive with Juurouta, you watch a youkai slip through a hidden door in the rock face in the middle of the mountain. Walk up to the spot and examine the rock just left of the door (‘There’s a handle here!!’). Answer Yes to ‘Pull the handle?’ and the hidden door opens.
  11. MainFirst cave: go to the bottom-right corner and examine the wall. Yamato finds a contraption. Answer Yes to ‘Push it?’ and a passage opens to the exit in the top-right.
  12. WarningSecond cave: before you head east, open the H. Water chest in the centre-left, below the pond. Once you fight the youkai at the east end, the cave collapses and you can never come back. The game data also places a Reviver and a second H. Water by the pond, but both sit beyond the youkai’s trigger line, so they can’t actually be reached.
  13. MainGo to the east end of the second cave, where youkai are gathering around a pit. Step up to them to start the fight. Losing is Game Over. After you win, the rest of the youkai leap into the pit, something explodes, and you find yourself outside. The hidden door is buried. Juurouta says Kyoto lies to the south-west.
  14. MainGo back past Iida Town to the checkpoint at the western edge of the map. Until Juurouta joined, the samurai there turned everyone back ‘by order of the Shogun’. Now they let you pass. Past the checkpoint you’re on the western map, and Kyoto is the big town just south-west of where you come out (Ch. 3).
  15. TipSamurai and ronin all over Japan attack you if your karma is below 20. In Toyama, beating the street ronin by the west riverbank costs 3 karma. Beating the ronin in the north-east house or the two checkpoint samurai costs 2 each.
  16. SideFor later: once Natsume is in your party, a boy in Toyama talks about a giant bird at Mt. Minakami. Karura waits on the eastern peak. He refuses you until someone in your party has learned Naraenten (Yamashiro Village, Ch. 13). Then Natsume can call down Karura. → checklist

Checklist

Ally
Adopt a pet (puppy, kitten or chick)
Where
Toyama Village: pet shop, the house east of the bridge on the south bank
How
Answer Yes to ‘Will you keep a pet?’, pick an animal (Yes to ‘Choose the …?’), then talk to the Owner.
Reward
Pet ally: Shiba (puppy), Cat (kitten) or Chick. Free.
Opens
Ch. 2
Closes
never, but you can only ever take one pet
📝 Old guides: The pet is free (no price in the script).
Karma
Give the coughing old man a Herb
Where
Toyama Village: the inn (north-west house by the well)
How
Talk to the old man while carrying a Herb and answer Yes.
Opens
Ch. 2
☯ Karma +2
Karma
Speed Orb in a Toyama home (theft)
Where
Toyama Village: the house just north of the bridge, upper room next to the bully
How
Search the spot by the back wall.
Reward
Speed Orb
Opens
Ch. 2
☯ Karma −2
📝 Old guides: Kongouyasha (Ezo) counts this as a theft.
Karma
Toyama and checkpoint duels (karma below 20 only)
Where
Toyama Village: street ronin by the west riverbank; ronin in the north-east house. Checkpoint: two samurai.
How
Talk to them with karma below 20; they attack.
Reward
Street ronin 200 gold (lose −500); house ronin 1200 gold (lose −2000); checkpoint samurai 500 and 1000 gold (lose −800 / −1200)
Opens
Ch. 2
Closes
after you beat each one
☯ Karma street ronin −3 on a win; the others −2 each
Summon
Karura
Where
Mt. Minakami: top of the eastern peak
How
Go to the top of the eastern peak once anyone in your party has learned Naraenten (Yamashiro Village, Ch. 13). Without Naraenten he refuses. Natsume then learns Karura.
Reward
Natsume can call down Karura
Opens
after Naraenten is learned (Ch. 13 or later)
📝 Old guides: 77488 lists him as “offer Naraenten at a shrine”. In the script he waits on Mt. Minakami and only needs someone in the party to know Naraenten.

Treasure chests (4)

ItemAreaWhere
HerbMt. Minakamifar-west upper ledge
PillMt. Minakamitop of the eastern peak, left
LeggingsMt. Minakamitop of the eastern peak, right
H. WaterMt. Minakami (inner cave)second cave, centre-left, below the pond
Lost once you beat the youkai at the east end (the cave collapses).
⚠ Gone after Chapter 2

Bosses & key battles

Youkai pack (Mt. Minakami)
Mt. Minakami, east end of the second inner cave
Losing is Game Over. The old guide lists Taisan (immune to physical attacks), Ookamuro and Tsuchinoko as the mountain’s youkai, so bring Juurouta’s arts.
🗺️ Maps for this chapter (3)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Toyama Village
Map of Toyama Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Juurouta — joins your party checklist
  • 2Yukihime — Youkai Village, karma +2 / −2 checklist
  • 3Old Man (inside) — karma +2 checklist
  • 4Search spot (inside) — take Speed Orb (theft), karma −2
  • 5Owner (inside) — joins
  • RInn
Mt. Minakami
Map of Mt. Minakami (Bakumatsu Kourinden ONI) with numbered markers
  • 1Karura — summon Karura checklist
  • A Herb
  • B Pill
  • C Leggings
Mt. Minakami: inner cave
Map of Mt. Minakami: inner cave (Bakumatsu Kourinden ONI) with numbered markers
  • A H. Water
🛒 Shops in this chapter

Toyama Village — Inn

Stay10 G

No weapon, armor or item shop in Toyama.

03
CHAPTER 03

Kyoto: the Shinsengumi

📍 Kyoto · Nue Shrine · Kyoto Temple

Juurouta brings Yamato to the Shinsengumi headquarters in Kyoto and introduces him to Kondo, Hijikata and Okita, the ‘Shadow’ who hunt youkai for the Shogun. To prove himself, Yamato goes on six youkai hunts around the city, one with each of six troopers. When the last is done, the Shogun’s Spirit Hole flame goes out and new orders send you west.

⏳ Last chances in this chapter

  • Leave Hijikata’s sword alone unless you want Izumi Kami badly: it costs 10 karma, and Kongouyasha remembers it.
  • Refuse Shinpachi’s cut. Taking 500 gold costs 11 karma.
  • Every Kyoto hunt ends in Game Over if you lose. Use the HQ cook’s free meal before each one.
  • Shinpachi’s cut details

Full list across the game: Missables.

Walkthrough

  1. MainKyoto is just south-west of the checkpoint on the western map. Enter through the south gates. The Shinsengumi headquarters is the large building in the upper half of town, left of centre, with four troopers at the door. With Juurouta along they let you in (‘Ah, Master Mibu. Welcome back.’).
  2. MainInside, Okita runs up to greet Juurouta. Walk up to Kondo’s room in the top-left. Kondo, Hijikata and Okita introduce themselves and explain the ‘Shadow’ Shinsengumi. Kondo tells you to patrol the town with one trooper at a time. The door guards won’t let you out until this talk is done.
  3. TipThe cook in the main hall (the big room on the left) offers you a meal any time after the greeting. Answer Yes for a free full heal. The Kyoto inn costs 30 gold, so use the cook instead.
  4. SideHijikata’s sword sits on a stand by the left wall of the upper-right room, where Hijikata and Okita are. Examine it and answer Yes to ‘Take Hijikata’s sword?’ to get Izumi Kami, but it costs 10 karma, and Kongouyasha remembers the theft. Answer No to leave it. → checklist
  5. MainThe six trials: talk to a trooper and answer Yes to ‘Will you go?’. He joins for that hunt only. While you’re on one hunt, the others tell you to come back later. Refusing costs nothing. Do them in any order. Losing any of these fights is Game Over, so heal with the cook between hunts.
  6. MainOkita (upper-right room): a ghost is said to appear in the middle of town. Walk into the open square just south-east of the HQ entrance. A mysterious voice wants to devour your spirit power, and the Oni attack. Beat them and the town returns to normal.
  7. MainGenzaburou (main hall, right side): a woman’s ghost haunts Shijou Bridge. That’s the wooden bridge over the central wall on the west side of town. A woman asks you to come to her house. Answer Yes (No only makes her ask again). She shows her true form and attacks.
  8. MainShinpachi (main hall, upper left): the child next door is possessed. It’s the house right next to the HQ on its east side. Talk to the mother. Juurouta pulls the youkai out of the child, and you fight it.
  9. SideAs you step out of that house, you catch Shinpachi pocketing a fee. He asks if you want a cut. Yes gives 500 gold but costs 11 karma. No costs nothing (Shinpachi just walks off). Answer No. → checklist
  10. MainSaitou (top of the right-hand corridor): a monster rat plagues a temple. Leave town by the road in the north-east corner (‘Ahead: Kyoto Temple’). Talk to the Monk in front of the main hall, then examine the hall’s front door just behind him. Juurouta senses something inside. Inside you face Raigou, and Yamato fights him alone, so make sure Yamato is healed and well equipped.
  11. MainSanosuke (main hall, bottom left): he wants to check the Nue Shrine. Leave by the road out of the top-centre gate (‘Ahead: Nue Shrine’). As you walk up to the shrine with Sanosuke, the Nue appears. The old guide says it shrugs off physical attacks, so bring Juurouta’s arts and spells.
  12. MainToudou (main hall, lower left): a monster haunts the item shop to the west. That’s the west-most building in the upper half of town. Talk to the Proprietress, then examine the shelves in the back-right corner behind her. Chawankozo appears and attacks.
  13. MainFinishing the sixth hunt starts a cutscene. The flame of the Shogun’s Spirit Hole dies out and a stranger appears before the Shogun. Back at HQ, the Shogun’s messenger arrives, Kondo agrees, and Juurouta says it’s time to go. The blocked bridges on the western map are now open. Head west (Ch. 4).
  14. SideOptional, long-running: a ronin master stands by the east road, at the right end of the wall that splits the town (‘A man lives by bushido!’). His eight pupils are spread across Japan. Talk to all of them (karma 20 or higher, or they attack), then come back for +7 karma. Two are here in Kyoto (see next step). → checklist
  15. SidePupil ‘money’: a samurai in the house on the same row as the inn, just to its west (lower-left quarter of town). Pupil ‘compassion’: a ronin in the long building in the south-east, through its left door. Just talk to each. → checklist
  16. TipShops: the weapon shop is the right door of the long building along the top of town. The armor shop and item shop are the left and right doors of the long building along the bottom. The inn is the building with a sign just north of that, towards the garden. The weapon shop already stocks the Hozutsu (3,000). You’ll need one for Richard in America (Ch. 19).
  17. TipThe west item shop (Toudou’s hunt) sells Pills, Sandalwd. and Wake Dust, and also a Ranjatai for 50,000 gold.
  18. TipSora stands outside the north-east corner of the Nue Shrine’s wall. For now she only laments her power. She joins much later (Ch. 22). After Natsume joins (Ch. 4), Kanpei the merchant waits in the Kyoto inn.

Checklist

Karma
Shinpachi’s cut
Where
Kyoto: right outside the house east of the HQ, after Shinpachi’s hunt
How
When Shinpachi asks ‘What, you want a cut?’, answer Yes to take the money or No to refuse.
Reward
Yes: 500 gold
Opens
Ch. 3: Shinpachi’s hunt
Closes
after you answer (one-time choice)
☯ Karma Yes: −11 · No: 0⚠ Missable · closes in Chapter 3
📝 Old guides: Old notes put this at −2; the script takes 11 karma.
Karma
Take Hijikata’s sword (Izumi Kami)
Where
Kyoto: Shinsengumi HQ, the sword stand by the left wall of the upper-right room
How
Examine the sword and answer Yes to ‘Take Hijikata’s sword?’.
Reward
Izumi Kami
Opens
Ch. 3: first visit to the HQ
Closes
Ch. 16: once the Shinsengumi leaders leave for Ezo, the door guards no longer let you into the HQ
☯ Karma −10⚠ Missable · closes in Chapter 16
📝 Old guides: Old notes say −2; the script takes 10. Kongouyasha (Ezo) counts this as a theft.
Side quest
Free meals at the Shinsengumi HQ
Where
Kyoto: Shinsengumi HQ, the cook in the main hall
How
Talk to the cook and answer Yes to ‘Would you like a meal?’.
Reward
Free full heal, any number of times
Opens
Ch. 3: after Kondo’s greeting
Closes
Ch. 16: the HQ closes when the leaders leave for Ezo
⚠ Missable · closes in Chapter 16
📝 Old guides: Not in the old guides.
Side quest
The bushido master’s eight pupils
Where
Kyoto: the ronin master by the east road, right end of the central wall
How
Talk to him, then to his eight pupils: samurai ‘money’ and ronin ‘compassion’ (Kyoto), ronin ‘guts’ (Okayama), samurai ‘honor’ (Nikkou), ronin ‘romance’ (Rokkou), ronin ‘courage’ (Yamashiro), samurai ‘courtesy’ (Herai), samurai ‘way of the warrior’ (Niigata). Then talk to the master again.
Opens
Ch. 3
Closes
never, as long as your karma is 20 or higher. Below 20 the master and his pupils attack; beating one removes him and the quest can’t be finished.
☯ Karma +7⚠ Missable
📝 Old guides: Not in the old guides.
Side quest
Bushido pupil: ‘money’ (Kyoto samurai)
Where
Kyoto: the house on the same row as the inn, just west of it (lower-left quarter)
How
Talk to the samurai (‘A man lives for money!!’) with karma 20 or higher.
Reward
Counts toward the master’s quest
Opens
Ch. 3
Closes
never (at karma below 20 he fights: 300 gold, −2 karma)
Side quest
Bushido pupil: ‘compassion’ (Kyoto ronin)
Where
Kyoto: the long building in the south-east, left door
How
Talk to the ronin (‘A man lives by compassion!!’) with karma 20 or higher.
Reward
Counts toward the master’s quest
Opens
Ch. 3
Closes
never (at karma below 20 he fights: 400 gold, −2 karma, and he’s gone)
Karma
Kyoto duels (karma below 20 only)
Where
Kyoto: the bushido master, the samurai on duty in the north-east, and the two pupils
How
Talk to them with karma below 20; they attack.
Reward
Master 350 gold (lose −600); duty samurai 1000 (lose −2000); ‘money’ samurai 300 (lose −600); ‘compassion’ ronin 400 (lose −700)
Opens
Ch. 3
Closes
after you beat each one
☯ Karma −2 per win
Item
Ranjatai for sale
Where
Kyoto: the west item shop (the one from Toudou’s hunt)
How
Buy it.
Reward
Ranjatai
Opens
Ch. 3
Closes
Ch. 22: after the Yokohama ambush, Kyoto’s shops refuse to serve you
⚠ Missable · closes in Chapter 22
📝 Old guides: Not in the old guides. It costs 50,000 gold, so it’s mainly a curiosity; the free (−5 karma) Ranjatai is in Abashiri after the ambush.

Bosses & key battles

Oni
Kyoto: the square south-east of the HQ (Okita’s hunt)
More than one enemy (‘The oni attack!!’); the old guide names them Oni and Kijo Momiji. Game Over if you lose.
Ghost woman
Kyoto: Shijou Bridge (Genzaburou’s hunt)
Game Over if you lose.
Youkai (possessed child)
Kyoto: the house east of the HQ (Shinpachi’s hunt)
Game Over if you lose.
Raigou
Kyoto Temple, inside (Saitou’s hunt)
Yamato fights alone. Heal him fully and give him your best gear first. Game Over if you lose.
Nue
Nue Shrine (Sanosuke’s hunt)
The old guide says physical attacks don’t work; use arts and spells. Game Over if you lose.
Chawankozo
Kyoto: west item shop (Toudou’s hunt)
Game Over if you lose.
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Kyoto
Map of Kyoto (Bakumatsu Kourinden ONI) with numbered markers
  • 1Shinpachi — karma −11 checklist
  • 2Bushido master — hidden quest, karma +7 checklist
  • 3Bushido pupil (inside) — ‘money’ (bushido master’s quest) checklist
  • 4Okita (inside) — joins checklist
  • 5Genzaburou (inside) — joins
  • 6Shinpachi (inside) — joins checklist
  • 7Saitou (inside) — joins
  • 8Sanosuke (inside) — joins
  • 9Toudou (inside) — joins
  • 10Search spot (inside) — gives Izumi Kami, karma −10
  • 11Kanpei (inside) — joins checklist
  • 12Bushido pupil (inside) — ‘compassion’ (bushido master’s quest) checklist
  • AArmor shop
  • IItem shop
  • RInn
  • WWeapon shop
Kyoto: Nue Shrine
Map of Kyoto: Nue Shrine (Bakumatsu Kourinden ONI) with numbered markers
🛒 Shops in this chapter

Kyoto — Weapons

Kodachi120 G
Katana180 G
Zangetsu320 G
Zantetsu440 G
Chakra150 G
Javelin210 G
Monk Staff280 G
Bow130 G
Kakute160 G
Hozutsu3,000 G

Right door of the long building along the top of town. Same stock as Edo.

Kyoto — Armor

Hood100 G
Tokin210 G
Kabuto420 G
Silk Robe140 G
Suzukake450 G
Quilt Robe180 G
Chain Mail680 G
Leggings110 G
Chain Legs330 G

Left door of the long building along the bottom of town. Same stock as Edo.

Kyoto — Items

Herb4 G
H. Water8 G
Reviver10 G
SleepDust4 G

Right door of the long building along the bottom of town.

Kyoto — Items (west shop)

Pill6 G
Sandalwd.6 G
Wake Dust6 G
Ranjatai50,000 G

West-most building in the upper half of town.

Kyoto — Inn

Stay30 G

Building with a sign just north of the bottom row. The HQ cook heals for free.

04
CHAPTER 04

Izumo, Okayama & Mt. Yatsuka (Natsume joins)

📍 Izumo Village · Okayama Village · Mt. Yatsuka

With the Shinsengumi’s trust earned, head west to Izumo, home of the Saigami clan of sealers. You find the clan’s last survivor, Natsume, hiding under the ruins. She joins you at Mt. Yatsuka, but its sacred cave is sealed, and a Shinsengumi messenger sends you back east.

⏳ Last chances in this chapter

  • Jiiya’s Suzukake (Ch. 1) can no longer be collected after the Shinsengumi messenger at the foot of Mt. Yatsuka has spoken to you.
  • Keep karma at 20 or higher: at lower karma Takeaki attacks you, and beating him loses him as an ally forever.
  • Jiiya’s Suzukake (from Chapter 1) details

Full list across the game: Missables.

Walkthrough

  1. MainAfter Kondo’s thanks at the end of the Kyoto missions, new bridges open on the western map. Izumo Village is far to the west-north-west of Kyoto. Okayama Village is due south of Izumo, and Mt. Yatsuka sits between the two, a little to the west.
  2. TipIf you walk into Mt. Yatsuka before meeting Natsume, Juurouta senses something ominous and you turn back. Go to Izumo first.
  3. MainIzumo Village: the villagers tell you the Saigami family was attacked by youkai a few days ago and is believed dead. The big house in the north-west is the inn (20 gold), the big house in the south-west is the weapon shop and the big house in the south-east is the item shop. There is no armor shop here.
  4. SideOptional: enter the house just south of the burned estate (right of the village centre). A boy there broke his father’s kabuto. If you carry a Kabuto (420 gold in Kyoto, Okayama or Edo), give it to him for +3 karma. → checklist
  5. SideOptional: the middle house on the west side holds the yokozuna Kouryuzeki. He joins as the NPC ally Kouryu if you hand him a Power Orb. A Power Orb sits in the pot by the back wall of the upper house on the west side, but taking it from their home costs 2 karma. → checklist
  6. MainGo to the burned Saigami estate behind the fence in the north-east corner. Examine the round lid in the floor near the top of the ruins. Yamato notices something odd about the floor, and Juurouta spots a hidden passage. Step onto it to climb down.
  7. MainIn the underground passage, walk toward the girl lying on the floor. As you reach her, you see her memory of the night the Saigami house burned. Her father, mother and brothers Seishuu and Shunki stay behind to fight the youkai, and they send her through this passage to find her eldest brother, Touya.
  8. MainShe is Saigami Natsume. She is wary of Yamato but warms to Juurouta. She suggests Mt. Yatsuka, the sacred mountain south of the village that the Saigami guard, but she stays behind in the passage for now.
  9. SideOptional: once Natsume joins you on Mt. Yatsuka (see below), Kanpei, a travelling merchant, appears in the Kyoto inn. He isn’t there before that. He joins for free. → checklist
  10. SideOkayama Village: the armor shop is the best one in the region, and the item shop sells H. Water and Reviver. Takeaki stands in the north-west corner by the fence. He wants a Magoroku sword, which you can’t buy yet. Keep your karma at 20 or higher, or he attacks you instead. → checklist
  11. TipOkayama’s Ferryman sits by the gap in the east wall. He won’t take you to Shikoku because he’s ‘drinkin”. Leave him for now; he matters much later (Ch. 13).
  12. SideOptional: talk to the ronin in front of the long central building while your karma is 20 or higher (‘A man’s got to have guts!’). He is one of the eight pupils of the bushido ronin in Kyoto (see Ch. 3). → checklist
  13. WarningLast chance: if you never got the Suzukake from Jiiya at home in Iida Town, he stops offering it once the Shinsengumi messenger at Mt. Yatsuka (below) has spoken to you. Fetch it before climbing Mt. Yatsuka.
  14. MainMt. Yatsuka: as you set foot on the mountain, Natsume runs after you (‘Waaaait! Take me with you!’) and joins the party for good. She insists on not being called ‘girl’.
  15. SideMt. Yatsuka has four chests: a White Garb on the plateau right of the lower meadow, a Feather on the west ledge at cave level, a Herb near the east side of the summit, and a Dogu Shard at the very top. Keep the Dogu Shard; it is one of three pieces for a summon later.
  16. MainClimb to the cave mouth in the middle of the mountain, below the summit. It is sealed by Natsume’s father’s sealing spell, and she can’t undo it. Only her brother Touya might. You’ll return in Ch. 10.
  17. MainHead back down. Near the foot of the mountain a Shinsengumi messenger reports that the youkai are gathering near the big rock close to Toyama Village. Yamato fears for his mother in Iida Town. Head back east (Ch. 5).
  18. TipWith Natsume in the party, the way east of Toyama Village is open on the central map. This leads to Ooishi Shrine, Nikkou and Edo.

Checklist

Ally
Kouryu (Kouryuzeki) joins
Where
Izumo Village: the middle house on the west side (door facing the village centre)
How
Talk to the yokozuna Kouryuzeki while carrying a Power Orb and answer Yes to ‘Hand over a Power Orb?’.
Reward
NPC ally Kouryu (costs 1 Power Orb)
Opens
Ch. 4: first visit to Izumo
📝 Old guides: Not in the old guides’ walkthroughs (6943 only lists ‘Kouryuuzeki’ in its NPC table).
Karma
Power Orb in an Izumo home (theft)
Where
Izumo Village: the upper house on the west side, the pot by the back wall (where the old man and old woman sit)
How
Face the pot by the back wall and search it.
Reward
Power Orb
Opens
Ch. 4
Closes
never (but see note: defeating the Izumo street ronin at karma < 20 empties this spot)
☯ Karma −2
Karma
Give the boy a Kabuto
Where
Izumo Village: the house just south of the burned Saigami estate
How
Talk to the boy who broke his father’s kabuto while you carry a Kabuto; answer Yes.
Opens
Ch. 4
☯ Karma +3
📝 Old guides: Not mentioned in the old guides.
Ally
Kanpei joins
Where
Kyoto: the inn
How
Talk to Kanpei, the travelling merchant, and answer Yes to ‘Take Kanpei along?’.
Reward
NPC ally Kanpei (free)
Opens
Ch. 4: once Natsume joins on Mt. Yatsuka
📝 Old guides: The old guide says Kanpei appears after Ooishi Shrine; the script places him in the Kyoto inn as soon as Natsume joins (before Ooishi).
Ally
Takeaki joins
Where
Okayama Village: north-west corner, by the wooden fence
How
Bring a Magoroku (weapon shops in Yamashiro Village, Ch. 13, and Hakodate, 1,350 gold) and answer Yes. Karma must be 20 or higher.
Reward
NPC ally Takeaki
Opens
Ch. 13: once you can buy a Magoroku
Closes
If you talk to him with karma below 20 he attacks; winning gives 1,000 gold and −2 karma, and he is gone for good.
⚠ Missable
Youkai Village
Ayashibi in Izumo
Where
Izumo Village: behind the inn in the north-west corner
How
Appears only after you have talked to Korobo in Nikkou Village (late game, after helping Tanukichi in Beppu). Answer Yes to ‘Listen to Ayashibi?’ and Natsume invites her to the youkai village. No: Yamato drives her off.
Reward
Youkai village resident
Opens
Ch. 13 or later: after Korobo in Nikkou
Closes
She vanishes if you have already sent Tsurube in Takachiho Village to the youkai village. Listen to Ayashibi first.
⚠ Missable
📝 Old guides: The script gives no karma for either answer.
Youkai Village
Ayashibi in Okayama (see the Youkai Village list)
Where
Okayama Village: south-east corner
How
A ‘Man’ who is really a youkai appears after you give the kappa at Kourai its Ranjatai. Answer No to ‘Exterminate the youkai?’ (Natsume objects).
Reward
Youkai village resident
Opens
late game: after the Kourai kappa event
Closes
after either answer
☯ Karma No: +2 · Yes (exterminate): −2
Side quest
Bushido pupil: ‘guts’ (Okayama ronin)
Where
Okayama Village: in front of the long central building
How
Talk to the ronin while your karma is 20 or higher. This counts toward the Kyoto bushido ronin’s pupils (+7 karma when all eight are found, see Ch. 3).
Opens
Ch. 4
Closes
never (at karma < 20 he attacks instead)
Karma
Samurai/ronin who attack at karma < 20
Where
Izumo Village (ronin and samurai in the street, ronin in the house south of the ruins); Okayama Village (ronin)
How
Only if your karma is below 20: talking to them starts a fight. Win = gold but −2 karma and the person is gone; lose = you pay.
Reward
Izumo ronin 100 (lose −200) · Izumo samurai 400 (−800) · Izumo house ronin 200 (−1,000) · Okayama ronin 150 (−500)
Opens
Ch. 4
☯ Karma −2 per win

Treasure chests (4)

ItemAreaWhere
White GarbMt. Yatsukathe plateau right of the lower meadow, south-east of the path
FeatherMt. Yatsukawest ledge, level with the sealed cave
HerbMt. Yatsukaeast side, just below the summit
Dogu ShardMt. Yatsukathe very top of the summit
One of the three Dogu Shards for the Dogu summon in Niigata Village.
🗺️ Maps for this chapter (3)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Izumo Village
Map of Izumo Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Ayashibi — Youkai Village checklist
  • 2Search spot (inside) — take Power Orb (theft), karma −2
  • 3Kouryuzeki (inside) — joins checklist
  • 4Boy with the broken helmet (inside) — give a Kabuto, karma +3
  • IItem shop
  • RInn
  • WWeapon shop
Okayama Village
Map of Okayama Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘guts’ (bushido master’s quest) checklist
  • 2Takeaki — joins checklist
  • 3Ayashibi (in disguise) — Youkai Village, karma +2 / −2
  • AArmor shop
  • IItem shop
  • WWeapon shop
Mt. Yatsuka
Map of Mt. Yatsuka (Bakumatsu Kourinden ONI) with numbered markers
  • A White Garb
  • B Feather
  • C Herb
  • D Dogu Shard
🛒 Shops in this chapter

Izumo Village — Weapons

Zangetsu320 G
Bow130 G
Kakute160 G

big house, south-west

Izumo Village — Items

Herb4 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G

big house, south-east; inn 20 gold in the north-west house

Okayama Village — Weapons

Zantetsu440 G
Javelin210 G
Monk Staff280 G
Bow130 G

Okayama Village — Armor

Kabuto420 G
Suzukake450 G
Quilt Robe180 G
Chain Mail680 G
Chain Legs330 G

Okayama Village — Items

Herb4 G
H. Water8 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G

inn 20 gold

05
CHAPTER 05

Ooishi Shrine

📍 Toyama Village · Ooishi Shrine

Back in the east, a priest in Toyama has lost his shrine to youkai. At Ooishi Shrine a Mysterious Voice guides you to a Spirit Hole, where you defeat the Stone God and Natsume performs her first seal.

Walkthrough

  1. MainTravel back east past Kyoto and Iida Town to Toyama Village. A Priest now stands just west of the Jizo statue in the south of the village. He laments that youkai took his shrine. You must talk to him; without his story Juurouta turns you away from Ooishi Shrine (‘We have no business in a place like this’).
  2. MainOoishi Shrine is east of Toyama, past the newly opened crossing, and south-west of Nikkou. As you arrive, a Mysterious Voice calls to ‘you of righteous heart’. Yamato repeats what it tells him: the second tree from the left, of the five behind the shrine.
  3. TipYoukai crowd the fenced plaza east of the shrine, around the great sacred rock. If you step toward them, Natsume stops you. You don’t need to fight them.
  4. MainWalk around the outside of the shrine wall to the row of five trees on its north side. Stand below the second tree from the left and examine it. Natsume confirms it’s the one; answer Yes to ‘Push it?’. A hole opens in the ground.
  5. MainStep into the hole. The Voice says ‘Go… see with your own eyes what is happening to this land’, and you drop into a cave.
  6. SideThe cave winds down from the entrance in the north-east. Three chests: an N. Pill at the west end of the upper stream, a Herb on the east side of the middle level, and Leggings by the pond in the south-east. Save the N. Pill if you want Midori as an ally later (Ch. 7).
  7. MainAt the bottom left, Natsume admires a glowing spot and the Voice says ‘Come below’. Step onto the glowing spot at the bottom of the cave.
  8. MainBelow lies a glowing Spirit Hole. The Voice explains that the Spirit Holes that feed the land’s prosperity have begun running wild, and this is why the youkai rampage. If they aren’t sealed, the land will slowly die.
  9. MainThe Stone God, guardian deity of Ooishi Shrine, awakens, revived by the spirit power. It wants more power to make all humans its believers. Boss fight.
  10. MainAfter the battle, the Voice gives you the Soul Stone, the Stone God’s crystallized power, and tells you to hold it up before the Spirit Hole and pray. Natsume steps up and seals it.
  11. MainThe Voice says many Spirit Holes are running wild, and the next one is at Mt. Houju, north-east of here. Nikkou Village is on the way (Ch. 6), and Mt. Houju is covered in Ch. 7.
  12. TipThe cave stays open afterwards, so any chests you missed can be picked up later. The Toyama Priest returns to his shrine.

Checklist

Item
Soul Stone
Where
Ooishi Shrine: the Spirit Hole below the cave
How
Defeat the Stone God; the Mysterious Voice hands it over.
Reward
Soul Stone (key item)
Opens
Ch. 5
Closes
never (story)
📝 Old guides: 77488 calls the item ‘Mitamaishi’ and says the boss yields Kongoujou. The script gives only the Soul Stone. Kongoujou comes from the pineapple-loving Treant in Niji Forest.

Treasure chests (3)

ItemAreaWhere
N. PillOoishi Shrine cavewest end of the upper stream
Midori (Ch. 7) asks for an N. Pill.
HerbOoishi Shrine caveeast side of the middle level
LeggingsOoishi Shrine caveby the pond in the south-east

Bosses & key battles

Stone God
Ooishi Shrine, the Spirit Hole below the cave
Stock up on Herbs and Pills in Toyama or Iida before you go. Natsume has only just joined, so keep her healed.
🗺️ Maps for this chapter (1)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Ooishi Shrine
Map of Ooishi Shrine (Bakumatsu Kourinden ONI) with numbered markers
  • A Herb
  • B Leggings
  • C N. Pill
06
CHAPTER 06

Nikkou Village & Edo

📍 Nikkou Village · Edo

On the way to Mt. Houju you pass Nikkou, a village living in fear of a sacrifice-demanding demon. A short detour south to Edo pays off: an escort job for karma, three hireable allies and the biggest shops so far.

⏳ Last chances in this chapter

  • Hire Densuke before Kotarou if you want both; Densuke refuses while Kotarou is in the party.

Full list across the game: Missables.

Walkthrough

  1. MainNikkou Village lies north-east of Ooishi Shrine. The villagers talk about a demon that demands a sacrifice every year, and the elder (house in the north centre) turns outsiders away. The village’s story comes later (Ch. 9).
  2. TipNikkou has a weapon shop and an inn (20 gold) but no item shop.
  3. SideIn the house in the north-west of Nikkou, next to the samurai, an Old Woman asks you to take her to Edo. Answer Yes. She doesn’t fight; she simply travels with you. → checklist
  4. SideOptional: talk to the samurai in the north-west (‘A man’s life is honor!!’) while your karma is 20 or higher. He is another of the Kyoto bushido ronin’s pupils (Ch. 3). → checklist
  5. MainEdo is south-south-east of Nikkou; you enter from the south. If the Old Woman is with you, she thanks you as you arrive (‘Now I can see my grandchild’s face’) for +2 karma.
  6. SideHire the firemen in this order. Densuke of the Ha brigade stands in the far north-west corner of town, by the moat. He costs 400 gold, and he refuses to join if Kotarou is already in the party. → checklist
  7. SideKotarou of the I brigade is in the house in the south-east corner of town. He costs 200 gold and has no objection to Densuke. → checklist
  8. SideThe sumo wrestler Kamonoseki is in the middle house of the central row, just east of the main street. He joins for free. → checklist
  9. SideTasuke the merchant is in the house on the west side, just south of the well. He only joins in exchange for a Bishamon spear, which you can’t get until late in the game. → checklist
  10. WarningIn the western house of the pair one row south of Tasuke’s, a woman and a girl guard a jar with their savings. Searching it gives 200 gold, costs 2 karma and counts as theft when Kongouyasha questions you later. → checklist
  11. TipEdo’s shops stock almost everything from Kyoto plus ChainPill and Haze Bell. The shops and inn (20 gold) are in the south of town. Stock up before the long trip north.
  12. MainWhen you’re ready, head north past Nikkou to Mt. Houju (Ch. 7).
  13. TipMuch later (after Tanukichi’s request in Beppu, Ch. 13), two youkai appear in Nikkou: Korobo by the elder’s house and Tanumi in the north-east. Spare them for the youkai village.

Checklist

Karma
Escort the old woman from Nikkou to Edo
Where
Nikkou Village: house in the north-west, next to the samurai
How
Answer Yes to ‘Take the old woman to Edo?’, then enter Edo. Saying No costs nothing, and you can ask again later.
Opens
Ch. 6
☯ Karma +2 (on arrival in Edo)
📝 Old guides: 77488 doesn’t mention it; 6943 lists it without a value. The script gives +2.
Karma
The savings jar in Edo (theft)
Where
Edo: the western house of the pair on the west side, one row south of Tasuke’s house
How
Face the jar behind the woman and girl and search it.
Reward
200 gold
Opens
Ch. 6
☯ Karma −2
📝 Old guides: Kongouyasha counts this as ‘taking what belongs to another’.
Ally
Densuke joins
Where
Edo: far north-west corner, by the moat
How
Pay 400 gold and answer Yes. He refuses if Kotarou is already with you, so hire Densuke first.
Reward
NPC ally Densuke
Opens
Ch. 6
📝 Old guides: Densuke is also one of the three allies needed to find Saizou in Yamashiro (Ch. 13).
Ally
Kotarou joins
Where
Edo: house in the south-east corner
How
Pay 200 gold and answer Yes.
Reward
NPC ally Kotarou
Opens
Ch. 6
Ally
Kamono (Kamonoseki) joins
Where
Edo: middle house of the central row, just east of the main street
How
Answer Yes to ‘Take him along?’.
Reward
NPC ally Kamono (free)
Opens
Ch. 6
Ally
Tasuke joins
Where
Edo: house on the west side, south of the well
How
Bring a Bishamon spear (sold by the Ihika’s shop late in the game, 1,990 gold) and answer Yes to ‘Hand over the Bishamon?’.
Reward
NPC ally Tasuke
Opens
late game
📝 Old guides: Not in the old guides’ walkthroughs.
Side quest
Bushido pupil: ‘honor’ (Nikkou samurai)
Where
Nikkou Village: north-west
How
Talk to him while your karma is 20 or higher; counts toward the Kyoto bushido ronin’s pupils (Ch. 3).
Opens
Ch. 6
Youkai Village
Korobo in Nikkou
Where
Nikkou Village: beside the elder’s house
How
Appears after you help Tanukichi in Beppu. Just talk to it.
Reward
Youkai village resident; also makes Ayashibi (Izumo) and Tsurube (Takachiho) appear
Opens
Ch. 13: after Tanukichi in Beppu
☯ Karma +2
Youkai Village
Tanumi in Nikkou
Where
Nikkou Village: north-east, near the top of the village
How
Appears after the Kourai kappa event. Answer No to ‘Exterminate the Tanumi?’.
Reward
Youkai village resident
Opens
late game: after the Kourai kappa event
Closes
after either answer
☯ Karma No: +2 · Yes: −2
Karma
Samurai/ronin who attack at karma < 20
Where
Nikkou (samurai; the ronin only after Ch. 9), Edo (samurai at the north bridge, patrolling ronin in the east)
How
Only if your karma is below 20. Win = gold, −2 karma and they’re gone; lose = you pay.
Reward
Nikkou samurai 200 (lose −300) · Nikkou ronin 1,000 (−3,000) · Edo samurai 150 (−500) · Edo ronin 500 (−1,000)
Opens
Ch. 6
☯ Karma −2 per win
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Nikkou Village
Map of Nikkou Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘honor’ (bushido master’s quest) checklist
  • 2Korobo — Youkai Village, karma +2 checklist
  • 3Tanumi — Youkai Village, karma +2 / −2 checklist
  • RInn
  • WWeapon shop
Edo
Map of Edo (Bakumatsu Kourinden ONI) with numbered markers
  • 1Densuke — joins checklist
  • 2Savings jar (inside) — take 200 gold (theft), karma −2 checklist
  • 3Tasuke (inside) — joins checklist
  • 4Kamonoseki (inside) — joins checklist
  • 5Kotarou (inside) — joins checklist
  • AArmor shop
  • IItem shop
  • RInn
  • WWeapon shop
🛒 Shops in this chapter

Nikkou Village — Weapons

Katana180 G
Chakra150 G
Bow130 G
Kakute160 G

inn 20 gold; no item shop

Edo — Weapons

Kodachi120 G
Katana180 G
Zangetsu320 G
Zantetsu440 G
Chakra150 G
Javelin210 G
Monk Staff280 G
Bow130 G
Kakute160 G
Hozutsu3,000 G

same list as Kyoto

Edo — Armor

Hood100 G
Tokin210 G
Kabuto420 G
Silk Robe140 G
Suzukake450 G
Quilt Robe180 G
Chain Mail680 G
Leggings110 G
Chain Legs330 G

same list as Kyoto

Edo — Items

Herb4 G
H. Water8 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G
ChainPill6 G
Haze Bell4 G

inn 20 gold

07
CHAPTER 07

Mt. Houju & Mt. Hiei (Oodenta)

📍 Mt. Houju · Mt. Hiei

Mt. Houju’s Spirit Hole lies under a locked storehouse. To borrow the key you must fetch holy fire from Mt. Hiei near Kyoto. Below the storehouse, a vision of five heroes from long ago leads Juurouta to the sword Oodenta.

⏳ Last chances in this chapter

  • The Mt. Houju cave (under the storehouse) closes for good once you leave it with Oodenta. Take its three chests first.
  • The storehouse chests (Kunai, Gold Pin) cost −2 karma each and count as theft for Kongouyasha.
  • Chest: S. Dew (Mt. Houju cave) details
  • Chest: N. Pill (Mt. Houju cave) details
  • Chest: Feather (Mt. Houju cave) details

Full list across the game: Missables.

Walkthrough

  1. MainLeave the central map heading north past Nikkou. Mt. Houju is on the northern map. Two chests on the way up: an N. Pill on the western summit and Chain Legs on the west ledge.
  2. MainAt the eastern summit stand a white storehouse and a temple. Examine the storehouse door: it’s locked, and Juurouta senses tremendous spirit energy leaking out.
  3. MainEnter the temple and talk to the Monk: youkai attacked and the holy flame went out. Ask him about the storehouse (talk again if needed). It isn’t a storehouse but the entrance to an underground cave. He’ll lend you the key if you bring holy fire from Mt. Hiei in Kyoto.
  4. SideOptional: Akane trains alone in a tiny closed-off room at the east end of the temple, reached by a hidden passage. Talk to her and answer Yes to take her along. She joins for free. → checklist
  5. MainTravel to Mt. Hiei on the western map, just north-west of Kyoto. It’s a long trip, so a Feather (you have found at least one) warps you to a town you’ve visited. Mt. Hiei has three chests: H. Water on the west ledge, Reviver on the east ledge and a Cloak low in the middle.
  6. MainEnter the temple on the summit. The Monk in the main hall gives you the Holy Flame.
  7. SideIn the west room, Saikaku gives you food that restores your party (‘Strength restored!!’). It’s free and you can come back for more any time.
  8. SideAt the west end of the corridor, Midori offers to fight with you for one N. Pill (‘Ninja Pill’). You got one from Ooishi Shrine or Mt. Houju. → checklist
  9. MainReturn to the Mt. Houju monk and hand over the Holy Flame. He gives you the Store Key.
  10. MainUnlock the storehouse. In the north-west room, Natsume reads a talisman: ‘The path ahead was made by beings other than humans. Those without the resolve to die shall not pass.’
  11. WarningThe storehouse holds two chests: a Kunai in the small middle room and a Gold Pin in the lower-left room. They belong to the temple, and each costs 2 karma. Kongouyasha later asks whether you ever took what belonged to another, and he knows about these. → checklist
  12. MainStep onto the cave entrance where the talisman hangs. A vision plays: long ago, Hokutomaru, Yoritoo, Akoya, Hourin and Hidaka entered this very cave to face something evil. Then you wake up in the cavern.
  13. WarningTake the three cave chests now: S. Dew in the west, an N. Pill in the middle and a Feather in the north-east. Once you leave the cave with Oodenta, you can’t come back in.
  14. MainThe Spirit Hole is at the big pit in the eastern cavern. Walk up to its south edge and Natsume seals it.
  15. MainA second vision follows, and you control Hokutomaru’s party through a long cave. At the dead end, a Nurikabe bars the way. Boss fight. If you lose, you only restart at the start of the vision’s cave; it isn’t game over.
  16. MainBack in the present, Yamato spots a sword down in the pit. The visions were its memories. Juurouta hears its name, Oodenta, and it lends him its power. You get Oodenta.
  17. MainLeave through the entrance at the top of the cave. In the storehouse, a Shinsengumi messenger reports youkai running rampant in Rokkou Village, Juurouta’s birthplace, west of Kyoto (Ch. 8).
  18. SideBefore leaving Mt. Houju, return the Store Key to the monk for +5 karma. Keeping it has no penalty, but you miss the bonus. → checklist
  19. TipThe Okayama Ferryman now remarks that he has seen Oodenta somewhere. He still won’t sail.

Checklist

Karma
Return the Store Key
Where
Mt. Houju: temple, the Monk
How
After you get Oodenta, talk to the Monk while carrying the Store Key.
Opens
Ch. 7: after Oodenta
☯ Karma +5
📝 Old guides: 77488 says returning it raises karma slightly and keeping it loses karma. The script gives +5 for returning and nothing for keeping. You can’t return it before getting Oodenta.
Karma
Storehouse chests (theft)
Where
Mt. Houju storehouse: Kunai (small middle room), Gold Pin (lower-left room)
How
Opening either chest.
Reward
Kunai, Gold Pin
Opens
Ch. 7: after unlocking the storehouse
☯ Karma −2 each
📝 Old guides: 77488 lists these as ordinary chests. Both count as theft for Kongouyasha’s question.
Ally
Midori joins
Where
Mt. Hiei: temple, west end of the corridor
How
Carry an N. Pill and answer Yes to ‘Accept her help?’.
Reward
NPC ally Midori (costs 1 N. Pill)
Opens
Ch. 7 (Mt. Hiei can be visited earlier)
Ally
Akane joins
Where
Mt. Houju: temple, tiny hidden room at the east end
How
Reach her room through the hidden passage and answer Yes to ‘Take her along?’.
Reward
NPC ally Akane (free)
Opens
Ch. 7
Side quest
Saikaku’s food (free heal)
Where
Mt. Hiei: temple, west room
How
Talk to Saikaku.
Reward
Party restored (‘Strength restored!!’), repeatable
Opens
Ch. 7
Item
Oodenta
Where
Mt. Houju: cave below the storehouse
How
Seal the Spirit Hole and win the Nurikabe fight in the vision.
Reward
Oodenta (Juurouta’s sword)
Opens
Ch. 7
Closes
never (story)

Treasure chests (10)

ItemAreaWhere
N. PillMt. Houjuwestern summit
Chain LegsMt. Houjuwest ledge
Not in 77488.
Kunai ☯ Karma −2Mt. Houju storehousesmall middle room
Temple property; Kongouyasha counts it.
Gold Pin ☯ Karma −2Mt. Houju storehouselower-left room
Temple property; Kongouyasha counts it.
S. DewMt. Houju cavewestern cavern
Missable: the cave can’t be re-entered after you leave with Oodenta.
⚠ Gone after Chapter 7
N. PillMt. Houju cavemiddle of the cave
Missable (see above).
⚠ Gone after Chapter 7
FeatherMt. Houju cavenorth-east corner of the eastern cavern
Missable (see above).
⚠ Gone after Chapter 7
H. WaterMt. Hieiwest ledge
ReviverMt. Hieieast ledge
CloakMt. Hieilow in the middle of the mountain

Bosses & key battles

Nurikabe
Mt. Houju cave, in the vision (you control Hokutomaru’s party)
Losing only sends the vision party back to the start of the cave, so you can retry.
🗺️ Maps for this chapter (6)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Mt. Houju
Map of Mt. Houju (Bakumatsu Kourinden ONI) with numbered markers
  • A N. Pill
  • B Chain Legs
Mt. Houju: temple
Map of Mt. Houju: temple (Bakumatsu Kourinden ONI) with numbered markers
  • 1Head monk — gives Store Key, karma +5
  • 2Akane — joins checklist
Mt. Houju: storehouse
Map of Mt. Houju: storehouse (Bakumatsu Kourinden ONI) with numbered markers
  • A Gold Pin (−2 karma)
  • B Kunai (−2 karma)
Mt. Houju: cave
Map of Mt. Houju: cave (Bakumatsu Kourinden ONI) with numbered markers
  • A S. Dew
  • B N. Pill
  • C Feather
Mt. Hiei
Map of Mt. Hiei (Bakumatsu Kourinden ONI) with numbered markers
  • A Reviver
  • B Cloak
  • C H. Water
Mt. Hiei: temple
Map of Mt. Hiei: temple (Bakumatsu Kourinden ONI) with numbered markers
  • 1Monk — gives Holy Flame
  • 2Midori — joins checklist
08
CHAPTER 08

Rokkou Village & the Wastelands (Juzumaru)

📍 Rokkou Village · Rokkou Wasteland · Awaji Island Wasteland

A Shinsengumi messenger reports youkai around Rokkou Village, Juurouta’s hometown. At the Mibu family home you learn a secret about Juurouta, then cross the Rokkou Wasteland by its stone warp circles to seal a Spirit Hole on Awaji Island and claim the second of the Five Great Swords, Juzumaru.

⏳ Last chances in this chapter

  • The fight past the stone door on Awaji Island starts immediately, and losing is Game Over. Heal first.
  • Keep karma at 20 or more in Rokkou, or the samurai, the ronin and Kaishuu attack you (and Kaishuu can never join after that).

Full list across the game: Missables.

Walkthrough

  1. MainRokkou Village lies west of Kyoto on the world map, on the way toward Izumo. When you arrive, Natsume muses about Juurouta’s birthplace.
  2. MainA scream comes from the large mansion at the north end of the village. Walk up to its door (above the stone steps in the middle of town) to go in. This is Juurouta’s family home: a youkai is going after Otoki, the housekeeper, and the party drives it off in a cutscene.
  3. MainJuurouta’s father, Ichirouta, and his three pupils welcome her home. After she changes clothes comes the big reveal: Juurouta is a woman. The heir of the Mibu house always takes the name “Juurouta”.
  4. MainBefore you leave, Ichirouta mentions a rocky wasteland south of the village. Nobody goes there, but it was once said to heal wounds and illness. He also offers to lend you his pupils.
  5. SideOptional: Pupil 1, Pupil 2 and Pupil 3 are standing around the house. Talk to each one and answer Yes to take them along as NPC allies. It costs nothing. → checklist
  6. TipTalk to Otoki and say Yes to her amazake. It fully restores the whole party for free, and you can come back for more at any time. That makes the Mibu house a free healing spot near Kyoto for the rest of the game.
  7. SideThe man by the north wall, behind the mansion, is Kaishuu. He will join if you give him a Masamune. You can’t get one yet (it’s sold much later, in Hill Village in America), so just remember where he is. → checklist
  8. SideThe ronin in the north-east part of town shouts “A man’s life is romance!!” He is one of the pupils of the ronin master in Kyoto, so talking to him counts toward that quest. → checklist
  9. TipShops: the item shop is in the west house on the middle row, the weapon shop is in the south-east long house, and the inn (30 gold) is in the south-west long house.
  10. WarningIf your karma is below 20, the samurai and both ronin in Rokkou (and Kaishuu) attack you instead of talking. Winning gives gold but costs 2 karma each, and they are gone for good.
  11. MainLeave through the south gate. The Rokkou Wasteland is the small brown patch just south of the village. If you try it before the scene at the Mibu house, Juurouta refuses to go in.
  12. MainOn your first visit the Mysterious Voice speaks again. Some of the rocks here form a pattern, and stepping onto one moves you instantly to the matching pattern elsewhere. The Voice confirms that a Spirit Hole lies ahead and breaks the seal for you.
  13. MainThe warp circles are the flat spots ringed by four stones. The pad in the centre of the wasteland takes you to the north-west corner. From there, follow the northern ledge east to the pad in the north-east, which leads to the Awaji Island Wasteland. The other two pads (south and east) just take you back and forth.
  14. MainOn Awaji Island, a huge stone door blocks the way north. Examine it: Juurouta’s Oodenta reacts and the door swings open.
  15. WarningThe fight starts the moment you step through the door, and losing it means Game Over. Heal up first. You can walk back through the warp pads to Rokkou for Otoki’s free amazake.
  16. MainA youkai has been lying in wait to take the Spirit Hole’s power for itself. Beat it, then Natsume seals the Spirit Hole. A sword much like Oodenta is lying there, and more youkai show up for revenge…
  17. MainThe sword shows you its memory. You now control Hokutomaru and his friends Yoritoo, Akoya, Hourin and Hidaka in a cave long ago. Head east through the cave and defeat Hyousube. If you lose, you’re simply sent back to the start of the flashback. Afterwards the group finds an injured girl with no memory, who names herself Minami.
  18. MainBack in the present the sword speaks: Got Juzumaru!! It explains the Five Great Swords. Three more sleep in Spirit Holes around Japan. The next one, Mikazuki, is at the bottom of Takachiho Falls in Kyushu, but you need the Blue Orb from Nikkou Village and the magatama from Mt. Yatsuka to get there.
  19. TipJuzumaru says none of the current party can wield it properly. Keep it in your inventory; its owner joins in the next chapter.
  20. MainThe magatama is a Saigami heirloom kept in the sealed cave on Mt. Yatsuka, so Natsume needs her brother Touya to break the seal. Juurouta suggests starting at Nikkou. After a short scene with the Shogun, you’re back on the world map beside Rokkou. Head east to Nikkou Village (Ch. 9).

Checklist

Ally
Pupil 1, 2 and 3 join
Where
Rokkou Village — inside the Mibu mansion (north end of the village)
How
After the scene at Juurouta’s house, talk to each pupil and answer Yes.
Reward
NPC allies Pupil 1, Pupil 2, Pupil 3
Opens
Ch. 8: after the scene at the Mibu house
Ally
Kaishuu joins
Where
Rokkou Village — by the north wall, behind the Mibu mansion
How
Give him a Masamune (answer Yes). Your karma must be 20 or more, otherwise he attacks you instead.
Reward
NPC ally Kaishuu (costs your Masamune)
Opens
Ch. 8 (he is here from your first visit); the Masamune is first sold in Ch. 20 (Hill Village, 3140 gold)
Closes
never, unless you talk to him with karma below 20 and win the fight (he leaves for good)
⚠ Missable
📝 Old guides: The old guides list him but not the Masamune source or the karma requirement.
Side quest
Ronin master’s pupil: “romance”
Where
Rokkou Village — the ronin in the north-east part of town
How
Talk to him with karma 20 or more. He is one of eight pupils the ronin master in Kyoto asks you to meet.
Reward
Counts toward the ronin master’s quest in Kyoto (+7 karma when all eight are met)
Opens
Ch. 8
Closes
never, unless you beat him in a fight at karma below 20
⚠ Missable
Item
Juzumaru (one of the Five Great Swords)
Where
Awaji Island Wasteland — the Spirit Hole beyond the stone door
How
Story: beat the youkai at the Spirit Hole and finish the Hokutomaru flashback.
Reward
Juzumaru
Opens
Ch. 8
Closes
never (story)
📝 Old guides: 77488 calls this reward the “Tenka Goken”; that is the group name (Five Great Swords). The sword itself is Juzumaru.

Bosses & key battles

Youkai at the Awaji Spirit Hole
Awaji Island Wasteland, just past the stone door
The fight starts as soon as you walk in, and losing is Game Over. Enter with full HP and SP.
Hyousube
Hokutomaru flashback (Juzumaru’s memory), east end of the cave
You fight as Hokutomaru’s party. Losing only restarts the flashback from the cave entrance.
🗺️ Maps for this chapter (1)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Rokkou Village
Map of Rokkou Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘romance’ (bushido master’s quest) checklist
  • 2Kaishuu — joins checklist
  • 3Kappa — Youkai Village, karma +2 / −2 checklist
  • 4Pupil 1 (inside) — joins checklist
  • 5Pupil 2 (inside) — joins
  • 6Pupil 3 (inside) — joins
  • IItem shop
  • RInn
  • WWeapon shop
🛒 Shops in this chapter

Rokkou Village — Weapons

Katana180 G
Zangetsu320 G
Zantetsu440 G

South-east long house.

Rokkou Village — Items

Herb4 G
H. Water8 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G

West house on the middle row. Inn: 30 gold (south-west long house).

09
CHAPTER 09

Nikkou & Mt. Futara (Touya joins)

📍 Nikkou Village · Mt. Futara

To get the Blue Orb you return to Nikkou Village, where the elder’s daughter has been picked as this year’s sacrifice to the youkai of Mt. Futara. Natsume stands in as bait, and the rescue brings in someone unexpected: her eldest brother, Touya.

⏳ Last chances in this chapter

  • The Sarugami fight on Mt. Futara is Game Over if you lose. Heal before stepping onto the summit plaza.

Full list across the game: Missables.

Walkthrough

  1. MainTravel east to Nikkou Village (north of Edo). The villagers now talk about the Blue Orb, a treasure kept by the village elder, and about his daughter being chosen as this year’s sacrifice.
  2. SideIf you never took the old woman in Nikkou to Edo back in Ch. 6, she is still waiting in her house and the offer still stands (+2 karma when you deliver her).
  3. TipThe samurai here who shouts “A man’s life is honor!!” is another pupil for the ronin master’s quest in Kyoto. Talk to him if you haven’t yet (karma 20+).
  4. MainThe elder lives in the house at the top of the village. Talk to him: every year a youkai on Mt. Futara, north of the village, demands a sacrifice, and this year it’s his daughter Sawa. He wants to grab her and run.
  5. MainJuurouta suggests Sawa pretend to be the sacrifice under the party’s protection. The elder instead demands that Natsume take Sawa’s place, and Natsume agrees. The scene moves to the foot of Mt. Futara, where the elder promises to give you anything you ask if you beat the youkai.
  6. SideOn the way up, grab the two chests if you haven’t already: a Gold Pill on the lower-left ledge near the entrance, and a Quilt Robe on the upper-left peak. Keep the Gold Pill; an old woman in Kagoshima (Ch. 11) asks for one. → checklist
  7. MainClimb to the plaza at the summit (top middle of the mountain, just below the highest peaks). Natsume is tied up as bait while the others wait in hiding. When it gets dark, a Sarugami appears and you charge it. Losing this fight is Game Over.
  8. MainAfter the win, a second, bigger Sarugami grabs Natsume. It says you killed its little brother. A passing stranger kills it with the holy art “Reihyouha”. Natsume recognizes the voice: it’s her brother Touya. When he hears the word “sacrifice”, he storms off to deal with the elder.
  9. MainYou’re taken back to the elder’s house, where Touya is throttling him. Yamato offers help in exchange for the Blue Orb, and Natsume gets her brother to calm down. Sawa keeps her father’s promise: Got the Blue Orb!!
  10. MainOutside, Natsume asks Touya to break the seal on Mt. Yatsuka. He agrees because you saved his sister: Touya joined the party!! Juzumaru announces that this man can wield it.
  11. TipEquip Juzumaru on Touya. The Five Great Swords are the party’s ultimate weapons, and Juzumaru is his.
  12. TipNikkou’s inn (20 gold) is in the big south-west house; the weapon shop is in the north-east house.
  13. MainNext stop: the sealed cave on Mt. Yatsuka, south-west of Izumo Village on the western Honshu map (Ch. 10).

Checklist

Item
Blue Orb
Where
Nikkou Village — the elder’s house (top of the village)
How
Story: beat the Sarugami on Mt. Futara. Sawa hands over the orb afterwards.
Reward
Blue Orb (key item, used up in the Waterfall in Ch. 11)
Opens
Ch. 9
Closes
never (story)
📝 Old guides: 77488 lists the Blue Orb as a field item on Mt. Futara. In the script Sawa gives it to you at the elder’s house after the fight.
Ally
Touya joins
Where
Nikkou Village — outside the elder’s house
How
Story, right after you receive the Blue Orb.
Reward
Main character Touya
Opens
Ch. 9
Closes
never (story)
📝 Old guides: 77488 says Nikkou becomes a place to recruit extra NPCs once Touya joins. The script adds no allies there, only youkai-village candidates much later (Korobo, Tanumi).

Treasure chests (2)

ItemAreaWhere
Gold PillMt. Futaralower-left ledge, a short way up from the entrance
Needed for the Kagoshima old woman’s request (Ch. 11).
Quilt RobeMt. Futaratop of the upper-left peak

Bosses & key battles

Sarugami
Mt. Futara — the summit plaza
This is the Sarugami’s little brother; the big one is killed by Touya in the cutscene afterwards. Losing is Game Over. Buying Kyoto or Rokkou gear beforehand helps.
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Nikkou Village
Map of Nikkou Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘honor’ (bushido master’s quest) checklist
  • 2Korobo — Youkai Village, karma +2 checklist
  • 3Tanumi — Youkai Village, karma +2 / −2 checklist
  • RInn
  • WWeapon shop
Mt. Futara
Map of Mt. Futara (Bakumatsu Kourinden ONI) with numbered markers
  • A Gold Pill
  • B Quilt Robe
10
CHAPTER 10

Mt. Yatsuka cave & the crossing to Kyushu

📍 Izumo Village · Mt. Yatsuka · Mt. Yatsuka (cave) · Boatman to Kyushu

With Touya in the party, you return to Mt. Yatsuka so he can break his father’s seal on the Saigami clan’s cave. Natsume retrieves the magatama from a spider’s web, and a boatman at the western tip of Honshu takes you across to Kyushu.

⏳ Last chances in this chapter

  • The three spider fights at the magatama are back to back, and losing any of them is Game Over.
  • The boatman to Kyushu wants 100 gold, and the ride back costs 150.

Full list across the game: Missables.

Walkthrough

  1. MainTravel back to western Honshu. Mt. Yatsuka is south-west of Izumo Village and north-west of Okayama Village.
  2. SideOptional: with Touya in the party, walk into Izumo Village and Natsume asks if you’d like to stay the night. Answer Yes to rest in the village. Sometimes this plays a short dream about the Saigami family before the attack: the brothers practising their arts, a wedding-day tease, or Touya leaving on his training journey. There is no item reward. → checklist
  3. MainClimb Mt. Yatsuka to the cave mouth on the upper terrace, in the middle of the mountain. This is the seal Natsume couldn’t open back in Ch. 4. Face it and Touya dispels the seal.
  4. TipIf you missed any of the mountain’s outdoor chests on your first visit (White Garb, Feather, Herb, Dogu Shard), they are still here.
  5. MainInside, Touya explains that the Saigami clan has guarded this cave and the magatama hidden deep inside. The first floor has two chests (Javelin, Kunai), and the next floor has two more (Reviver, Cloak).
  6. WarningThe event at the end of the cave is three fights in a row, and losing any of them is Game Over. Heal before you walk onto the ledge over the pit.
  7. MainAt the back, the magatama hangs in a huge web over a pit. Natsume insists on crawling out along the thread to get it herself. A monster spider appears, and Touya, Juurouta and Yamato move to cut it off. You fight three spider battles back to back.
  8. MainNatsume grabs the prize: Got the Magatama!! The web gives way and she falls, but on reflex she casts the Saigami “barrier” art and lands safely. It’s the first time she has used an art, and Touya says she’s no failure anymore.
  9. MainWith the Blue Orb and the magatama in hand, it’s time for Takachiho. Walk out of the cave. If you go back to the web, Juurouta just says it’s time to leave.
  10. MainGo to the dock at the far south-western tip of the western Honshu map. The boatman only shows up once you have the magatama. He charges 100 gold for the trip to Kyushu (Juurouta thinks that’s a rip-off). Answer Yes to board.
  11. TipThe boatman on the Kyushu side charges 150 gold to bring you back. Keep some money in reserve, and remember that Kagoshima’s fox event (Ch. 11) needs 2000 gold on hand.

Checklist

Item
Magatama
Where
Mt. Yatsuka cave — the web over the pit at the far end
How
Story: after Touya breaks the seal, reach the web and win the three spider fights.
Reward
Magatama (key item, used up at the Waterfall in Ch. 11)
Opens
Ch. 10
Closes
never (story)
Side quest
Overnight stay in Izumo (Saigami family dreams)
Where
Izumo Village — Natsume asks when you enter the village
How
Enter Izumo with Touya in the party and answer Yes. Can be repeated on later visits; which dream plays seems to vary.
Reward
Story scenes only
Opens
Ch. 10 (Touya in the party)
Closes
when Touya leaves the party (a variant without him is used later)
📝 Old guides: 6943 says the family scene plays if you stop in Izumo ‘first’. The script offers the stay on every visit while Touya is with you.

Treasure chests (4)

ItemAreaWhere
JavelinMt. Yatsuka (cave 1F)west side of the first cave floor
KunaiMt. Yatsuka (cave 1F)east side of the first cave floor
ReviverMt. Yatsuka (cave 2F)south-west part of the second floor
CloakMt. Yatsuka (cave 2F)north-east part of the second floor

Bosses & key battles

Monster spider (three fights)
Mt. Yatsuka cave — the web over the pit
Three fights in a row with no break, and losing any of them is Game Over. The script splits the party for these fights (the old guide says one character at a time), so make sure everyone is healed and equipped, not just your strongest fighter.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Mt. Yatsuka
Map of Mt. Yatsuka (Bakumatsu Kourinden ONI) with numbered markers
  • A White Garb
  • B Feather
  • C Herb
  • D Dogu Shard
Mt. Yatsuka: cave 1F
Map of Mt. Yatsuka: cave 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Javelin
  • B Kunai
Mt. Yatsuka: cave 2F
Map of Mt. Yatsuka: cave 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A Reviver
  • B Cloak
Izumo Village
Map of Izumo Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Ayashibi — Youkai Village checklist
  • 2Search spot (inside) — take Power Orb (theft), karma −2
  • 3Kouryuzeki (inside) — joins checklist
  • 4Boy with the broken helmet (inside) — give a Kabuto, karma +3
  • IItem shop
  • RInn
  • WWeapon shop
11
CHAPTER 11

Takachiho & the Waterfall (Mikazuki)

📍 Kyushu · Stray Ittan shrine · Takachiho Village · Kagoshima Village · Komainu shrine · Waterfall (Spirit Hole) · Underground Waterway

On Kyushu you pick up a flying youkai friend and several optional summons and karma events. Then you take on the white snake of Takachiho Falls. With the Blue Orb and the magatama you dive to the Spirit Hole beneath the falls, where the third Great Sword, Mikazuki, is waiting for Natsume.

⏳ Last chances in this chapter

  • Once you dive into the falls you can’t leave until the Spirit Hole is sealed (the Blue Orb crumbles, and there’s no inn below). Prepare at Takachiho first.
  • Grab the three chests in the Underground Waterway before stepping on the rock circle. The falls are closed afterwards, and the cave can only be reached again very late in the game.
  • Kagoshima fox: answering No to the 2000 gold kills the fox and loses the Inari summon forever (−4 karma). If you can’t pay yet, just leave and come back.

Full list across the game: Missables.

Walkthrough

  1. MainThe boat drops you at Kyushu’s north-east dock. Takachiho Village is to the south-west, with the big waterfall just north-east of it.
  2. SideJust south of the dock is a small shrine. Go in and examine the little youkai hiding at the back. Yamato wants to cut it down, but Natsume calms it: Got Stray Ittan!! Press START on the world map to ride her and fly. → checklist
  3. MainEnter Takachiho Village. Natsume confides that she still can’t use her art on purpose. Touya and Juurouta cheer her up, and Touya gets carried away as usual.
  4. TipTakachiho has the best gear so far. The weapon seller is in the north-east of the village, the armor seller in the north-west and the item seller in the south-west. The inn is the big house in the middle (20 gold).
  5. SideIn the inn, Okuni offers to come along for 800 gold, because there’s “a fine man” in your party. Natsume disapproves, but you can hire her anyway. → checklist
  6. SideKagoshima Village is at the far south of Kyushu. In its north-west corner, a man is about to turn a girl’s fox into a scarf because it ate his prize chicken. He wants 2000 gold. If you have 2000 gold and pay, the fox turns out to be a messenger of the god Inari: +4 karma, you choose who learns the Inari summon, and the 2000 gold is given back. If you refuse, the fox is killed (−4 karma) and the summon is lost for good. If you don’t have 2000 gold, nothing is lost; come back when you do. → checklist
  7. SideIn Kagoshima, go into the small south-west house. An old woman who feels sluggish asks for a Gold Pill. Give her one for +3 karma (Mt. Futara in Ch. 9 has one in a chest). → checklist
  8. TipKagoshima’s item seller stocks Kunai, Maelstrom and Reishi. Its armor seller has the same stock as Takachiho’s. Kagoshima has no inn.
  9. SideThe Komainu shrine is in the north-west of Kyushu (easiest with Stray Ittan). Examine the guardian-dog statue: a sleepy Shisa pops out, claims it was waiting for you all along, and you choose who learns the Shisa summon. → checklist
  10. WarningWith karma below 20, the samurai and ronin in Takachiho and Kagoshima attack you instead of talking.
  11. MainEnter the Waterfall north-east of Takachiho. An eerie voice tells you to go home. Then the Snake Yokai bursts out of the falls and attacks. Losing is Game Over.
  12. MainOnce beaten, the snake changes into a girl and begs for mercy (she even offers to marry Juurouta, and gets a surprise). Natsume feels sorry for her: Snake Yokai joined the party! You’re put back on the world map outside the falls.
  13. WarningPoint of no return until the Spirit Hole is sealed. On your next entry the party is swept into the water, and inside, the Blue Orb crumbles, so you can’t go back out the way you came. There’s no inn below. Rest at Takachiho’s inn and stock up on healing items before you go back in.
  14. MainEnter the falls again. The orb shines and you’re pulled underwater, but the Blue Orb lets everyone breathe. Swim toward the light in the north-east.
  15. MainYou surface in a cave (the Underground Waterway). The Blue Orb crumbles away. Explore for three chests: a Dream Robe north-east of where you arrive, a Genji Armr on the west side and an N. Pill in the middle passage.
  16. MainHead south down the west side to the spot by the underground pool. The magatama glows and is used up, and another sword memory begins.
  17. MainFlashback: you control Hokutomaru’s party again, with Minami along. Work your way down through the cave. Youkai ambush you at set spots (“Fooound you!!”), and Kiyohime waits at the bottom-left. Losing any of these fights only restarts the flashback. Afterwards Hidaka openly suspects Minami, because Kiyohime seemed to know her.
  18. MainBack in the present, the sword introduces itself and joins you: Got Mikazuki!! It is Natsume’s sword. Equip it on her. Mikazuki then leads you toward the Spirit Hole in the eastern chamber.
  19. WarningThe fight at the Spirit Hole is Game Over if you lose. Heal before you walk up to the glowing hole in the east chamber.
  20. MainAt the Spirit Hole a voice orders you not to seal it. It belongs to a cloaked man who draws on the Spirit Hole’s power, turns into a monster and attacks.
  21. MainAfter the battle, the real Mysterious Voice speaks up. The man was a former comrade of its people, a traitor corrupted by the Spirit Holes, and its people are a different race from humans. It refuses to show itself because you serve the Shogun. Natsume then seals the Spirit Hole.
  22. SideOptional: examine the note the cloaked man left behind. It describes his plan to take the Spirit Holes’ power from “THEM”.
  23. WarningLast chance for now: once you leave, the falls stay closed. You won’t be back in this cave until very late in the game, when the Ihika route reaches it. Grab the Dream Robe, Genji Armr and N. Pill before you leave.
  24. MainWalk back to the ring of rocks just south-east of where you arrived (it looks like the warp circles in the Rokkou Wasteland). Step on it to return to the basin of the falls. Juzumaru and Mikazuki say the next Great Sword that knows about the cloaked man sleeps at Mt. Towari in Tohoku (Ch. 12).
  25. TipThe boatman at the Kyushu dock takes you back to Honshu for 150 gold.
  26. TipTwo places on Kyushu don’t do anything yet. The cave west of Takachiho pushes you back with an invisible force, and the pond in central Kyushu has no effect. Both matter much later.

Checklist

Ally
Stray Ittan joins (flying)
Where
Kyushu — the small shrine just south of the dock
How
Examine the youkai at the back of the shrine.
Reward
Stray Ittan: press START on the world map to fly
Opens
Ch. 11 (first arrival on Kyushu)
📝 Old guides: 6943 says a monster in a treasure box attacks first. The script has no battle: Natsume just calms her down.
Ally
Okuni joins
Where
Takachiho Village — inside the inn (big central house)
How
Talk to her and answer Yes; costs 800 gold.
Reward
NPC ally Okuni
Opens
Ch. 11
Ally
Snake Yokai joins
Where
Waterfall (Spirit Hole), north-east of Takachiho
How
Story: beat her on your first visit to the falls.
Reward
NPC ally Snake Yokai
Opens
Ch. 11
Closes
never (story)
Summon
Inari (save the fox)
Where
Kagoshima Village — north-west corner
How
Talk to the man with 2000 gold or more on hand and answer Yes to paying. The money is refunded.
Reward
Inari summon (you choose who learns it) + 2000 gold back
Opens
Ch. 11 (first arrival on Kyushu)
Closes
the moment you answer No: the fox is killed
☯ Karma +4 (refuse: −4)⚠ Missable
📝 Old guides: The old guides give +2 karma and don’t mention the 2000 gold. The script gives +4 (−4 for refusing) and refunds the money.
Karma
Gold Pill for the Kagoshima old woman
Where
Kagoshima Village — the small south-west house
How
Give her a Gold Pill (answer Yes).
Reward
Karma
Opens
Ch. 11
☯ Karma +3
📝 Old guides: 6943 lists this as a karma raiser without the amount. The script gives +3.
Summon
Shisa (the sleeping komainu)
Where
Komainu shrine — north-west Kyushu
How
Examine the komainu statue (face it from below).
Reward
Shisa summon (you choose who learns it)
Opens
Ch. 11 (first arrival on Kyushu)
Item
Mikazuki (one of the Five Great Swords)
Where
Underground Waterway beneath Takachiho Falls
How
Story: finish the Kiyohime flashback.
Reward
Mikazuki (Natsume’s sword)
Opens
Ch. 11
Closes
never (story)

Treasure chests (3)

ItemAreaWhere
Dream RobeUnderground Waterway (Waterfall)north part of the western cave section, north-east of where you arrive
The falls close behind you, but this part of the cave is reachable again from the Ihika side late in the game (Ch. 25).
Genji ArmrUnderground Waterway (Waterfall)west side, about halfway down toward the pool
The falls close behind you, but this part of the cave is reachable again from the Ihika side late in the game (Ch. 25).
N. PillUnderground Waterway (Waterfall)the long middle passage
The falls close behind you, but this part of the cave is reachable again from the Ihika side late in the game (Ch. 25).

Bosses & key battles

Snake Yokai · 1240 HP · 250 EXP · 200 gold
Waterfall (Spirit Hole), first visit
Losing is Game Over. The old guide says she is weak to fire and immune to water. Afterwards she joins you.
Kiyohime
Hokutomaru flashback in the Underground Waterway, bottom-left of the cave
Fought as Hokutomaru’s party after several ambush fights. Losing only restarts the flashback.
Transformed cloaked man
Underground Waterway, at the Spirit Hole (east chamber)
Losing is Game Over. The old guide says magic doesn’t work on it, so rely on physical attacks.
🗺️ Maps for this chapter (3)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Takachiho Village
Map of Takachiho Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tsurube — Youkai Village, karma +2 / −2 checklist
  • 2Okuni (inside) — joins checklist
  • RInn
Kagoshima Village
Map of Kagoshima Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Man with the fox — karma +4 / −4
  • 2Old Woman (inside) — karma +3 checklist
Waterfall: underground waterway
Map of Waterfall: underground waterway (Bakumatsu Kourinden ONI) with numbered markers
  • A Dream Robe
  • B Genji Armr
  • C N. Pill
🛒 Shops in this chapter

Takachiho Village — Weapons

Zantetsu440 G
Kikuichi620 G
Dawn Sword840 G
Seven Star1,090 G
Kama Spear410 G
Vajra550 G
Hama Bow310 G
Kirisame590 G
Cat Claw290 G
Jizai Claw450 G

Seller in the north-east of the village.

Takachiho Village — Armor

Kabuto420 G
Star Helm510 G
Spike Helm640 G
Quilt Robe180 G
Crane Robe1,020 G
Chain Mail680 G
Lion Robe810 G
Ooyoroi1,050 G
Genji Armr1,320 G
Chain Legs330 G
Swift Shoe460 G
Herb Legs590 G

Seller in the north-west. Kagoshima’s armor seller has the same list.

Takachiho Village — Items

Herb4 G
N. Pill20 G
H. Water8 G
S. Dew16 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G

Seller in the south-west. Inn: 20 gold (big central house).

Kagoshima Village — Items

Kunai20 G
Maelstrom4 G
Reishi4 G

No inn in Kagoshima.

Kagoshima Village — Armor

Kabuto420 G
Star Helm510 G
Spike Helm640 G
Quilt Robe180 G
Crane Robe1,020 G
Chain Mail680 G
Lion Robe810 G
Ooyoroi1,050 G
Genji Armr1,320 G
Chain Legs330 G
Swift Shoe460 G
Herb Legs590 G

Same list as Takachiho.

12
CHAPTER 12

Herai, Derarezu Forest & Hiramitsu Tower (Doujigiri)

📍 Herai Village · Mt. Towari · Derarezu Forest · Hiramitsu Tower · Hachinohe Village · Niigata Village

The swords point you to Mt. Towari in the far north of Honshu. An old woman in Herai Village says the mountain is really Hiramitsu, a tower built by people long ago. Trade her four stalks of Fluffy Grass for the tablet that opens it, wake the Great Sword Doujigiri deep inside, seal the Spirit Hole and run for your lives.

⏳ Last chances in this chapter

  • Before you enter the hot inner chamber on Hiramitsu Tower B4F, collect every chest on 1F to 6F, especially the Red Tachi on 3F (Kurama’s only price). Once the escape starts, the party refuses to go up from 1F or back down, and it stays that way.
  • The escape fights are mandatory and losing one is a game over. Save before entering the B4F chamber.
  • Kurama joins details
  • Chest: Gold Pill (Hiramitsu Tower 2F) details
  • Chest: Maelstrom (Hiramitsu Tower 2F) details
  • Chest: Red Tachi (Hiramitsu Tower 3F) details
  • Chest: S. Dew (Hiramitsu Tower 3F) details
  • Chest: Maelstrom (Hiramitsu Tower 3F) details
  • Chest: Kunai (Hiramitsu Tower 3F) details
  • Chest: Herb (Hiramitsu Tower 4F) details
  • Chest: Cloak (Hiramitsu Tower 4F) details
  • Chest: ChainPill (Hiramitsu Tower 4F) details
  • Chest: H. Water (Hiramitsu Tower B1F) details
  • Chest: Star Helm (Hiramitsu Tower B1F) details
  • Chest: Herb Legs (Hiramitsu Tower B3F) details

Full list across the game: Missables.

Walkthrough

  1. MainTravel to the northern Honshu map. Herai Village sits in the east of it. Mt. Towari rises just north of Herai, Derarezu Forest lies north-west of Herai (west of Mt. Towari), and Hachinohe Village is north of Mt. Towari.
  2. MainHerai Village: the people call the northern mountain ‘Hiramitsu’ after Grandma’s old tales. The big north house is an item shop, the big north-east house is a second item shop (it also sells Reishi) and the big south-east house is the inn (20 gold). A Jizo statue (save point) stands on the east side.
  3. SideOptional: the samurai at the west edge of the sunken square in the middle (‘A man’s life is courtesy!!’) is one of the eight pupils of the bushido ronin in Kyoto (see Ch. 3). Talk to him while your karma is 20 or higher. → checklist
  4. MainWalk north to Mt. Towari. Near the foot of the mountain, left of a dark doorway in the rock, there is a square hollow. Examine it once (‘What’s this square hollow!?’), then examine it a second time so Touya wonders whether something should fit in it. Only after this second look will the old woman talk about her tablet.
  5. SideMt. Towari has two chests: an S. Dew on the ledge just left of the summit and a Feather on the east side, about halfway up.
  6. MainBack in Herai, enter the small house on the west side, just north of the west gate. The old woman there says Hiramitsu is man-made and that she has the secret tablet for getting in. She lends it only if you bring her four stalks of Fluffy Grass from the big forest west of the mountain.
  7. TipDerarezu Forest won’t let you in before the old woman has asked for the Fluffy Grass: Natsume refuses to enter such a dense forest.
  8. MainDerarezu Forest: the four Fluffy Grass plants (Puffgrass in the menu) are small plants you examine. One is in the north-west part, under the big clump of trees. One is just to its east, at the foot of the tree trunks in the north. One is in the centre, and one is a little further east of the centre. After the fourth, Juurouta says you can now borrow the tablet.
  9. SideIn the same forest, a chest in the south-west part, half hidden by the trees, holds a Dogu Shard. It is the last of the three shards for the Dogu summon in Niigata (see below). → checklist
  10. MainGive the Fluffy Grass to the old woman. You receive the Old Tablet and the Puff Sake (Puff Sake in the menu). She warns that a burning river runs inside Hiramitsu and that the sake protects you from the heat.
  11. MainAt Mt. Towari, examine the square hollow again and fit the tablet in. A doorway opens. Step into it to enter Hiramitsu Tower.
  12. MainHiramitsu Tower is long. On 1F, take the stairs up and climb through 2F, 3F, 4F and 5F to 6F. There are Jizo statues (save points) on 2F and B3F. Open every chest on the way; the full list is below.
  13. Side3F has the Red Tachi (west part of the floor). Keep it: Kurama in Hachinohe Village joins you for it, and this is the only one in the game. → checklist
  14. Main6F: Juurouta points at a contraption on the far wall. Examine the lever and answer Yes to pull it. The net over the opening lifts. Walk through: it is a lift down to B1F. From now on, the stairs on 1F lead straight down to B1F too.
  15. MainGo down through B2F and B3F to B4F. On B4F the way into the hot inner chamber is in the west half of the floor.
  16. WarningPoint of no return: when you walk into B4F’s inner chamber, the heat uses up the Puff Sake at once, and Juurouta won’t let you turn back. From here the story runs straight into an escape, and afterwards the tower’s upper floors stay closed. Collect every chest on 1F to 6F first.
  17. MainIn the inner chamber, walk up to the stone tower in the middle: Juzumaru senses a comrade inside. Face the stone and examine it: Mikazuki calls on him, and the tower vanishes.
  18. MainA memory of the ancient hero Hokutomaru plays: his party (with Yoritoo and Minami) fights the youkai Futachi for this Spirit Hole. If they lose, they are sent back and can simply try again.
  19. MainThe Great Sword Doujigiri wakes up and joins you (‘Got Doujigiri!!’). He says the Spirit Hole is below and that the river of fire has kept the youkai away. Take the passage out of the room down to the Spirit Hole.
  20. MainNatsume seals the Spirit Hole. The fires die down, and the youkai that the fire held back pour in. Run!
  21. MainThe escape: you start on B4F. The way down is blocked (‘The floor below is overflowing with youkai!’). Each set of stairs up (B4F to B3F, B3F to B2F, B2F to B1F) starts a battle, and losing one is a game over. The B1F lift is dead now, so take the stairs from B1F up to 1F and leave by the 1F exit, which also starts a battle.
  22. TipDuring the escape you still pass through B3F and B1F, so you can grab any chests you missed there (Herb Legs on B3F, Star Helm and H. Water on B1F). The B3F Jizo statue is on your route.
  23. MainOutside, the party tries to shut the tower door. Touya and Natsume seal it, and Natsume collapses. You end up back in Herai, where the old woman takes you into her house.
  24. MainCutscenes: the Shogun hears that the ‘Shadow’ Shinsengumi keep sealing Spirit Holes. Then a figure called Rishu takes over Lord Shimazu and orders him to overthrow the Shogun. Shimazu summons Sakamoto Ryouma and Izou.
  25. MainThat night, walk toward the door of the old woman’s house. Touya is awake, and Doujigiri tells you about an ancient clan that lived underground and died out. Then a cheer outside: a traveller has just come home.
  26. MainTalk to the traveller just inside the west gate (his wife and child stand next to him). He heard the samurai in Kyoto talk about a Spirit Hole at Mt. Tsurugi in Shikoku. Natsume has recovered, and Yamato decides to go to Shikoku. You can’t leave Herai until you have heard him.
  27. MainTo reach Shikoku, take a ship from Okayama Village (Ch. 13).
  28. SideOptional: in Hachinohe Village, Kurama waits in the back of the second house from the north on the west side. Give him the Red Tachi and he joins as an NPC ally. Keep your karma at 20 or higher, or he attacks you instead. → checklist
  29. SideOptional: Tajikara stands in the north-west corner of Hachinohe. Answer Yes to ‘Test your strength?’ to fight him. Win and Yamato can call down Tajikarao. He hits very hard, so come back when you are much stronger; losing is not a game over, and you can challenge him again any time. → checklist
  30. SideOptional: Niigata Village (south-west of Herai on the northern map). Talk to the man in front of the second house on the top row first; he tells you about the three Dogu Shards. Return with all three (Mt. Maru cave, Mt. Yatsuka summit, Derarezu Forest) and Juurouta can summon Dogu. → checklist
  31. SideOptional: in Niigata, a woman cries on the west side of the village, left of the north-west house. She is to be sacrificed to a youkai. Answer Yes to ‘Fight the youkai?’ and win two fights in a row (losing is a game over). She is Princess Kushinada in disguise, and Yamato can then summon Kushinada. → checklist
  32. SideOptional: the samurai in the north-west corner of Niigata (‘A man follows the way of the warrior!!’) is another bushido pupil for the Kyoto ronin (karma 20 or higher). → checklist
  33. SideFor later: in Herai, the man in the north of the village, between the two big northern houses, tells you that a god lives in the village pond and appears if you throw in a spear. The pond is the water in the sunken square in the middle; stand below it facing up. Only a Gale Spear, Fire Spear, Tube Spear, Fudou Rod or Raijin Spr works, and weaker spears are simply lost. The first good spears turn up in Ezo (Ch. 16). Do this before Touya leaves the party (Ch. 21): Gundari becomes Touya’s summon. → checklist
  34. TipYoukai-village note: once the youkai village exists (Ch. 13), Herai’s Pokkun and Hachinohe’s Tsurube-otoshi appear here. See Ch. 15 for the right order.

Checklist

Item
Old Tablet and Puff Sake
Where
Herai Village: the old woman in the small house north of the west gate
How
Examine the square hollow at Mt. Towari twice, talk to the old woman, bring her 4 Fluffy Grass (Puffgrass) from Derarezu Forest.
Reward
Old Tablet (opens Hiramitsu Tower), Puff Sake (Puff Sake; protects you from the heat on B4F)
Opens
Ch. 12
Closes
never (story)
📝 Old guides: The old guide says finishing her request raises your karma title; the script gives no karma here.
Item
Doujigiri joins
Where
Hiramitsu Tower B4F: the stone tower in the hot inner chamber
How
Walk up to the stone (Juzumaru speaks), then face it and examine it (Mikazuki wakes him). After the Hokutomaru memory, Doujigiri joins.
Reward
Doujigiri (Great Sword)
Opens
Ch. 12
Closes
never (story)
📝 Old guides: 77488 says ‘the box near the end must be examined twice’. In the script, the two-step spots are the square hollow at Mt. Towari (examine twice before the old woman offers the tablet) and this stone (step close, then examine). No chest in the tower needs a second look.
Ally
Kurama joins
Where
Hachinohe Village: the back of the second house from the north on the west side
How
Talk to him with karma 20 or higher, carrying the Red Tachi, and answer Yes to ‘Hand over the Red Tachi?’.
Reward
NPC ally Kurama (costs the Red Tachi)
Opens
Ch. 12 (once you have the Red Tachi)
Closes
The only Red Tachi is the chest on Hiramitsu Tower 3F, which is closed once the escape starts. Beating Kurama at low karma also loses him.
☯ Karma At karma < 20 he attacks: win = 1,000 gold, −2 karma and he is gone for good; lose = −1,500 gold.⚠ Missable · closes in Chapter 12
Summon
Tajikarao (beat Tajikara)
Where
Hachinohe Village: north-west corner
How
Answer Yes to ‘Test your strength?’ and win the fight. Losing is not a game over; he asks ‘Want another match?’ next time.
Reward
Yamato can call down Tajikarao
Opens
as soon as you can reach Hachinohe
Closes
never (he leaves only after you have won)
Summon
Dogu (three Dogu Shards)
Where
Niigata Village: the man in front of the second house on the top row
How
Talk to him once to hear about the shards, then come back with all three Dogu Shards (Mt. Maru cave, Mt. Yatsuka summit, Derarezu Forest).
Reward
Juurouta can summon Dogu (the three shards are used up)
Opens
Ch. 12: after the Derarezu Forest shard
Summon
Kushinada (Niigata sacrifice)
Where
Niigata Village: the crying woman on the west side, left of the north-west house
How
With Natsume in the party, answer Yes to ‘Fight the youkai?’ and win two battles against Snake Youkai. Losing either is a game over. Answering No does nothing; you can ask again.
Reward
Yamato can summon Kushinada
Opens
Ch. 4 (Natsume joins) or whenever you first reach Niigata
Summon
Gundari (the god in Herai’s pond)
Where
Herai Village: the pond in the sunken square in the middle (stand below it, facing up)
How
First hear the man in the north of the village (between the two big northern houses) talk about the pond god (Touya must be in the party). Then examine the pond, answer Yes and pick a spear. Only Gale Spear, Fire Spear, Tube Spear, Fudou Rod or Raijin Spr work. Chakra, Javelin, Monk Staff, Kama Spear, Vajra, Twin Spear, Sun Staff, Naginata and Kongoujou are thrown away for nothing.
Reward
Touya learns the Gundari summon (the spear is used up)
Opens
Ch. 16 at the earliest (Tube Spear from the Hakodate weapon shop, Gale Spear chest in Ezo); the hint is available from Ch. 12
Closes
Ch. 21: Touya leaves the party for good (flag 072)
⚠ Missable · closes in Chapter 21
Side quest
Bushido pupil: ‘courtesy’ (Herai samurai)
Where
Herai Village: the samurai at the west edge of the sunken square in the middle
How
Talk to him while your karma is 20 or higher. Counts toward the Kyoto bushido ronin’s pupils (Ch. 3).
Opens
Ch. 12
Closes
Lost if you fight and beat him at karma < 20.
Side quest
Bushido pupil: ‘way of the warrior’ (Niigata samurai)
Where
Niigata Village: the samurai in the north-west corner
How
Talk to him while your karma is 20 or higher. Counts toward the Kyoto bushido ronin’s pupils (Ch. 3).
Opens
whenever you reach Niigata
Closes
Lost if you fight and beat him at karma < 20.
Karma
Samurai/ronin who attack at karma < 20 (north Honshu)
Where
Herai: the two samurai in the village · Hachinohe: the ronin near the top house · Niigata: the samurai in the north-west corner and the ronin resting in a house
How
Only if your karma is below 20: talking to them starts a fight. Win = gold, −2 karma and the person is gone; lose = you pay.
Reward
Herai samurai 400 (lose −800) · Herai samurai 100 (−200) · Hachinohe ronin 400 (−800) · Niigata samurai 400 (−500) · Niigata house ronin 200 (−400)
Opens
Ch. 12
☯ Karma −2 per win

Treasure chests (17)

ItemAreaWhere
Dogu ShardDerarezu Forestsouth-west part of the forest, half hidden by trees
One of three shards for the Dogu summon in Niigata.
S. DewMt. Towariledge just left of the summit
FeatherMt. Towarieast side, about halfway up
N. PillHiramitsu Tower 1Fnorth-west corner
Wind HoodHiramitsu Tower 1Fnorth-east corner
Gold PillHiramitsu Tower 2Fwest part
⚠ Gone after Chapter 12
MaelstromHiramitsu Tower 2Fsouth part
⚠ Gone after Chapter 12
Red TachiHiramitsu Tower 3Fwest part
Needed for Kurama in Hachinohe; the only one in the game.
⚠ Gone after Chapter 12
S. DewHiramitsu Tower 3Fsouth-west part
⚠ Gone after Chapter 12
MaelstromHiramitsu Tower 3Fnorth part, left of centre
⚠ Gone after Chapter 12
KunaiHiramitsu Tower 3Fnorth-east corner
⚠ Gone after Chapter 12
HerbHiramitsu Tower 4Fcentre
⚠ Gone after Chapter 12
CloakHiramitsu Tower 4Feast part
⚠ Gone after Chapter 12
ChainPillHiramitsu Tower 4Fsouth-east part
⚠ Gone after Chapter 12
H. WaterHiramitsu Tower B1Fnorth part
Still reachable during the escape.
⚠ Gone after Chapter 12
Star HelmHiramitsu Tower B1Feast part
Still reachable during the escape.
⚠ Gone after Chapter 12
Herb LegsHiramitsu Tower B3Fnorth-west corner, just above the Jizo statue
Still reachable during the escape.
⚠ Gone after Chapter 12

Bosses & key battles

Futachi
Hiramitsu Tower B4F (Hokutomaru’s memory)
You control Hokutomaru’s party. If you lose, the memory restarts; it is never a game over.
Youkai waves (escape)
Hiramitsu Tower, every stair on the way up and the 1F exit
Four fights in a row, and losing any of them is a game over. Heal between fights and use the B3F Jizo statue.
Tajikarao
Hachinohe Village (optional)
Hits extremely hard (the old guide reports 600+ damage). Losing costs nothing, so come back late in the game.
🗺️ Maps for this chapter (11)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Herai Village
Map of Herai Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘courtesy’ (bushido master’s quest) checklist
  • 2Pokkun — Youkai Village, karma +2 / −2 checklist
  • 3Old Woman (inside) — gives Old Tablet, Puff Sake checklist
  • IItem shop
  • RInn
Mt. Towari
Map of Mt. Towari (Bakumatsu Kourinden ONI) with numbered markers
  • A S. Dew
  • B Feather
Derarezu Forest
Map of Derarezu Forest (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Puffgrass
  • A Dogu Shard
Hiramitsu Tower 1F
Map of Hiramitsu Tower 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Wind Hood
  • B N. Pill
Hiramitsu Tower 2F
Map of Hiramitsu Tower 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A Maelstrom
  • B Gold Pill
Hiramitsu Tower 3F
Map of Hiramitsu Tower 3F (Bakumatsu Kourinden ONI) with numbered markers
  • A Red Tachi
  • B S. Dew
  • C Maelstrom
  • D Kunai
Hiramitsu Tower 4F
Map of Hiramitsu Tower 4F (Bakumatsu Kourinden ONI) with numbered markers
  • A ChainPill
  • B Cloak
  • C Herb
Hiramitsu Tower B1F
Map of Hiramitsu Tower B1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Star Helm
  • B H. Water
Hiramitsu Tower B3F
Map of Hiramitsu Tower B3F (Bakumatsu Kourinden ONI) with numbered markers
  • A Herb Legs
Hachinohe Village
Map of Hachinohe Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tajikara — summon Tajikarao checklist
  • 2Tsurube-otoshi — Youkai Village, karma +2 / −2 checklist
  • 3Kurama (inside) — joins checklist
Niigata Village
Map of Niigata Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘way of the warrior’ (bushido master’s quest) checklist
  • 2Snake Youkai — summon Kushinada
  • AArmor shop
🛒 Shops in this chapter

Herai Village — Items

Herb4 G
H. Water8 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G

big north house

Herai Village — Items

Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G
Maelstrom4 G
Reishi4 G

big north-east house. Reishi is one of the five offerings for the Jizaiten summon in Yokohama. Inn: big south-east house, 20 gold.

Niigata Village — Armor

Tokin210 G
Kabuto420 G
Chain Mail680 G
Chain Legs330 G

No weapon or item shop, no inn.

13
CHAPTER 13

Shikoku: Beppu, Yamashiro & Mt. Tsurugi

📍 Okayama Village · Shikoku · Beppu Village · Youkai Village · Yamashiro Village · Five Mounds (relic shrines) · Mt. Tsurugi · Kyoto (Shinsengumi headquarters)

Doujigiri unmasks Okayama’s drunken ferryman, who takes you across to Shikoku. There, Lord Shimazu’s retainer Izou is hunting the secret of Mt. Tsurugi. Rescue the captive Yuuma, gather the five treasures of the Five Mounds, and seal the last Spirit Hole, where the fifth Great Sword, Onimaru, lies frozen.

⏳ Last chances in this chapter

  • Tanukichi in Beppu: answer Yes. No costs 5 karma and loses the whole youkai village side quest.
  • At the Mt. Tsurugi Spirit Hole answer Yes to both ‘Go with Natsume?’ prompts (+2). Any No costs 10 karma.
  • Open the two chests in the cave below the Mt. Tsurugi altar before you examine Onimaru. After that the passage is shut for good.
  • Don’t take Hijikata’s sword at the Kyoto headquarters unless you accept −10 karma and a theft mark at the Kongouyasha Shrine.
  • ‘Go with Natsume?’ at the Mt. Tsurugi Spirit Hole details
  • Chest: Gold Pill (Mt. Tsurugi (cave below the altar)) details
  • Chest: Holy Orb (Mt. Tsurugi (cave below the altar)) details
  • Tanukichi founds the Youkai Village (from Chapter 15) details

Full list across the game: Missables.

Walkthrough

  1. MainGo to Okayama Village and talk to the Ferryman by the gap in the east wall. Doujigiri recognises him: he isn’t human. The Ferryman admits he’s a harmless youkai who ferries boats because of his ancestors’ last wish, and he goes to wait at the pier.
  2. TipBefore this chapter the Ferryman only says he’s ‘drinkin”. The earlier Great Swords make remarks about him, but only Doujigiri gets him moving.
  3. SideYamashiro’s weapon shop (below) sells the Magoroku (1,350). That is what Takeaki in Okayama wants (see Ch. 4). → checklist
  4. MainThe pier is on the coast just south of Okayama. Talk to the Ferryman there and answer Yes to ‘Go to Shikoku?’. The return trip works the same way from the pier on Shikoku’s north coast, as often as you like.
  5. MainShikoku map: you land on the north coast. Beppu Village is to the south-west, Yamashiro Village is due south in the middle of the island, and Mt. Tsurugi is in the east. Five small shrines are scattered around (see the Five Mounds below).
  6. MainBeppu Village: the villagers gossip that samurai have taken over Yamashiro and that there’s a treasure on Mt. Tsurugi. The item shop is the house in the middle of the village. Beppu has no inn.
  7. SideOptional: the man in black on the benches in front of the big southern house is Sakamoto Ryouma. He mutters about Izou in Yamashiro, and Juurouta hurries you away before he realises you’re Shinsengumi. There’s no fight.
  8. SideImportant: the man in the far north-west corner of Beppu is a tanuki in disguise. Stand directly below him and talk to him while facing up; from any other side he just says ‘Being human sure is nice.’ When he changes back, answer Yes to ‘Believe him?’ (+2 karma). Yamato takes him to a quiet spot in the middle of Shikoku, and Tanukichi founds the youkai village there. → checklist
  9. WarningAnswering No to Tanukichi costs 5 karma and loses him for good, and with him the whole youkai-village side quest (Ch. 15) and its Furinkazan reward.
  10. MainYamashiro Village: on your first visit you overhear women worrying about a young man called Yuuma, who was taken away by samurai four days ago. Samurai guard the front door of the biggest house (north-west).
  11. MainEnter the big house on the east side, second from the top. Hifumi is crying there: samurai took her dear Yuuma to the biggest house. Juurouta notes that Yuuma knows Mt. Tsurugi well.
  12. MainWalk round to the back of the biggest house (north side, near the north wall). Yamato finds a back door. Answer Yes to ‘Go inside?’. Inside, head through the corridors to the room where Yuuma is held; going out the front would draw attention.
  13. MainIzou is interrogating Yuuma about the secret of Mt. Tsurugi. When he leaves for a break, two samurai guards doze off. Talk to one: you fight the guards (losing is a game over) and get the Jail Key. Talk to Yuuma to free him.
  14. MainOn your way out, Izou catches you. Beat him (losing is a game over). Yamato locks Izou and the guards in the cell with the Jail Key. Leave by the back door.
  15. MainReturn to Hifumi’s house. Yuuma is home and greets… his cat, Hifumi. As thanks he tells you the secret: set five treasures into the great rock at the top of Mt. Tsurugi to open a hidden passage. The treasures are hidden in the Five Mounds east of the village, and each must go on the rock in the same arrangement as the mounds.
  16. SideOptional: if Densuke, Kanpei and Kouryu are all in your party, the ninja Saizou appears in the far north-west corner of Yamashiro. Talk to him: he hides somewhere in the village. Each time you enter Yamashiro he picks one of two hiding places at random. Find him and talk to him again and he joins. → checklist
  17. SideOptional: a woman in the west house second from the top mentions a tree that shakes without wind. It is the tree by the east wall of Yamashiro. Face it from below and examine it: the god Naraenten asks you to bring the Kongoujou. Offer a Kongoujou later and Yamato can summon Naraenten. → checklist
  18. SideOptional: the ronin near the weapon shop (‘A man’s life is courage!’) is another bushido pupil for the Kyoto ronin (karma 20 or higher). → checklist
  19. TipYamashiro shops: weapon shop in the big north-east house, armor shop in the west house third from the top, item shop in the big east house third from the top, inn (20 gold) in the big south-east house. An old man and old woman drop hints: remember where each treasure was found, because a treasure only shows its worth once you put it in place.
  20. MainThe Five Mounds: five small shrines around Mt. Tsurugi, each holding one treasure. Examine the object in each shrine. Relic Gem: north of Mt. Tsurugi. Relic Key: east of Mt. Tsurugi. Relic Book: south-east. Relic Ring: south-west of Mt. Tsurugi, east of Yamashiro. Relic Pot: north-west of Mt. Tsurugi, in the middle of the island. They only give up their treasures after Yuuma has told you the secret.
  21. SideIn the Relic Book shrine (south-east), the monk Gennobou is looking for a God’sTear. Give him one and he joins as an NPC ally. The first God’sTear is in Asuka Underground (Ch. 14), so come back later. → checklist
  22. MainMt. Tsurugi: climb to the summit. On the way, Doujigiri senses a pulse from below and calls out to ‘Onimaru’, the last of the Five Great Swords. At the top is a rock altar with five bumps arranged like a star.
  23. MainPlace each treasure on the bump that points toward its shrine. Stand below a bump, face it and examine it; answer Yes to ‘Place a treasure on this rock?’ and then Yes only when the right one is offered (Crystal = Relic Gem, Jar = Relic Pot). Top bump: Relic Gem. Upper right: Relic Key. Lower right: Relic Book. Lower left: Relic Ring. Upper left: Relic Pot. The order doesn’t matter, and you can take a treasure back if you misplace it.
  24. MainWhen the last treasure is right, Izou and his men arrive. He wants the Spirit Hole’s power to overthrow the Shogun. Beat them (losing is a game over). Izou flees, and the rock in the middle of the altar has moved aside. Face it and examine it to climb down.
  25. WarningWhile any treasure sits on the altar, Juurouta won’t let you leave Mt. Tsurugi (take it back first). After Izou is beaten, you can’t leave at all until the Spirit Hole business is done, so come prepared.
  26. MainThe cave below has two chests (Gold Pill, Holy Orb). Grab them now. Then follow the cave on to the Spirit Hole.
  27. MainAt the Spirit Hole, Onimaru is frozen solid: all the spirit power that the sealed holes no longer release pours in here. Touya’s seal fails. Natsume decides to go into the Spirit Hole herself. Answer Yes to ‘Go with Natsume?’ and Yes again when it asks a second time (+2 karma). Yamato goes in with her, the seal holds, and ‘Natsume’s kiss restored your strength!!’.
  28. WarningKarma: answering No to either ‘Go with Natsume?’ costs 10 karma. The Spirit Hole is still sealed either way.
  29. MainExamine Onimaru. A poison mist knocks you out, and you overhear Lord Shimazu, Lord Mouri and Izou plotting to wake the other Spirit Holes. Mouri talks the others out of killing you. You come to and take the damaged sword (‘Got Onimaru!!’; it’s Broken Oni in the menu). Doujigiri says it won’t wake without more spirit power.
  30. MainHijikata, Kondo and Okita arrive: the Shogun himself has come to the Shinsengumi headquarters, and you must return to Kyoto at once. You are taken straight there.
  31. MainKyoto headquarters: Hijikata says the Shogun is in Kondo’s room. Walk up to the Shogun there. Yoshinobu explains that a new Spirit Hole has opened in Asuka and asks you to take the Shogun and him there. Talk to Yoshinobu to set off with them (the ‘Shoguns’ join as escorts). Only then do the guards at the gate let you out.
  32. TipAt headquarters, the Shinsengumi cook offers a free meal that restores your strength. Yamanami tells you the new Spirit Hole is south-west of Kyoto, in Asuka (Ch. 14).
  33. WarningHijikata’s sword still lies in the headquarters. Taking it gives the Izumi Kami but costs 10 karma, and the Kongouyasha Shrine counts it as theft (see Ch. 3).

Checklist

Side quest
The Okayama Ferryman (way to Shikoku)
Where
Okayama Village: the Ferryman by the gap in the east wall; then the pier just south of Okayama
How
Talk to him while Doujigiri is with you. He then waits at the pier; answer Yes to ‘Go to Shikoku?’.
Reward
Free ferry between Honshu and Shikoku, any time
Opens
Ch. 13: after Doujigiri joins (Ch. 12)
📝 Old guides: 6943 says ‘talk to the man in the corner of town’. It is the Ferryman himself, and it only works once Doujigiri is with you.
Side quest
Rescue Yuuma (Hifumi’s request)
Where
Yamashiro Village: Hifumi’s house (big east house, second from the top) and the biggest house (north-west, back door)
How
Talk to Hifumi, enter by the back door, beat the sleeping guards for the Jail Key, free Yuuma, beat Izou, then visit Hifumi’s house again.
Reward
The secret of Mt. Tsurugi; the Five Mounds shrines open
Opens
Ch. 13
Closes
never (story)
📝 Old guides: 77488 says the Yamashiro events raise karma; the script gives none.
Item
The five treasures of the Five Mounds
Where
Five shrines on the Shikoku map: Relic Gem (north of Mt. Tsurugi), Relic Key (east), Relic Book (south-east), Relic Ring (south-west, east of Yamashiro), Relic Pot (north-west, centre of the island)
How
After Yuuma’s secret, examine the object in each shrine. On Mt. Tsurugi, place each on the bump facing its shrine: top Gem, upper right Key, lower right Book, lower left Ring, upper left Pot.
Reward
Opens the way to the Mt. Tsurugi Spirit Hole
Opens
Ch. 13: after Yuuma returns
Closes
never (story)
📝 Old guides: 77488’s order ‘1 Crystal, 2 Key, 3 Book, 4 Ring, 5 Jar’ is the positions read clockwise from the top bump; the placing order itself doesn’t matter. 6943’s rule (match the shrine directions) is right.
Karma
‘Go with Natsume?’ at the Mt. Tsurugi Spirit Hole
Where
Mt. Tsurugi: the Spirit Hole below the summit
How
When Natsume heads into the Spirit Hole, answer Yes, and Yes again at the second prompt.
Reward
‘Natsume’s kiss restored your strength!!’ (party restored)
Opens
Ch. 13
Closes
one-time choice
☯ Karma Yes twice +2 / any No −10⚠ Missable · closes in Chapter 13
Ally
Saizou joins (hide-and-seek)
Where
Yamashiro Village: far north-west corner at first, then one of two random hiding places
How
Have Densuke, Kanpei AND Kouryu in the party, or he doesn’t appear. Talk to him, then find him again: every time you enter the village he picks one of two spots at random (on the roof of the biggest house in the north-west, or on the roof of the east item-shop house).
Reward
NPC ally Saizou
Opens
Ch. 13 (Kanpei: Kyoto inn from Ch. 4; Densuke: Edo, 400 gold; Kouryu: Izumo, a Power Orb)
📝 Old guides: The old guide says Densuke and Kanpei are needed; the script checks for Densuke, Kanpei and Kouryu.
Summon
Naraenten (the shaking tree in Yamashiro)
Where
Yamashiro Village: the tree by the east wall
How
Face the tree from below and examine it to meet Naraenten. Come back with a Kongoujou, examine the tree and answer Yes to ‘Offer the Kongoujou?’.
Reward
You choose who learns Naraenten (the Kongoujou is used up)
Opens
Ch. 13
Ally
Gennobou joins
Where
Shikoku: the Relic Book shrine (south-east)
How
Talk to the monk while carrying a God’sTear and answer Yes to ‘Give God’s Tear to him?’.
Reward
NPC ally Gennobou (costs 1 God’sTear)
Opens
Ch. 13; the first God’sTear is the chest on Asuka Underground B1 (Ch. 14)
📝 Old guides: 6943 says a God’sTear is found in Hiramitsu Tower; there is none there. The Asuka B1 chest is the first one.
Side quest
Bushido pupil: ‘courage’ (Yamashiro ronin)
Where
Yamashiro Village: the ronin in front of the weapon shop (north-east)
How
Talk to him while your karma is 20 or higher. Counts toward the Kyoto bushido ronin’s pupils (Ch. 3).
Opens
Ch. 13
Closes
Lost if you fight and beat him at karma < 20.
Karma
Yamashiro ronin and samurai (low karma only)
Where
Yamashiro Village: the ronin near the weapon shop and the samurai at the top of the village
How
Only if your karma is below 20: talking to them starts a fight. Win = gold, −2 karma and the person is gone; lose = you pay.
Reward
Ronin 600 (lose −700) · Samurai 1,200 (lose −2,500)
Opens
Ch. 13
☯ Karma −2 per win

Treasure chests (6)

ItemAreaWhere
ReishiMt. Tsurugieast side, on the ledge just below and right of the summit
S. DewMt. Tsurugimiddle of the mountain, west of centre
Gale SwordMt. Tsurugifar west ledge, low on the mountain
N. PillMt. Tsurugisouth-east, low on the mountain
Gold PillMt. Tsurugi (cave below the altar)west part of the cave
The cave closes after you take Onimaru.
⚠ Gone after Chapter 13
Holy OrbMt. Tsurugi (cave below the altar)north part of the cave
The cave closes after you take Onimaru.
⚠ Gone after Chapter 13

Bosses & key battles

Samurai (the jail guards)
Yamashiro Village, the biggest house
Losing is a game over. Winning gives the Jail Key.
Izou
Yamashiro Village, the biggest house (on the way out with Yuuma)
Losing is a game over.
Izou and his men
Mt. Tsurugi, the rock altar at the summit
Starts when the last treasure is placed correctly. Losing is a game over, so heal before placing the fifth treasure.
🗺️ Maps for this chapter (13)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Okayama Village
Map of Okayama Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘guts’ (bushido master’s quest) checklist
  • 2Takeaki — joins checklist
  • 3Ayashibi (in disguise) — Youkai Village, karma +2 / −2
  • AArmor shop
  • IItem shop
  • WWeapon shop
Beppu Village
Map of Beppu Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tanukichi — Youkai Village, karma +2 / −5 checklist
  • 2Ayashibi (in disguise) — Youkai Village, karma +2 / −2
  • IItem shop
Youkai Village
Map of Youkai Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tanukichi — gives Rice Ball, gives Furinkazan checklist
Yamashiro Village
Map of Yamashiro Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bushido pupil — ‘courage’ (bushido master’s quest) checklist
  • 2Saizou — joins checklist
  • 3Kaparou — Youkai Village, karma +2 / −2 checklist
  • AArmor shop
  • IItem shop
  • RInn
  • WWeapon shop
Yamashiro Village: the biggest house
Map of Yamashiro Village: the biggest house (Bakumatsu Kourinden ONI) with numbered markers
  • 1Jail guards — gives Jail Key
Relic Pot shrine
Map of Relic Pot shrine (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Relic Pot
Relic Ring shrine
Map of Relic Ring shrine (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Relic Ring
Relic Book shrine
Map of Relic Book shrine (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Relic Book
  • 2Gennobou — joins checklist
Relic Key shrine
Map of Relic Key shrine (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Relic Key
Relic Gem shrine
Map of Relic Gem shrine (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Relic Gem
Mt. Tsurugi
Map of Mt. Tsurugi (Bakumatsu Kourinden ONI) with numbered markers
  • 1Relic stones — place the five relics
  • A N. Pill
  • B S. Dew
  • C Gale Sword
  • D Reishi
Mt. Tsurugi: cave below the altar
Map of Mt. Tsurugi: cave below the altar (Bakumatsu Kourinden ONI) with numbered markers
  • A Gold Pill
  • B Holy Orb
Mt. Tsurugi: Spirit Hole
Map of Mt. Tsurugi: Spirit Hole (Bakumatsu Kourinden ONI) with numbered markers
🛒 Shops in this chapter

Beppu Village — Items

Herb4 G
N. Pill20 G
H. Water8 G
S. Dew16 G
Pill6 G
Reviver10 G
Maelstrom4 G

house in the middle of the village. No inn in Beppu.

Yamashiro Village — Weapons

Dawn Sword840 G
Seven Star1,090 G
Magoroku1,350 G
Kama Spear410 G
Vajra550 G
Sun Staff970 G
Naginata590 G
Kirisame590 G
Hourai Bow990 G
Jizai Claw450 G
Tiger Claw800 G
Shura Claw800 G
Matchlock6,000 G

big north-east house. The Magoroku is what Takeaki (Okayama) wants.

Yamashiro Village — Armor

Kabuto420 G
Star Helm510 G
Spike Helm640 G
Crane Robe1,020 G
Lion Robe810 G
Ooyoroi1,050 G
Genji Armr1,320 G
Swift Shoe460 G
Herb Legs590 G

west house, third from the top

Yamashiro Village — Items

N. Pill20 G
S. Dew16 G
Sandalwd.6 G
Wake Dust6 G

big east house, third from the top. Inn: big south-east house, 20 gold.

14
CHAPTER 14

Ishibutai & Asuka Underground (Onimaru)

📍 Ishibutai · Asuka Underground · Hokutomaru’s cave (Kyushu, optional)

Escort the Shogun and Yoshinobu to the new Spirit Hole under the stones of Asuka. Solve the monkey-statue riddle, face Lord Shimazu and Izou, and learn the truth about the Spirit Holes when the Shogun turns on you. At the bottom your heroes awaken the power of the Kishin, and Onimaru, the last Great Sword, joins you.

⏳ Last chances in this chapter

  • Asuka Underground closes once you return to Ishibutai with Onimaru. Collect all nine chests on B1 to B5 before (or while) walking back up.
  • Check your equipment after picking the four Great Swords back up at the bottom of the Spirit Hole.
  • ‘Attack Shimazu and his men?’ (twice) details
  • Chest: God’sTear (Asuka Underground B1) details
  • Chest: Gold Pill (Asuka Underground B1) details
  • Chest: N. Pill (Asuka Underground B2) details
  • Chest: S. Dew (Asuka Underground B2) details
  • Chest: Kami Charm (Asuka Underground B3) details
  • Chest: Shuriken (Asuka Underground B3) details
  • Chest: Life Orb (Asuka Underground B4) details
  • Chest: Oni Orb (Asuka Underground B5) details
  • Chest: Feather (Asuka Underground B5) details

Full list across the game: Missables.

Walkthrough

  1. MainLeave Kyoto with the Shogun and Yoshinobu. Ishibutai stands south-west of Kyoto on the western Honshu map: a ring of stones with a row of monkey statues.
  2. TipWithout the Shogun and Yoshinobu (set off from the Kyoto headquarters first, Ch. 13), Juurouta says you have no business here.
  3. MainExamine the right-hand of the two big rocks in the middle. The carved words give a riddle about the ten monkey statues in the row above: find the monkeys dressed like the leftmost one, see how the monkey to the right of the second one from the right is dressed, and touch the third monkey from the left that is dressed that way.
  4. MainThe answer: face the monkey statue that is 8th from the left (3rd from the right) and examine it. The ground opens just below the two big rocks. Don’t touch the other statues. Walk into the opening to enter Asuka Underground.
  5. MainAsuka Underground has five floors (B1 to B5), each with a staircase down. Open the chests as you go; the list is below. B1’s chest in the north-west corner holds a God’sTear, the one Gennobou on Shikoku wants.
  6. MainB5 has a Jizo statue on the east side. Save there. The way to the Spirit Hole is in the north-east part of the floor.
  7. MainAt the Spirit Hole, Lord Shimazu, Lord Mouri, Izou and Ryouma are already waiting. The Shogun orders you to strike them down, and you are asked twice ‘Attack Shimazu and his men?’. Yes starts a fight with Izou (losing is a game over). If you say No both times, Shimazu seizes Natsume and Touya deals with Izou himself. The story is the same either way and neither answer changes karma.
  8. MainShimazu is not himself: a strange technique flattens Yoshinobu. He tells you the Shogun has abused the Spirit Holes and thrown the land’s spirit energy out of balance. Beaten by the Shadows’ power, he withdraws, saying he’ll get ahead of you in Ezo. The Shogun then claims the Spirit Hole for himself. When Yamato refuses, the Shogun attacks and the party falls into the Spirit Hole.
  9. MainAt the bottom, an Orb of Light speaks to Yamato like a parent and awakens the power of the Kishin sleeping inside him. When you come to, all four heroes have transformed. Natsume heard her mother’s voice, Juurouta her late grandfather.
  10. MainThe four Great Swords (Juzumaru, Mikazuki, Oodenta and Doujigiri) fell in with you and lie on the floor, along with the broken Onimaru. Talk to each sword to take it back. Check everyone’s equipment afterwards, since the swords were taken from you in the fall.
  11. MainAfter the fourth sword, you see Onimaru and slip into another of Hokutomaru’s memories: his party fights the Amanojaku, who dug a false Spirit Hole into the spirit veins. If Hokutomaru’s side loses, the memory restarts. Minami’s memory returns: she is a youkai.
  12. MainOnimaru wakes and joins you (‘Got Onimaru!!’). He heard his father’s voice at the bottom of the Spirit Hole and says the man who forced his power to open this hole wasn’t human. He is after the Spirit Hole in Ezo. The Five Great Swords sealed their own souls in their blades to guard the land.
  13. TipFrom now on your heroes can take the transformed form in battle; Juzumaru says it raises strength and speed.
  14. WarningLast chance: walk back up through B5 to B1 and open anything you missed. Once you step out onto Ishibutai with Onimaru, the way down is closed for good (‘We have no more business here’).
  15. MainBack on the surface, Yamato declares: ‘Next stop, Ezo!!’. Meanwhile the Shogun comes to, finds no spirit energy left in the Spirit Hole and swears revenge on the Shadows. Head north to Umibe Village (Ch. 15).
  16. SideOptional: the cave south-west of Takachiho on Kyushu, which pushed you back before, now opens: Onimaru remembers it. It is a long five-part cave full of chests (listed below), and you cannot transform inside. At the far end, Minami’s voice asks you to protect the land and fully heals the party every time you return. → checklist
  17. SideWith the God’sTear from B1, you can recruit Gennobou in the Relic Book shrine on Shikoku (Ch. 13). Take the ferry from the pier south of Okayama. → checklist

Checklist

Side quest
Ishibutai monkey-statue riddle
Where
Ishibutai: the row of ten monkey statues north of the two big rocks
How
Read the carved words on the right-hand big rock, then examine the statue 8th from the left (3rd from the right).
Reward
Opens Asuka Underground
Opens
Ch. 14 (the Shogun and Yoshinobu must be with you)
Closes
never (story)
📝 Old guides: 6943 says ‘the third monkey statue from the right’ (right). 77488 says a wrong statue drops HP to 1; the script runs a special effect for every wrong statue, not checked in detail.
Side quest
‘Attack Shimazu and his men?’ (twice)
Where
Asuka Underground B5: the Spirit Hole
How
Yes (either time) = you fight Izou yourself. No twice = Touya handles Izou in a cutscene.
Reward
Only the fight (EXP) differs
Opens
Ch. 14
Closes
one-time choice
☯ Karma none⚠ Missable · closes in Chapter 14
📝 Old guides: 6943 noted the choices don’t seem to matter; the script confirms the story is the same and there’s no karma.
Item
Onimaru joins
Where
Asuka Underground B5: bottom of the Spirit Hole
How
After the fall, take back the four Great Swords, watch Hokutomaru’s memory (Amanojaku), then Onimaru wakes.
Reward
Onimaru (the fifth Great Sword); transformed forms available
Opens
Ch. 14
Closes
never (story)
Side quest
Hokutomaru’s cave (Kyushu)
Where
Kyushu map: the cave between Takachiho and Kagoshima (south-west of Takachiho, just north of Kagoshima)
How
Enter after you have Onimaru; the seal breaks. Go through all five areas to the end and face the spot where Minami’s voice speaks.
Reward
34 chests; a full heal at the end (repeatable); flag needed for the Seima Doji summon
Opens
Ch. 14: after Onimaru (flag 0FF)
Closes
Ch. 29: point of no return
⚠ Missable · closes in Chapter 29
📝 Old guides: Not in the old guides.
Item
God’sTear for Gennobou
Where
Asuka Underground B1, chest in the north-west corner
How
Open the chest; bring it to Gennobou in the Relic Book shrine on Shikoku.
Reward
God’sTear (→ NPC ally Gennobou)
Opens
Ch. 14
Closes
Asuka closes after Onimaru; later God’sTears exist (Hokutomaru’s cave, Ezo cave, Man-Eating Mountain, Mt. Fuji, Sky Pavilion)

Treasure chests (43)

ItemAreaWhere
God’sTearAsuka Underground B1north-west corner
The first God’sTear in the game: Gennobou (Shikoku, Ch. 13) joins for one.
⚠ Gone after Chapter 14
Gold PillAsuka Underground B1east part
⚠ Gone after Chapter 14
N. PillAsuka Underground B2east side, upper chest
⚠ Gone after Chapter 14
S. DewAsuka Underground B2east side, lower chest
⚠ Gone after Chapter 14
Kami CharmAsuka Underground B3north-west corner
⚠ Gone after Chapter 14
ShurikenAsuka Underground B3east part
⚠ Gone after Chapter 14
Life OrbAsuka Underground B4south-west corner
⚠ Gone after Chapter 14
Oni OrbAsuka Underground B5north part, left of centre
⚠ Gone after Chapter 14
FeatherAsuka Underground B5south of the centre
⚠ Gone after Chapter 14
HerbHokutomaru’s cave (entrance cave)north part (left of the pair)
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
PillHokutomaru’s cave (entrance cave)north part (right of the pair)
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
H. WaterHokutomaru’s cave (entrance cave)north-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
S. DewHokutomaru’s cave (entrance cave)north-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Sandalwd.Hokutomaru’s cave (entrance cave)middle
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
N. PillHokutomaru’s cave (entrance cave)east side, middle
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Smoke BmbHokutomaru’s cave (entrance cave)south-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Wake DustHokutomaru’s cave (entrance cave)south-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
ReviverHokutomaru’s cave (2nd area)north-west corner
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
FeatherHokutomaru’s cave (2nd area)north-west part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
ChainPillHokutomaru’s cave (2nd area)west part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Heart OrbHokutomaru’s cave (2nd area)south-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Kobu HerbHokutomaru’s cave (2nd area)south, left of centre
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Gold PillHokutomaru’s cave (2nd area)north, middle
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
CloakHokutomaru’s cave (2nd area)north-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
ReishiHokutomaru’s cave (2nd area)east part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Life OrbHokutomaru’s cave (3rd area)north part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
RemedyHokutomaru’s cave (3rd area)north-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Oni OrbHokutomaru’s cave (3rd area)east side, middle
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Rice BallHokutomaru’s cave (3rd area)south part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
God’sTearHokutomaru’s cave (3rd area)south-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Guard OrbHokutomaru’s cave (4th area)north-west corner
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Sage PillHokutomaru’s cave (4th area)north, left of centre
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
M. WaterHokutomaru’s cave (4th area)west of centre
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
R. SaltsHokutomaru’s cave (4th area)north, middle
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Holy OrbHokutomaru’s cave (4th area)north-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
MaelstromHokutomaru’s cave (4th area)north-east corner
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Haze BellHokutomaru’s cave (deepest area)north-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Speed OrbHokutomaru’s cave (deepest area)south-west
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
K. CureHokutomaru’s cave (deepest area)south-west, lower
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Power OrbHokutomaru’s cave (deepest area)east of centre
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Luck CharmHokutomaru’s cave (deepest area)east part
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
D. DewHokutomaru’s cave (deepest area)south-east
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29
Wonder RxHokutomaru’s cave (deepest area)south-east, far right
Optional cave on Kyushu, open from Ch. 14 until the point of no return (Ch. 29).
⚠ Gone after Chapter 29

Bosses & key battles

Izou
Asuka Underground B5, the Spirit Hole (only if you answer Yes to attack)
Optional. Losing is a game over, so save at the B5 Jizo first.
Amanojaku
Asuka Underground B5 (Hokutomaru’s memory)
You control Hokutomaru’s party. A loss just restarts the memory.
🗺️ Maps for this chapter (10)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Asuka Underground B1
Map of Asuka Underground B1 (Bakumatsu Kourinden ONI) with numbered markers
  • A Gold Pill
  • B God’sTear
Asuka Underground B2
Map of Asuka Underground B2 (Bakumatsu Kourinden ONI) with numbered markers
  • A N. Pill
  • B S. Dew
Asuka Underground B3
Map of Asuka Underground B3 (Bakumatsu Kourinden ONI) with numbered markers
  • A Shuriken
  • B Kami Charm
Asuka Underground B4
Map of Asuka Underground B4 (Bakumatsu Kourinden ONI) with numbered markers
  • A Life Orb
Asuka Underground B5
Map of Asuka Underground B5 (Bakumatsu Kourinden ONI) with numbered markers
  • 1Juzumaru (inside) — gives Juzumaru checklist
  • 2Mikazuki (inside) — gives Mikazuki checklist
  • 3Oodenta (inside) — gives Oodenta checklist
  • 4Doujigiri (inside) — gives Doujigiri checklist
  • A Oni Orb
  • B Feather
Hokutomaru’s cave (area 5)
Map of Hokutomaru's cave (area 5) (Bakumatsu Kourinden ONI) with numbered markers
  • A Haze Bell
  • B Speed Orb
  • C K. Cure
  • D Luck Charm
  • E Power Orb
  • F D. Dew
  • G Wonder Rx
Hokutomaru’s cave (area 1)
Map of Hokutomaru's cave (area 1) (Bakumatsu Kourinden ONI) with numbered markers
  • 1Hokutomaru — summon Seima Doji checklist
  • A Herb
  • B Pill
  • C H. Water
  • D N. Pill
  • E Sandalwd.
  • F Wake Dust
  • G Smoke Bmb
  • H S. Dew
Hokutomaru’s cave (area 2)
Map of Hokutomaru's cave (area 2) (Bakumatsu Kourinden ONI) with numbered markers
  • A Reviver
  • B Feather
  • C Gold Pill
  • D Cloak
  • E Reishi
  • F ChainPill
  • G Heart Orb
  • H Kobu Herb
Hokutomaru’s cave (area 3)
Map of Hokutomaru's cave (area 3) (Bakumatsu Kourinden ONI) with numbered markers
  • A Life Orb
  • B Remedy
  • C Oni Orb
  • D God’sTear
  • E Rice Ball
Hokutomaru’s cave (area 4)
Map of Hokutomaru's cave (area 4) (Bakumatsu Kourinden ONI) with numbered markers
  • A Guard Orb
  • B M. Water
  • C Sage Pill
  • D R. Salts
  • E Holy Orb
  • F Maelstrom
15
CHAPTER 15

Umibe Village & Ryuuga Forest

📍 Umibe Village · Ryuuga Forest · Youkai Village

With Onimaru in hand, head to Umibe Village at the northern tip of Honshu. To cross to Ezo you first need a boat of your own, and the only timber good enough grows in Ryuuga Forest, where a very old tree is waiting for you.

⏳ Last chances in this chapter

  • Ryuuga Forest: answer No to “Burn it anyway?” — Yes is an instant game over.
  • Youkai Village: talking to Korobo in Nikkou removes the Rokkou Kappa, the Hachinohe Tsurube-otoshi and Umibe’s Bakebi if you have not recruited them yet.

Full list across the game: Missables.

Walkthrough

  1. MainTravel to Umibe Village at the northern tip of Honshu. A man near the village entrance tells you to ask the village boatman if you want to cross to the island of Ezo.
  2. MainThe Boatman stands on the shore in the north-east corner of the village. His boat is broken, so he tells you to build a ship yourselves; then he will take you. (This conversation only happens after the Asuka events of the previous chapter.)
  3. MainTalk to the woman in the south part of the village again: she now tells you that Ryuuga Forest, south of the village, has timber good enough for a ship.
  4. SideShopping: the large house in the north-west part of the village is an Armor Shop (Hood, Tokin, Silk Robe, Leggings). There is no weapon shop, item shop or inn in Umibe, so stock up before you come.
  5. SideOptional: Katsura, a hungry samurai, sits in the back room of the small house just south-west of the Armor Shop. Give him a Rice Ball and he joins as an NPC ally. Rice Balls come from Tanukichi in the Youkai Village (he hands one out whenever you have none). Keep your karma at 20 or more, or he attacks you instead. → checklist
  6. SideYoukai Village: the boy standing in the far south-west corner of the village is Bakebi in disguise. When asked “Exterminate the youkai?”, answer No (+2 karma) and he moves to the Youkai Village. He only reveals himself if you helped Tanukichi found the village in Beppu (Ch. 13) and have NOT yet talked to Korobo in Nikkou. See the Youkai Village entry for the full order. → checklist
  7. TipThe man on the west side of Umibe (near the fence, north part of the village) is Korori, another youkai. He only appears late in the game, after the Kappa at the Kourai shrine has been given the Ranjatai. Answer No to “Exterminate Korori?” (+2 karma).
  8. MainLeave the village and enter Ryuuga Forest to the south. Follow the path to the huge tree in the middle of the forest and examine it from its south side.
  9. MainThe tree attacks: you fight the forest’s guardian. Losing is a game over, so heal and save first.
  10. WarningAfter the battle Yamato wants to burn the forest down and the game asks “Burn it anyway?”. Answer No. Answering Yes makes the Sacred Tree punish you with a game over.
  11. MainAnswer No and the talking Sacred Tree gives you the Raft, a raft imbued with its power.
  12. MainReturn to the Boatman in Umibe. His “secret trick” is a mermaid: she tows your raft across the northern sea to Ezo. The chapter continues in Ezo (Ch. 16).
  13. SideOptional: the small shrine just east of Umibe Village holds a treasure chest with a Tsukumogami inside. Beat it (a loss is a game over) and Hakushin, a youkai hunter, offers to join. The offering box here resets low karma (see the checklist). → checklist

Checklist

Item
Raft (from the Sacred Tree)
Where
Ryuuga Forest — the huge tree in the middle of the forest
How
After the Boatman asks you to build a ship, examine the tree, win the fight, then answer No to “Burn it anyway?”.
Reward
Raft (key item; later turned into your ship in Yokohama)
Opens
Ch. 15: after the Boatman’s request
Closes
never (answering Yes is a game over, not a lost item)
Ally
Katsura joins
Where
Umibe Village — back room of the small house just south-west of the Armor Shop
How
Talk to him while holding a Rice Ball; he takes it and joins. Rice Balls: Tanukichi in the Youkai Village gives one whenever you have none.
Reward
NPC ally Katsura
Opens
any time you reach Umibe
Closes
only if you defeat him at low karma
☯ Karma Needs karma 20+. Below 20 he attacks you (win: +800 gold, −2 karma and he is gone for good; lose: −1200 gold).⚠ Missable
📝 Old guides: Old guide says Katsura gives out rice balls. The script is the other way round: Katsura wants a Rice Ball; Tanukichi is the one who hands them out.
Karma
Umibe ronin and samurai (low karma only)
Where
Umibe Village — large room of one of the village houses
How
At karma below 20, the samurai and the ronin attack when spoken to.
Reward
Samurai: 400 gold if you win; Ronin: 200 gold
Opens
any time
☯ Karma −2 for each one you defeat; losing costs 800 / 500 gold
Youkai Village
Tanukichi founds the Youkai Village
Where
Beppu Village (Shikoku, Ch. 13) — the man in the north-west corner
How
When he turns back into a tanuki, answer Yes to “Believe him?”. You are taken to the site of the new Youkai Village on the Shikoku map.
Reward
Starts the whole Youkai Village chain; Tanukichi later gives Rice Balls and, when the village is full, Furinkazan
Opens
Ch. 13: Beppu Village
Closes
Answering No loses Tanukichi and every other resident for good.
☯ Karma Yes +2 / No −5⚠ Missable · closes in Chapter 13
📝 Old guides: Old guide places Tanukichi in Umibe’s north-east corner. That NPC is the Boatman; Tanukichi is in Beppu.
Youkai Village
Kappa (Rokkou Village)
Where
Rokkou Village — south-east part of the village (a boy has caught a kappa)
How
Stage 1 (after Tanukichi, before Korobo). Answer Yes to “Let it go?”.
Reward
Youkai Village resident
Opens
after Tanukichi (flag 159)
Closes
Gone if you answer No, or once you have talked to Korobo in Nikkou (flag 240).
☯ Karma Yes +2 / No −2⚠ Missable
Youkai Village
Tsurube-otoshi (Hachinohe Village)
Where
Hachinohe Village — the man at the north edge of the village
How
Stage 1. Answer No to “Exterminate the youkai?”.
Reward
Youkai Village resident
Opens
after Tanukichi (flag 159)
Closes
Gone if you exterminate it, or once you have talked to Korobo in Nikkou.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Bakebi (Umibe Village)
Where
Umibe Village — the boy in the far south-west corner
How
Stage 1. Answer No to “Exterminate the youkai?”.
Reward
Youkai Village resident
Opens
after Tanukichi (flag 159)
Closes
Gone if you exterminate him. After you talk to Korobo he no longer reveals himself.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Korobo (Nikkou Village)
Where
Nikkou Village — middle of the village
How
Just talk to him. This moves the chain to stage 2, so do the three stage 1 youkai (Rokkou Kappa, Tsurube-otoshi, Bakebi) FIRST.
Reward
Youkai Village resident; unlocks stage 2
Opens
after Tanukichi (flag 159)
Closes
never (no wrong answer)
☯ Karma +2
Youkai Village
Kooni (Iida Town storehouse)
Where
Iida Town — the storehouse south of Yamato’s house (where Mom’s Box was)
How
Stage 2 (after Korobo). Answer Yes to “Tell it about the youkai village?”.
Reward
Youkai Village resident; later you can take Kooni along as an NPC ally from a house in the village
Opens
after Korobo (flag 240)
Closes
Gone if you answer No.
☯ Karma Yes +2 / No −2⚠ Missable
Youkai Village
Ayashibi (Izumo Village)
Where
Izumo Village — north-west corner
How
Stage 2. Answer Yes to “Listen to Ayashibi?”. Must be done BEFORE the Tsurube in Takachiho.
Reward
Youkai Village resident
Opens
after Korobo (flag 240)
Closes
Gone if you answer No, or once you recruit the Tsurube in Takachiho (flag 24D).
☯ Karma none either way⚠ Missable
Youkai Village
Pokkun (Herai Village)
Where
Herai Village — north-west part of the village
How
Stage 2. Answer No to “Exterminate Pokkun?”. Must be done BEFORE the Tsurube in Takachiho.
Reward
Youkai Village resident
Opens
after Korobo (flag 240)
Closes
Gone if you exterminate him, or once you recruit the Tsurube in Takachiho.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Running Jizo (Hakodate Village) — optional
Where
Hakodate Village (Ezo) — the easternmost of the four Jizo statues by the well in the central square
How
After Korobo, examine the statue and answer Yes to “Believe what the Running Jizo says?”. He then appears in the Youkai Village. He is NOT needed for Tanukichi’s reward.
Reward
Extra Youkai Village resident
Opens
after Korobo (flag 240) and once you can reach Ezo (Ch. 16)
Closes
Answering No loses him. (Kongouyasha does not punish a No to its youkai question for him.)
☯ Karma none either way⚠ Missable
📝 Old guides: The checklist notes placed him at Beppu’s dock; the script puts him in Hakodate.
Youkai Village
Tsurube (Takachiho Village)
Where
Takachiho Village (Kyushu) — the boy in the north part of the village
How
Stage 2. Answer Yes (Yamato offers to tell him a good place to move to). Do Izumo’s Ayashibi and Herai’s Pokkun first: recruiting Tsurube removes them.
Reward
Youkai Village resident; unlocks stage 3
Opens
after Korobo (flag 240)
Closes
Gone if you answer No — and with him every stage 3 and 4 youkai, since they need flag 24D.
☯ Karma Yes +2 / No −2⚠ Missable
Youkai Village
Tanujou (Iida Town)
Where
Iida Town — a man in the middle of town
How
Stage 3 (after Tsurube). Answer Yes to “Take Tanujou to the youkai village?”.
Reward
Youkai Village resident
Opens
after Tsurube (flag 24D)
Closes
Gone if you answer No.
☯ Karma Yes +2 / No −2⚠ Missable
Youkai Village
Yukihime (Toyama Village)
Where
Toyama Village — north-west part of the village
How
Stage 3. Answer Yes to “Tell Yukihime about the youkai village?”.
Reward
Youkai Village resident; later she can join you as an NPC ally from a house in the village
Opens
after Tsurube (flag 24D)
Closes
Gone if you answer No.
☯ Karma Yes +2 / No −2⚠ Missable
Youkai Village
Kaparou (Yamashiro Village)
Where
Yamashiro Village (Shikoku) — south part of the village
How
Stage 3. Answer No to “Exterminate Kaparou?”. Must be done BEFORE the Kourai Kappa gets the Ranjatai.
Reward
Youkai Village resident
Opens
after Tsurube (flag 24D)
Closes
Gone if you exterminate him, or once the Kourai Kappa has taken the Ranjatai (flag 23E).
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Kappa (Kourai shrine) — needs the Ranjatai
Where
The Kourai (Kappa) shrine on the western Honshu map — step on the spot in front of the pond
How
Stage 3. Carry a Ranjatai: buy one for 50,000 gold at Kyoto’s west item shop (any time before you become wanted in Ch. 22), take the one in an Abashiri house after Ch. 22 (counts as theft), or buy one at Ihika Village (Ch. 25). Step in front of the pond: Yamato drops it. Answer Yes to “Hand over the Ranjatai?” — the Kappa is delighted and you keep it.
Reward
Youkai Village resident; unlocks stage 4
Opens
after Tsurube (Takachiho) — as soon as you own a Ranjatai
Closes
Answering No loses him and every stage 4 youkai.
☯ Karma Yes +2 / No: no change, the Kappa keeps the Ranjatai and is lost⚠ Missable
Youkai Village
Ayashibi (Beppu Village)
Where
Beppu Village — a boy in the middle of the village
How
Stage 4 (after the Kourai Kappa). Answer No to “Exterminate Ayashibi?”.
Reward
Youkai Village resident
Opens
after the Kourai Kappa (flag 23E)
Closes
Gone if you exterminate it.
☯ Karma No +2 / Yes −2⚠ Missable
📝 Old guides: Script quirk: sparing this Ayashibi sets the same flag as taking the 200 gold in the Edo house. The Edo theft therefore also counts for Tanukichi (and hides this Ayashibi), and sparing it counts as “taking what belongs to another” at the Kongouyasha Shrine.
Youkai Village
Tanumi (Nikkou Village)
Where
Nikkou Village — north-east part of the village
How
Stage 4. Answer No to “Exterminate the Tanumi?”.
Reward
Youkai Village resident
Opens
after the Kourai Kappa (flag 23E)
Closes
Gone if you exterminate her.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Ayashibi (Okayama Village)
Where
Okayama Village — a man in the east part of the village
How
Stage 4. Answer No to “Exterminate the youkai?”; Natsume invites it to the village.
Reward
Youkai Village resident
Opens
after the Kourai Kappa (flag 23E)
Closes
Gone if you exterminate it.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Korori (Umibe Village)
Where
Umibe Village — the man on the west side, north part of the village
How
Stage 4. Answer No to “Exterminate Korori?”.
Reward
Youkai Village resident
Opens
after the Kourai Kappa (flag 23E)
Closes
Gone if you exterminate him.
☯ Karma No +2 / Yes −2⚠ Missable
Youkai Village
Youkai Village complete: Furinkazan
Where
Youkai Village (Shikoku map) — Tanukichi
How
Once all 16 residents above (Running Jizo not needed) live in the village, talk to Tanukichi.
Reward
Furinkazan; afterwards Tanukichi keeps handing out Rice Balls
Opens
after the last resident
Closes
Lost for good if any required resident was exterminated or turned away. Script quirk: for Beppu’s Ayashibi, taking the 200 gold from the Edo savings jar counts in its place.
⚠ Missable
Ally
Tsukumogami chest & Hakushin
Where
The small shrine just east of Umibe Village on the northern tip of Honshu
How
Open the treasure chest and beat the Tsukumogami that jumps out (losing is a game over). Then talk to Hakushin and answer Yes to take him along.
Reward
NPC ally Hakushin
Opens
as soon as you can reach Umibe Village
Closes
Ch. 29: point of no return
Karma
The offering box (karma reset)
Where
Same shrine east of Umibe Village: the offering box
How
Only works while your karma is below 40. Pay to reset your karma to 46 (Ordinary). Price doubles each time: 100, 200, 400, 800, 1,600, 3,200, 6,400 gold.
Reward
Karma set to 46
Opens
any time
☯ Karma sets karma to 46
📝 Old guides: The earlier notes said it needs karma of 40 or more; it is the other way round.

Bosses & key battles

Kodama (the Sacred Tree)
Ryuuga Forest — the huge central tree
Starts when you examine the tree after the Boatman’s request. Losing is a game over. Afterwards answer No to burning the forest.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Umibe Village
Map of Umibe Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Bakebi — Youkai Village, karma +2 / −2 checklist
  • 2Korori — Youkai Village, karma +2 / −2 checklist
  • 3Katsura (inside) — joins checklist
  • AArmor shop
Ryuuga Forest
Map of Ryuuga Forest (Bakumatsu Kourinden ONI) with numbered markers
Youkai Village
Map of Youkai Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tanukichi — gives Rice Ball, gives Furinkazan checklist
Youkai Village: houses
Map of Youkai Village: houses (Bakumatsu Kourinden ONI) with numbered markers
🛒 Shops in this chapter

Umibe Village — Armor

Hood100 G
Tokin210 G
Silk Robe140 G
Leggings110 G

Large house in the north-west. Refuses service after you become wanted (see ch16 cross).

16
CHAPTER 16

Ezo: Hakodate & the hot spring

📍 Ezo · Hakodate Village · Hot spring · Gyuuki Cave · Abashiri Village · Kongouyasha Shrine

The mermaid lands you in Ezo. In Hakodate you cross paths with the foreigners Rishu and George and their servant Timba, find a Spirit Hole under a new hot spring, and fall out with the Shogun for good.

⏳ Last chances in this chapter

  • The Conch works only once: do not use it until Timba’s scene at the hot spring after the Shogun confrontation.
  • Open all Gyuuki Cave chests before fighting the Gyuuki; after the Spirit Hole you cannot go back in.
  • Visit the Kongouyasha Shrine while your record is clean if you want Muramasa: the Ranjatai (Ch. 22) and sparing Beppu’s Ayashibi both count as theft there.
  • Take Hijikata’s sword (Izumi Kami) (from Chapter 3) details
  • Free meals at the Shinsengumi HQ (from Chapter 3) details
  • Conch (from the mermaid) details
  • Help Timba carry the cargo details
  • Accept the Shogun’s order details

Full list across the game: Missables.

Walkthrough

  1. MainThe mermaid drops your raft on the Ezo shore. Before leaving she gives you the Conch: blow it and she will tow you back once, and then she takes it back.
  2. WarningThe Conch is a single trip back to Honshu. Juurouta offers to use it every time you step onto the landing spot; answer No until the hot-spring scene with Timba at the end of this chapter. Nothing in the event script brings you back to Ezo by sea afterwards.
  3. MainYou walk straight into Hakodate Village. Enter the inn (the house with the sign, south-centre of the village). A foreign guest, Rishu, orders George to have their servant carry all the cargo in, and a girl (Timba) struggles with it alone.
  4. Side“Help carry the cargo?” Answer Yes (+2 karma). Timba explains she was brought here from a land across the sea. Answering No costs 5 karma. → checklist
  5. SideTalk to the inn girl twice. The second time Juurouta charms her and learns that the foreigners are searching Japan for some kind of hole. Rooms at the inn cost 20 gold.
  6. SideShopping: the weapon shop is the top-centre house with two doors (Magoroku, Sun Sword, Kotetsu, Naginata, Tube Spear, Hourai Bow, Moon Bow, Tiger Claw, Shura Claw, Oni Claw, Matchlock). A travelling armor peddler stands in the north-east corner of the village. There is no item shop in Hakodate; Abashiri has two.
  7. MainLeave town and visit the hot spring on the Ezo map (the pond near Hakodate that suddenly turned hot). The first dip fully heals the party.
  8. MainCome back to the hot spring after the cargo scene: a villager leads George to the spring, and George kills him as his ‘reward’. Fight George, then Rishu right after. Losing either fight is a game over.
  9. MainRishu is carried off by Shimazu and Mouri. Bathe once more and Juurouta realises the spring’s water carries spirit power: there must be a Spirit Hole below, reached through a cave. Timba is at the spring and thanks you for beating her masters.
  10. MainBack in Hakodate a peddler now stands by the well in the fenced central square. Pay him 100 gold: he tells you about a cave in the mountains north-east of the village. Paying once is enough to open the cave.
  11. TipIf you pay him a second and a third time (100 gold each) he names the youkai inside — the legendary Gyuuki — and says only the Five Great Swords can cut it. In the cave, Natsume reminds you of this hint if you bought all three parts.
  12. SideYoukai Village: the easternmost of the four Jizo statues in Hakodate’s central square is the Running Jizo. Once you have talked to Korobo in Nikkou, examine it and answer Yes to “Believe what the Running Jizo says?”. → checklist
  13. MainGo to the cave in the north-eastern mountains. Hijikata and the Shinsengumi are camped outside. Talk to Hijikata: the Shogun is here in person, angry with you, and waiting in the hut. Enter the hut and talk to the Shogun, who calls you traitors — until a Shinsengumi trooper stumbles out of the cave, dying.
  14. SideThe Shogun orders the Shadow Shinsengumi to investigate. “Accept?” Yes gives +1 karma, No −3; you go in either way. → checklist
  15. MainWalk into the cave past Hijikata. On the first floor, open the two chests (Gale Spear and Sleep Chrm).
  16. WarningOn the lower floor, open all three chests (God’sTear, Gold Pill, BreezeRobe) BEFORE you approach the Gyuuki. Once it is beaten you are swept down to the Spirit Hole and cannot walk back out, and after this chapter the cave entrance is guarded.
  17. MainChallenge the Gyuuki. After the fight the ground keeps sinking and the party ends up underwater — strangely able to breathe. Follow the light to the Spirit Hole, a calm and healthy one; Juurouta decides it must not be sealed.
  18. MainTouya suggests stopping at the spring beside the Spirit Hole. Examine it and answer Yes to take a bath: you are sucked through a hole and pop out in the hot spring outside. Timba asks to come with you.
  19. MainWalk back to the cave entrance. You overhear the Shogun planning to drain this Spirit Hole for himself, no matter what it does to the country. Yamato and Touya strike him; he declares you traitors and orders the troopers to attack. Win the fight (losing is a game over); Okita pretends to be knocked aside so you can flee.
  20. MainYou regroup at the hot spring. Timba invites you to her country, where a ‘Guardian’ protects a holy land much like a Spirit Hole, and says the ship she came on is in Yokohama. Touya: Yokohama is west of Edo.
  21. MainReturn to the landing spot where the mermaid dropped you and answer Yes to “Will you use the conch?”. She tows the raft back to northern Honshu and takes the Conch back. Head south to Yokohama (Ch. 17) with the Raft.
  22. SideOptional, but best done now: the Kongouyasha Shrine on the Ezo map. Talk to the priest first, then step in front of the altar and answer Kongouyasha’s two questions truthfully. With no thefts on your record you also get Muramasa. See the checklist entry for exactly what is checked. → checklist
  23. SideOptional: Abashiri Village on the Ezo map. Chuuta, a thief-for-hire, stands in the north-west corner inside the fence and joins for 1500 gold. The two left-hand doors of the long houses lead to an item shop (N. Pill, S. Dew, K. Herb, Gold Pill, Feather); the right-hand long house has a second item shop (Pill, Sandalwd., Wake Dust, Kunai, Maelstrom, Reishi).
  24. SideAbashiri: in the right-hand small house, a boy has dropped his grandfather’s medicine. Hand over a Pill for +2 karma. → checklist
  25. TipThe hot spring heals the whole party for free every time you examine it, for as long as you stay in Ezo.

Checklist

Item
Conch (from the mermaid)
Where
Ezo landing spot, on arrival
How
Given automatically when the mermaid lands you in Ezo. Use it on the landing spot to be towed back to Honshu once; the mermaid then takes it back.
Reward
Conch (single use)
Opens
Ch. 16: arrival in Ezo
Closes
used up on the return trip
⚠ Missable · closes in Chapter 16
📝 Old guides: Old guide says you receive the Conch in Umibe; you get it on arrival in Ezo.
Karma
Help Timba carry the cargo
Where
Hakodate Village — the inn, on your first visit
How
Answer Yes to “Help carry the cargo?”.
Opens
Ch. 16: first entry into the inn
Closes
one-time choice
☯ Karma Yes +2 / No −5⚠ Missable · closes in Chapter 16
📝 Old guides: Old guide only mentions the +2; answering No costs 5.
Side quest
The peddler’s story (100 gold, up to 3 times)
Where
Hakodate Village — by the well in the central square
How
Appears after the hot-spring fight. Pay 100 gold once to learn about the cave (this opens it). Pay twice more (300 gold total) for Gyuuki’s name and its weak point (the Five Great Swords).
Reward
Opens Gyuuki Cave; hint about Gyuuki
Opens
Ch. 16: after beating George and Rishu
Closes
He leaves later in the game (flag 044, Ch. 19).
⚠ Missable · closes in Chapter 19
📝 Old guides: The 6943 guide says to pay three times; one payment already opens the cave. The extra two only buy the Gyuuki hint.
Karma
Accept the Shogun’s order
Where
Gyuuki Cave entrance, Ezo
How
After talking to the Shogun in the hut, answer Yes to “Accept?”.
Opens
Ch. 16
Closes
one-time choice
☯ Karma Yes +1 / No −3⚠ Missable · closes in Chapter 16
📝 Old guides: Old guide: ‘man in a house inside gives karma when you enter the cave’ — it is this choice.
Summon
Kongouyasha summon + Muramasa
Where
Kongouyasha Shrine, on the Ezo map
How
Talk to the priest first. Then step before the altar and answer (1) “Have you ever taken what belongs to another?” and (2) “Have you ever abandoned a youkai with a righteous heart?”. Question 1 must match your record: No if you never stole, Yes if you did. For question 2, Yes is accepted only if you really turned away or exterminated a youkai; No is only called a lie if you refused Tanukichi in Beppu. No thefts and truthful answers = Muramasa + the summon. An honest Yes to either question = the summon only. A lie = “You liar!” and nothing: leave the shrine and come back to try again.
Reward
Kongouyasha summon; Muramasa if your record is clean
Opens
Ch. 16: arrival in Ezo
Closes
never (a wrong answer can be retried after leaving the shrine)
📝 Old guides: Old guide says to answer No to both. That only works with a clean record. The earlier notes also claimed a lie loses the summon forever; the script clears the ‘liar’ flag when you walk out.
Ally
Chuuta joins
Where
Abashiri Village — north-west corner, inside the fence
How
Answer Yes to “Hire Chuuta?”.
Reward
NPC ally Chuuta (steals money)
Opens
Ch. 16: once you reach Ezo
Karma
Give the boy a Pill
Where
Abashiri Village — right-hand small house (south row)
How
Talk to the boy while holding a Pill and answer Yes.
Opens
Ch. 16
☯ Karma +2
Karma
Hakodate ronin and samurai (low karma only)
Where
Hakodate Village — in the square and in two houses
How
At karma below 20 they attack when spoken to.
Reward
300 / 400 / 1000 / 500 / 600 gold if you win
Opens
any time
☯ Karma −2 each
Karma
Abashiri ronin (low karma only)
Where
Abashiri Village — house behind the right-hand long house’s left door
How
At karma below 20 the two ronin attack when spoken to.
Reward
800 / 400 gold if you win
Opens
any time
☯ Karma −2 each

Treasure chests (5)

ItemAreaWhere
Gale SpearGyuuki Cave 1Ffirst floor (tile 27,33)
You can come back for it on the second Gyuuki Cave visit (Ch. 23); it is gone once you meet the Ihika.
⚠ Gone after Chapter 23
Sleep ChrmGyuuki Cave 1Ffirst floor (tile 18,16)
You can come back for it on the second Gyuuki Cave visit (Ch. 23); it is gone once you meet the Ihika.
⚠ Gone after Chapter 23
God’sTearGyuuki Cave (lower floor)lower floor (tile 25,29)
Open before fighting the Gyuuki. You can come back for it on the second Gyuuki Cave visit (Ch. 23); it is gone once you meet the Ihika.
⚠ Gone after Chapter 23
Gold PillGyuuki Cave (lower floor)lower floor, far south-west (tile 8,51)
Open before fighting the Gyuuki. You can come back for it on the second Gyuuki Cave visit (Ch. 23); it is gone once you meet the Ihika.
⚠ Gone after Chapter 23
BreezeRobeGyuuki Cave (lower floor)lower floor, north-east (tile 32,8)
Open before fighting the Gyuuki. You can come back for it on the second Gyuuki Cave visit (Ch. 23); it is gone once you meet the Ihika.
⚠ Gone after Chapter 23

Bosses & key battles

George
Hot spring near Hakodate
First of two back-to-back fights; losing is a game over.
Rishu
Hot spring near Hakodate
Straight after George, with no chance to heal in between.
Gyuuki
Gyuuki Cave, lower floor
The peddler’s hint: only the Five Great Swords can cut it, so attack with those. Grab the floor’s chests first.
Shogun’s troopers
Gyuuki Cave entrance
Story battle after you strike the Shogun; losing is a game over.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Hakodate Village
Map of Hakodate Village (Bakumatsu Kourinden ONI) with numbered markers
  • RInn
  • WWeapon shop
Gyuuki Cave 1F
Map of Gyuuki Cave 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Gale Spear
  • B Sleep Chrm
Gyuuki Cave 2F
Map of Gyuuki Cave 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A God’sTear
  • B Gold Pill
  • C BreezeRobe
Abashiri Village
Map of Abashiri Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Chuuta — joins checklist
  • 2Search spot (inside) — take Ranjatai (theft), karma −5
  • 3Boy who dropped grandpa’s medicine (inside) — give a Pill, karma +2
  • IItem shop
🛒 Shops in this chapter

Hakodate Village — Weapons

Magoroku1,350 G
Sun Sword1,850 G
Kotetsu2,250 G
Naginata590 G
Tube Spear970 G
Hourai Bow990 G
Moon Bow1,540 G
Tiger Claw800 G
Shura Claw800 G
Oni Claw800 G
Matchlock6,000 G

Top-centre house. Refuses service once you are wanted (ch22).

Hakodate Village — Armor (travelling peddler)

Spike Helm640 G
Houou Hood730 G
Lucky Helm770 G
Crane Robe1,020 G
Genji Armr1,320 G
Miracle Ar1,590 G
Ushiwaka1,980 G
Herb Legs590 G
Kirin Shoe850 G

North-east corner of the village. Refuses service once you are wanted (ch22).

Hakodate Village — Inn

Night’s stay20 G

Calls the officers (a battle) once you are wanted.

Abashiri Village — Items

N. Pill20 G
S. Dew16 G
K. Herb10 G
Gold Pill50 G
Feather30 G

Right-hand door of the left long house. The only shop in the game with no ‘wanted’ check — it keeps selling in ch22.

Abashiri Village — Items

Pill6 G
Sandalwd.6 G
Wake Dust6 G
Kunai20 G
Maelstrom4 G
Reishi4 G

Right-hand door of the right long house. Refuses service once you are wanted.

17
CHAPTER 17

Yokohama & the ship

📍 Yokohama · The Pacific Ocean

Timba’s ship is in Yokohama, but its crew will not take you. An old shipwright, Yuemon, offers to turn your raft into an ocean-going ship, and you finally sail east toward Timba’s homeland.

⏳ Last chances in this chapter

  • You cannot set sail while Yuemon is still working on a remodel: sleep at the inn and collect the ship first.
  • The Stray Ittan cannot cross the sea and leaves the party when you sail.

Full list across the game: Missables.

Walkthrough

  1. MainWalk from northern Honshu to Yokohama, the port town west of Edo. On arrival, go to the easternmost pier on the waterfront: sailors from the foreign ship are throwing out an old man who offered to improve their ship. He is Yuemon.
  2. MainTalk to the man on the middle pier (the foreign ship’s crewman). He won’t take you across, but points out that you have a raft and suggests having it remodelled into a ship.
  3. MainTalk to Yuemon, who now stands on the east pier. Answer Yes to “Ask him to remodel the raft?”. He calls himself a genius shipwright and asks for 1000 gold.
  4. MainBring 1000 gold and answer Yes to “Do you have the money ready?”. You hand over the Raft and the money. The remodel takes a day, so stay at the inn.
  5. SideThe inn is in the building in the middle of town (30 gold a night). Goemon waits in the inn’s guest room and joins as an NPC ally for 300 gold.
  6. MainThe next day, talk to Yuemon: “Got a ship!!”. He warns you that the ship has a cannon and you should buy strong shells.
  7. SideShip supplies: the building just inside the north-west of town is the Travel Goods shop (Feather). After you get the ship, a man in the same shop sells shells and repair kits for ship battles.
  8. SideOptional loan: once you have been through the Gyuuki Cave, a man in the back of the item-shop building (upper-left block, north of the main street) lends 10000 gold interest-free. Borrowing costs 10 karma; paying the full 10000 back later returns the 10 karma, and you can borrow again after that. → checklist
  9. SideOptional: Gin-san, a man of leisure, stands just inside the north gate. He tells you to pray at the stone lantern south-west of town (on the waterfront road, west end). Examine it and a Mysterious Voice asks for offerings one at a time: Herb, then H. Water, then SleepDust, then a Haze Bell, then Reishi. After the last one Gin-san reveals himself as the god Jizaiten and lends you his power. → checklist
  10. TipWhere to find the offerings: Herbs and H. Water are sold almost everywhere, SleepDust in a Kyoto shop, the Haze Bell in the Edo item shop, and Reishi in the Abashiri and Herai item shops. You can leave and come back between offerings.
  11. SideYokohama’s own shops (weapon, armor and item, in three buildings north of the harbour road) only sell basic early-game gear. Buy real equipment in Hakodate before you sail.
  12. SideShip upgrades: whenever your ship’s rank reaches 3, 8, 13 and 18, Yuemon offers a remodel for 3000, 5000, 7000 and 10000 gold. Each takes a night at the inn; collect the ship from him the next day. You cannot sail while a remodel is in progress. → checklist
  13. MainWhen ready, go to the westernmost pier and step onto the ship. Timba rejoices at finally going home. If the Stray Ittan is with you, it stays behind (it cannot cross the sea) but you can call it again whenever you are back in Japan.
  14. MainA cutscene shows the Shogun learning that you have left by ship, and Okita collapsing with a cough in front of Hijikata.
  15. MainAt sea, sail east across the Pacific. Crossing the eastern edge of this sea takes you to the eastern ocean, where Harbor Town lies on the far coast (Ch. 18). Sailing west brings you back to Yokohama.
  16. TipIn Yokohama’s weapon shop a ronin warns that you pass out in underwater battles if you run out of breath, and a samurai says ship ammunition is sold at the item shop. Save often during the crossing; ship battles can be dangerous until your ship has ranked up.

Checklist

Item
The ship (Raft + 1000 gold)
Where
Yokohama — Yuemon on the east pier
How
After the eviction scene, talk to the crewman on the middle pier, then ask Yuemon to remodel the raft and pay 1000 gold. Sleep at the inn and collect the ship.
Reward
Ship
Opens
Ch. 17: after the Ezo events (flag 16E)
Side quest
Ship remodels (3000 / 5000 / 7000 / 10000 gold)
Where
Yokohama — Yuemon on the east pier
How
Talk to Yuemon when the ship reaches rank 3, 8, 13 and 18; pay, sleep at an inn, then collect the improved ship.
Reward
Four stronger ship versions
Opens
Ch. 17: after getting the ship
📝 Old guides: The 6943 guide says ‘every five levels’. The exact thresholds are ship rank 3, 8, 13 and 18.
Karma
Interest-free loan (10000 gold)
Where
Yokohama — back room of the item-shop building
How
Appears after the Gyuuki Cave. Borrow: answer Yes to “Borrow money?”. Repay: talk to him with 10000 gold and answer Yes.
Reward
10000 gold (repayable)
Opens
Ch. 16: after the Gyuuki Cave dive (flag 16B)
Closes
never; repaying resets it so you can borrow again
☯ Karma Borrow −10 / repay +10
📝 Old guides: The 6943 guide calls it interest-free but does not mention the karma cost.
Summon
Jizaiten (the stone lantern)
Where
Yokohama — Gin-san inside the north gate; the stone lantern on the south-west waterfront road
How
Talk to Gin-san, then examine the lantern and offer, one at a time: Herb, H. Water, SleepDust, Haze Bell, Reishi.
Reward
Summon Jizaiten
Opens
any time (Yokohama is open from early in the game)
Ally
Goemon joins
Where
Yokohama — the inn’s guest room (central building)
How
Answer Yes to “Hire him?” and pay 300 gold.
Reward
NPC ally Goemon (steals items)
Opens
any time
Karma
Yokohama samurai (low karma only)
Where
Yokohama — east side of town
How
At karma below 20 he attacks when spoken to.
Reward
2000 gold if you win (lose: −3000 gold)
Opens
any time
☯ Karma −2
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Yokohama
Map of Yokohama (Bakumatsu Kourinden ONI) with numbered markers
  • 1Shogun’s ambush — karma −5
  • 2Moneylender (inside) — 10,000 gold loan, karma −10, +10 when repaid
  • 3Goemon (inside) — joins checklist
  • 4Ryouma (inside) — joins checklist
  • AArmor shop
  • IItem shop
  • RInn
  • WWeapon shop
Aboard the ship
Map of Aboard the ship (Bakumatsu Kourinden ONI) with numbered markers
🛒 Shops in this chapter

Yokohama — Weapons

Kodachi120 G
Katana180 G
Chakra150 G
Kakute160 G

Building in the middle-right of town. Refuses service once you are wanted (ch22).

Yokohama — Armor

Hood100 G
Silk Robe140 G
Suzukake450 G
Leggings110 G

Building on the east side. Refuses service once you are wanted.

Yokohama — Items

Herb4 G
H. Water8 G
Pill6 G
Sandalwd.6 G
Wake Dust6 G

Upper-left block; the loan man is in the back. Refuses service once you are wanted.

Yokohama — Travel Goods

Feather30 G

North-west building. After you get the ship, a second man here sells ship shells and repair kits (prices not in the event script). Never refuses service.

Yokohama — Inn

Night’s stay30 G

Central building. Needed to finish each ship remodel. Calls the officers once you are wanted.

18
CHAPTER 18

America: Harbor Town & Grassland Village

📍 Harbor Town · Eastern ocean · Dryad island · Grassland Village

You land in Harbor Town on the American coast, where the townsfolk want nothing to do with outsiders. Timba goes ahead to her people in Grassland Village to the east, who welcome you as guests.

Walkthrough

  1. MainSail east until you reach the coast and enter Harbor Town. Everyone is amazed by the strange town. Timba thanks you, gives you the Light Chrm and goes ahead to her village in the east.
  2. SideThe locals are cold to outsiders; most doors are shut. The only shop you can enter is the house on the west side, near the docks: its owner grudgingly sells Dut. Pill and Am. Pill.
  3. SideOptional: Tony, a wandering gunman, stands near the south fence. Pay 2000 gold and he joins as an NPC ally. → checklist
  4. TipYour ship is moored at the north-west dock. Walk onto it and answer Yes to “Cross the sea?” whenever you want to sail again.
  5. SideOptional: on the eastern ocean there is a tiny island far to the south-west of Harbor Town. Land on it and talk to the two Dryads of the secret forest; they lend you the Dryad summon for making it that far. → checklist
  6. MainLeave Harbor Town and head east across the American map to Grassland Village, a village of tents.
  7. MainTalk to the man in the south-west part of the village: since you helped Timba, the village welcomes you as guests. Now the villagers will talk to you.
  8. SideFree services: the woman near the north tents offers fruit — answer Yes and the whole party is refreshed. The tent on the east side is the inn: the man inside lets you stay for free.
  9. SideThe girl on the east side tells a story about the Guardian of the Holy Land, a god who looks like an ordinary person and was trapped deep in a valley by a traitor. Remember it for later.
  10. SideShopping: a Japanese merchant hides behind the tree by the north fence and sells armor ‘from Japan’ (Iron Cap, Buddha Hlm, Kiraikou, Niou Plate, DragonShoe, Light Shoe). These are strong, so buy what you can.
  11. MainTimba is in the tent in the south-west of the village. Talk to her: the lands to the south withered some years ago and monsters multiplied. Juurouta suspects a Spirit Hole, and Timba decides to come with you again.
  12. MainThe man at the entrance now warns about a big river on the way south. Continue south to Grande Village (Ch. 19).

Checklist

Item
Light Chrm (from Timba)
Where
Harbor Town — on arrival
How
Automatic on your first arrival.
Reward
Light Chrm
Opens
Ch. 18
📝 Old guides: Earlier notes tied the Light Chrm to having Tony in the party; the script gives it to you from Timba on arrival, whoever is in the party.
Ally
Tony joins
Where
Harbor Town — near the south fence
How
Answer Yes to “Pay 2000 gold?”.
Reward
NPC ally Tony (gunman)
Opens
Ch. 18
Summon
Dryad
Where
Eastern ocean — tiny island far south-west of Harbor Town
How
Sail to the island and talk to either Dryad.
Reward
Summon Dryad
Opens
Ch. 18: once you can sail the eastern ocean
Side quest
Guests of Grassland Village
Where
Grassland Village — the man in the south-west
How
Talk to him on arrival; afterwards the fruit (free heal) and the Guardian story become available.
Reward
Free party refresh from the fruit woman; free inn
Opens
Ch. 18
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Harbor Town
Map of Harbor Town (Bakumatsu Kourinden ONI) with numbered markers
Grassland Village
Map of Grassland Village (Bakumatsu Kourinden ONI) with numbered markers
  • WWeapon shop
🛒 Shops in this chapter

Harbor Town — Items

Dut. Pill40 G
Am. Pill32 G

The only open house, on the west side near the docks.

Grassland Village — Armor (Japanese merchant)

Iron Cap1,010 G
Buddha Hlm1,330 G
Kiraikou2,270 G
Niou Plate2,530 G
DragonShoe1,020 G
Light Shoe1,350 G

Behind the tree at the north fence.

Grassland Village — Inn

Night’s stay0 G

East tent; free.

19
CHAPTER 19

Grande, Port Village, the Rio Grande & Niji Forest

📍 Grande Village · Port Village · Rio Grande crossing · Seiren’s house (river bottom) · Niji Forest

South of Grassland Village the Rio Grande blocks the way. You meet the Water Demon, escape from its lair at the bottom of the river with Seiren’s help, and run a long trading chain with the Treants of Niji Forest to win the Rainbow Feather that buys you a ride across.

⏳ Last chances in this chapter

  • On the river bottom, running out of air with no Air Flower left is a game over. Carry a spare from Seiren’s jar.
  • Losing to Johnny or to the Water Demon is a game over.
  • The peddler’s story (100 gold, up to 3 times) (from Chapter 16) details

Full list across the game: Missables.

Walkthrough

  1. MainFrom Grassland Village head south to Grande Village, a ring of tents behind a wooden fence in the east of the continent.
  2. MainTalk to the woman standing by the drying rack in the middle of Grande. She wants to visit her grandpa across the river but is afraid of the Water Demon. You must hear her story, or nothing happens at the river later.
  3. SideThe girl by the north fence dropped her father’s medicine. Give her an Am. Pill (Harbor Town’s item shop sells them for 32 gold) for +3 karma. → checklist
  4. TipGrande’s shops: the armor seller stands outside near the south-east gap in the fence; the weapon shop is inside the north tent. The weapons (bows, axes, boomerangs) don’t suit your current party; they become useful for a companion who joins later.
  5. TipThe west tent in Grande has a fire in it. Nothing happens there yet; you come back with Blessing Powder in Ch. 20 to meet Ifrit.
  6. MainGo west to Port Village. The locals are hostile to outsiders, but you can still use the inn in the middle-right house (100 gold).
  7. SideEnter the big two-door building in the north-west through its LEFT door. The man at the table secretly sells guns, and the man at the counter sells armor.
  8. SideIn the same room, Richard asks if you have a rare gun. Hand him a Hozutsu (sold for 3000 gold in the Kyoto and Edo weapon shops) and he joins as an NPC ally. → checklist
  9. SideJohnny stands in the north-east corner of Port Village and picks a fight with any stranger. He is possessed by Huey. Beat him to learn the Huey summon (you pick who learns it). Losing is a game over, so save first. The right door of the big building leads to his worried wife. → checklist
  10. MainWalk south from Port Village to the river crossing. After the Grande woman’s story, Natsume mentions the Water Demon and Yamato shouts for it. It drags the whole party underwater.
  11. MainYou wake in the Water Demon’s lair on the river bottom. Seiren offers a deal: she helps you escape if you bring back her Rainbow Feather from the forest to the north-west. Refusing just repeats the question, and the Water Demon soon forces your hand, so agree.
  12. MainSeiren gives you an Air Flower. Its air lasts about two minutes, and the next flower in your bag is used automatically when it runs out. If you run out of air with no flower left, the game is over.
  13. TipYou start just outside Seiren’s house. Go back inside first and take a spare Air Flower from the jar on the right. The jar only gives one if you are carrying none, so do this right after the first flower starts.
  14. MainSwim out of the maze: head south, then west across the middle, then north up the west side to the stairs at the top-left. Climb them to reach the surface.
  15. MainThe Water Demon chases you onto the bank and attacks. You must win (losing is a game over). Natsume then reminds you to fetch the Rainbow Feather from the north-west forest.
  16. MainGo to Niji Forest, west of Port Village on the north side of the river. Its trees are Treants, and one of them has the feather. They only respond once the Water Demon is gone.
  17. MainWake the chain in order. Tickle the huge Treant in the east (it waits for the Green Veil). Then talk to the Green Veil tree (west), the Red Water Jar tree (south-centre), the Orange Bangle tree (south-east), the Blue Horn tree (north-west), the Violet Crystal tree (north-east), the Yellow Tablet tree (north-centre) and the Indigo Mirror tree (south-west). Each tree names the one it wants.
  18. MainThe Indigo Mirror tree wants ten Crosses. Crosses drop from enemies, so fight until you have ten, then talk to it again to get the Indigo Mirror.
  19. MainTrade back up the chain: Mirror to the Yellow Tablet tree, Tablet to the Violet Crystal tree, Crystal to the Blue Horn tree, Horn to the Orange Bangle tree, Bangle to the Red Water Jar tree, Water Jar to the Green Veil tree, and finally the Green Veil to the huge Treant. It gives you the Rainbow Feather.
  20. TipAfter the trade, the huge Treant fully heals your party every time you talk to it. That makes Niji Forest a free rest stop.
  21. SideA Treant in the middle of the forest loves pineapples. Each Pineapple you give it earns either a Gods Charm or a Rice Ball, chosen at random. You probably have none yet. One comes from a chest in Ch. 21, so come back later. → checklist
  22. MainReturn to the north bank of the river crossing. Seiren appears and you toss her the Rainbow Feather. From now on, stepping onto either bank’s crossing point lets Seiren carry you across.
  23. MainCross to the south bank and continue to Ch. 20.

Checklist

Karma
Medicine for the Grande girl
Where
Grande Village, outside, by the north fence
How
Talk to her while carrying an Am. Pill and answer Yes.
Opens
Ch. 19
☯ Karma +3
📝 Old guides: 6943 says any American medicine raises karma but gives no amount; the script gives +3 for one Am. Pill.
Side quest
Hear the Grande woman’s story (needed for the river)
Where
Grande Village, outside, by the drying rack in the centre
How
Talk to her once.
Reward
Enables the Water Demon event at the river
Opens
Ch. 19
📝 Old guides: Neither old guide says this talk is required.
Ally
Richard joins
Where
Port Village, big north-west building, left door
How
Talk to Richard while holding a Hozutsu and answer Yes. He keeps the gun.
Reward
NPC ally Richard
Opens
Ch. 19
Summon
Huey (beat Johnny)
Where
Port Village, north-east corner
How
Talk to Johnny and win the fight. Losing is a game over.
Reward
Summon Huey (you choose who learns it)
Opens
Ch. 19
Item
Air Flowers
Where
Seiren’s house on the river bottom, jar on the right
How
Search the jar while carrying no Air Flower. Seiren also gives one when you make the deal.
Reward
Air Flower (about 2 minutes of air)
Opens
Ch. 19
Closes
after the escape (only needed on the river bottom)
Side quest
Treant trading chain (Rainbow Feather)
Where
Niji Forest
How
Talk down the chain from the huge Treant to the Indigo Mirror tree, give that tree 10 Crosses, then trade Mirror, Tablet, Crystal, Horn, Bangle, Water Jar and Veil back up the chain.
Reward
Rainbow Feather (menu: Rainbow); afterwards the huge Treant heals you for free
Opens
Ch. 19: after the Water Demon is beaten
📝 Old guides: The script’s order and items match 6943. 77488 leaves out the Crosses count and the heal.
Side quest
Pineapple Treant
Where
Niji Forest, centre
How
Examine the Treant while carrying a Pineapple and answer Yes. It is repeatable, one reward per Pineapple.
Reward
Random: Gods Charm or Rice Ball (50/50)
Opens
Ch. 19
📝 Old guides: The earlier checklist said the 1st Pineapple gives Kongoujou, the 2nd a Gods Charm and later ones Rice Balls. The script picks at random (a 0-1 roll: 0 = Gods Charm, 1 = Rice Ball). Its Kongoujou branch needs a roll of 2, which never happens, so Kongoujou is never given here.
Side quest
Seiren’s ferry
Where
Rio Grande crossing, either bank
How
Give her the Rainbow Feather on the north bank. Afterwards, step onto either crossing point to be carried across.
Reward
Free river crossing both ways
Opens
Ch. 19

Bosses & key battles

Johnny (possessed by Huey)
Port Village, north-east corner (optional)
He is very strong for this point in the game. Losing is a game over, so save first, or come back later.
Water Demon
Rio Grande bank, after the underwater escape
A mandatory fight right after you surface; losing is a game over. Heal up in Seiren’s house before swimming out.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Grande Village
Map of Grande Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Papterot — joins checklist
  • 2Girl (Am. Pill) — karma +3
  • 3Ifrit (inside) — summon Ifrit checklist
  • WWeapon shop
Port Village: building
Map of Port Village: building (Bakumatsu Kourinden ONI) with numbered markers
Seiren’s house
Map of Seiren's house (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Air Flower
Niji Forest
Map of Niji Forest (Bakumatsu Kourinden ONI) with numbered markers
🛒 Shops in this chapter

Grande Village — Armor (seller outside by the south-east gap in the fence)

Kettle Hat590 G
Horn Helm940 G
Beast Sash1,280 G
Wave Robe2,010 G

Port Village and Hill Village sell the same list.

Grande Village — Weapons (north tent)

Crossbow680 G
Boomerang730 G
Hunter Bow1,500 G
Bolas1,500 G
Axe380 G
Bipennis520 G
Throw Axe620 G
Tomahawk840 G
Daisenbu1,240 G

Same list as Grassland Village.

Port Village — Guns (secret dealer, big building’s left door)

Musket6,750 G
Revolver9,250 G
Enfield7,500 G
Minie Gun8,250 G
Spencer9,750 G
Chassepot10,500 G

Port Village — Armor (counter, same room)

Kettle Hat590 G
Horn Helm940 G
Beast Sash1,280 G
Wave Robe2,010 G

The inn is in the middle-right house (100 gold).

20
CHAPTER 20

Hill Village & Man-Eating Mountain

📍 Hill Village · Fort · Man-Eating Mountain · Djinn’s plain · Grande Village (return)

South of the river, Hill Village lives in fear of a man-eating monster in the southern mountains. Agree to hunt it, get the key to the villagers’ fort, and clear the path south to the ruins. Optional allies and two spirit summons (Djinn and Ifrit) are also here.

⏳ Last chances in this chapter

  • Answer Yes the first time the Hill Village man asks you to beat the monster, or you lose the +2 karma for good.
  • Each of the fort’s five chests costs 2 karma, and Kongouyasha later asks whether you have ever taken what belongs to others.
  • Agree to hunt the man-eating monster (Fort Key) details

Full list across the game: Missables.

Walkthrough

  1. MainOnce Seiren has ferried you to the south bank, head south-west to Hill Village, a fenced ring of tents.
  2. MainEnter the right-hand tent on the upper east side and talk to the man inside. He explains the man-eating monster and the fort built to keep it out. Answer Yes on the FIRST ask: you get the Fort Key and +2 karma.
  3. WarningEach No costs 1 karma. Saying Yes later still gives the Fort Key, but the +2 is gone for good.
  4. SideDadrov waits in the north-east tent. He is worried about the spirits and joins as an NPC ally if you say Yes. → checklist
  5. SideIn the lower-left tent, an old woman asks for a God’sTear. Say Yes and she gives you Blessing Powder (menu: Bless Dust). → checklist
  6. TipIn the script she doesn’t actually take the God’sTear; you only need to have one.
  7. TipHill Village has an armor seller in the upper-left tent (same list as Grande). A hidden Japanese peddler stands in the south-west corner, just inside the fence, and sells Japanese weapons.
  8. TipThe old woman standing by the south tent offers free overnight stays.
  9. MainGo south to the fort. The front part is open, but the south gate is barred. Use the Fort Key there to pass through.
  10. WarningThe fort has five chests (Remedy, Kobu Herb, Power Orb, Speed Orb, Guard Orb). Each one costs 2 karma, 10 in all. Kongouyasha later asks whether you have ever taken what belongs to others.
  11. MainMan-Eating Mountain is right behind the fort. Climb it, grabbing the three chests on the way (no karma cost here).
  12. MainNear the top, the man-eating monster attacks. Beat it (losing is a game over). The path south then opens.
  13. MainGo down the far side of the mountain. The ruins of the fallen kingdom (Ruins Village) lie further south, in Ch. 21.
  14. SideOptional: on the plain far east of Hill Village stands a strange man, the Djinn. With karma 70 or higher he offers his power, and you pick who learns the Djinn summon. Below 70 he sends you away, but you can come back later. → checklist
  15. SideOnce you know Djinn, ride Seiren back north to Grande Village. Papterot, standing by the tree west of the tents, senses the wind power and joins as an NPC ally. → checklist
  16. SideIn Grande’s west tent, examine the fire while carrying Blessing Powder and sprinkle it. Ifrit bursts out, and Natsume can now call down Ifrit. → checklist

Checklist

Karma
Agree to hunt the man-eating monster (Fort Key)
Where
Hill Village, right-hand tent on the upper east side
How
Talk to the man and answer Yes the first time.
Reward
Fort Key (needed to pass the fort)
Opens
Ch. 20
Closes
The +2 is lost once you answer No. The key itself stays available.
☯ Karma +2 if your first answer is Yes; each No costs 1⚠ Missable · closes in Chapter 20
📝 Old guides: 6943 places the karma question ‘at the foot of the mountain’; it is this man in Hill Village. Exact values: +2 / -1.
Ally
Dadrov joins
Where
Hill Village, north-east tent
How
Talk to him and answer Yes.
Reward
NPC ally Dadrov
Opens
Ch. 20
Item
Blessing Powder
Where
Hill Village, lower-left tent (old woman)
How
Have a God’sTear and answer Yes (it is not actually taken).
Reward
Bless Dust
Opens
Ch. 20
Summon
Ifrit
Where
Grande Village, west tent (fire)
How
Examine the fire with Blessing Powder and answer Yes.
Reward
Natsume learns Ifrit
Opens
Ch. 20: after getting Blessing Powder
Summon
Djinn
Where
Plain far east of Hill Village (world map)
How
Visit with karma 70 or more.
Reward
Summon Djinn (choose who learns it)
Opens
Ch. 20: south bank reachable
Closes
never (retry any time)
☯ Karma needs 70+
📝 Old guides: 77488 gives the requirement as a karma title (‘Oeraisan’); the script checks karma >= 70.
Ally
Papterot joins
Where
Grande Village, west side by the tree
How
Talk to him after learning Djinn and answer Yes. Before that he only says he wants more power.
Reward
NPC ally Papterot
Opens
Ch. 20: after the Djinn summon
Karma
Fort chests cost karma
Where
Fort south of Hill Village
How
Each of the 5 chests you open costs karma.
Reward
Remedy, Kobu Herb, Power Orb, Speed Orb, Guard Orb
Opens
Ch. 20
☯ Karma -2 each (-10 total)
📝 Old guides: Neither old guide mentions the karma cost.

Treasure chests (8)

ItemAreaWhere
Remedy ☯ Karma -2Fortlower corridor, right of centre
search costs karma
Kobu Herb ☯ Karma -2Fortsmall room in the middle-east
Power Orb ☯ Karma -2Fortend of the central corridor
Speed Orb ☯ Karma -2Fortwest corridor, upper part
Guard Orb ☯ Karma -2Fortbedroom in the west (by the beds)
Earth ChrmMan-Eating Mountainsouthern end of the mountain path
RemedyMan-Eating Mountainnorthern end of the mountain path
God’sTearMan-Eating Mountainmiddle of the mountain path

Bosses & key battles

Jabberwock (the man-eating monster) · 2500 HP · 3000 EXP
Man-Eating Mountain, near the summit
A mandatory fight; losing is a game over. Heal before walking to the spot near the top.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Hill Village
Map of Hill Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Old Woman (inside) — gives Bless Dust checklist
  • 2Dadrov (inside) — joins checklist
  • 3Man who wants the monster hunted (inside) — gives Fort Key, karma +2 / −1
  • AArmor shop
Fort
Map of Fort (Bakumatsu Kourinden ONI) with numbered markers
  • A Remedy (-2 karma)
  • B Kobu Herb (-2 karma)
  • C Power Orb (-2 karma)
  • D Speed Orb (-2 karma)
  • E Guard Orb (-2 karma)
Man-Eating Mountain
Map of Man-Eating Mountain (Bakumatsu Kourinden ONI) with numbered markers
  • 1Summit monster — summon Ayar Cachi
  • A Earth Chrm
  • B Remedy
  • C God’sTear
Grande Village
Map of Grande Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Papterot — joins checklist
  • 2Girl (Am. Pill) — karma +3
  • 3Ifrit (inside) — summon Ifrit checklist
  • WWeapon shop
🛒 Shops in this chapter

Hill Village — Armor (upper-left tent)

Kettle Hat590 G
Horn Helm940 G
Beast Sash1,280 G
Wave Robe2,010 G

Hill Village — Weapons (hidden peddler, south-west corner)

Futsu Tama2,810 G
Masamune3,140 G
Fudou Rod1,990 G
Bamboo Bow2,890 G
DragonClaw970 G
Red Claw1,230 G

Japanese goods.

21
CHAPTER 21

Ruins Village & Nageki Valley

📍 Ruins Village · Ruins temple · Nageki Valley · Nageki Valley cave · Spirit Hole chamber · Rio Grande crossing

In the ruins of a lost kingdom, the ghost of Queen Tamiara leads you to her guardian, Squanto, whose spirit is trapped in Nageki Valley. Rishu and the Three Doctors strike back, Touya gives his life to save the party, and Squanto takes his place.

⏳ Last chances in this chapter

  • Answer No to “Fight the ghost?” at the altar: +2 karma instead of -5, plus a full heal.
  • Touya dies in this chapter and cannot be saved. His equipment goes back to your bag.
  • Each courtyard chest in Ruins Village costs 2 karma.
  • Gundari (the god in Herai’s pond) (from Chapter 12) details
  • Don’t fight Tamiara’s ghost details
  • Gold Tiara & Emerald Earring details
  • Touya’s sacrifice (permanent) details

Full list across the game: Missables.

Walkthrough

  1. MainSouth of Man-Eating Mountain lie the Ruins Village: a walled courtyard around a stepped pyramid. The temple entrance is at the top of the pyramid stairs.
  2. WarningThe three chests in the courtyard (Ice Charm by the stone at the foot of the pyramid, Gewehr on the east side, Holy Charm in the south-east corner) each cost 2 karma.
  3. MainInside, the temple is a tall hall with several levels. Take the lowest door (bottom of the hall) into the altar chamber. A ghostly woman mourns her lost kingdom and her tiara.
  4. MainBack in the main hall, look in the small alcove at the top-left, near where you came in: you find the Gold Tiara.
  5. MainReturn to the altar chamber and examine the hollow in front of the altar. Place the Gold Tiara. The ghost appears and drains your strength, and you’re asked “Fight the ghost?”
  6. WarningAnswer No. No gives +2 karma, and Tamiara then restores your strength. Yes costs 5 karma and you get no heal. You’re only asked once.
  7. MainThe ghost is Tamiara, queen of the lost kingdom. Her Guardian went to protect their Spirit Hole and never came back. Pick up the Gold Tiara and Emerald Earring she leaves on the pedestal (Natsume won’t let you leave without them).
  8. MainTravel far east to Nageki Valley. At the top of the pass, examine the suspicious rock face. The Gold Tiara shines and reveals a hidden cave.
  9. MainInside, a Spirit attacks the moment you speak to it. With the Emerald Earring its power fails. Win, and the Spirit recognizes Tamiara’s earring and calls you friends. (Without the earring you just get thrown back to the entrance.)
  10. SideCollect the cave’s six chests: Black Armr, Wonder Rx, Chain Chrm, Remedy, Pineapple and Kobu Herb. The Pineapple is for the Treant in Niji Forest.
  11. MainGo deeper to the dried-up Spirit Hole chamber. Talk to the Spirit beside the body lying there. Rishu ambushes you, powered up by the Three Doctors; you must win (losing is a game over).
  12. MainThe Spirit returns to its body. It is Squanto, the Guardian, who has waited here for rescue.
  13. MainExamine the dried Spirit Hole and take the strange Machine lying at the bottom (answer Yes twice).
  14. MainReturn to the Ruins temple altar and examine the pedestal. Tamiara and Squanto say their farewells, and Tamiara fades away.
  15. MainHead for the exit. Natsume refuses to leave Squanto like this, so Juurouta suggests resting. Take the middle door of the hall and rest in that room.
  16. MainSeveral scenes follow that night. You see Tamiara’s past and Rishu’s obsession with her, and the Three Doctors give Rishu a last-resort capsule.
  17. MainIn the morning, step outside. Rishu attacks. Win the first fight; he then transforms into a monster, and you must win again (losing either fight is a game over). His body gives out and he blows himself up.
  18. MainAs you leave the village, Reich, Alva and Tesla of the Three Doctors appear, and Alva summons the Phoenix. It regenerates every time you beat it; the fights keep coming until your party falls, and that loss does not end the game.
  19. MainTouya steps in alone and destroys the Phoenix, but he is mortally wounded. The Three Doctors head for Japan to take its Spirit Holes. Touya dies, and the party resolves to go home.
  20. WarningTouya leaves the party permanently. The script returns everything he had equipped to your bag.
  21. MainHead back north to the river crossing (or stay the night at the old woman’s in Hill Village). Squanto, alone at the ruins with Tamiara’s tiara, makes up his mind.
  22. MainAt the south bank, Seiren is about to ferry you when Squanto runs up. Tamiara’s tiara flies to Natsume and fills her with new power. Squanto joins the party.
  23. TipWhen Squanto joins, Natsume learns every holy art Touya knew, plus any more her current level qualifies her for.
  24. TipSquanto can use the bows and axes sold in Grande Village and Grassland Village. The Gewehr from the Ruins courtyard chest also looks like his kind of weapon.

Checklist

Karma
Don’t fight Tamiara’s ghost
Where
Ruins temple, altar chamber (lowest door)
How
Place the Gold Tiara in the hollow, then answer No to “Fight the ghost?”
Reward
Tamiara heals the party; Gold Tiara + Emerald Earring
Opens
Ch. 21
Closes
Ch. 21: one-time choice
☯ Karma No: +2; Yes: -5⚠ Missable · closes in Chapter 21
📝 Old guides: 6943 doesn’t mention the fight choice or its karma.
Item
Gold Tiara & Emerald Earring
Where
Tiara: temple main hall, top-left alcove; both items again from the altar pedestal
How
Pick up the tiara, place it on the altar, then take both items back.
Reward
Gold Tiara (opens the Nageki Valley cave), Emerald Earring (needed to beat the Spirit)
Opens
Ch. 21
Closes
Tamiara takes the tiara back after Squanto is found
⚠ Missable · closes in Chapter 21
📝 Old guides: 6943 says the tiara is ‘to the left of the temple entrance’: it is in the upper-left alcove inside the hall.
Item
Machine
Where
Nageki Valley, dried Spirit Hole
How
Examine the Spirit Hole and answer Yes twice.
Reward
Machine (key item)
Opens
Ch. 21
📝 Old guides: 77488’s ‘Kikai’ is the Machine.
Karma
Ruins Village chests cost karma
Where
Ruins Village courtyard
How
Each of the 3 chests costs karma.
Reward
Ice Charm, Gewehr, Holy Charm
Opens
Ch. 21
☯ Karma -2 each
📝 Old guides: Not in the old guides.
Side quest
Touya’s sacrifice (permanent)
Where
Leaving Ruins Village after Rishu’s death
How
Scripted. The Phoenix fight cannot be won, and Touya dies protecting the party.
Opens
Ch. 21
Closes
Ch. 21: Touya leaves forever (equipment returned to your bag)
⚠ Missable · closes in Chapter 21
📝 Old guides: 77488 says Squanto leaves for good and Natsume inherits HIS spells. It is Touya who dies, and Natsume inherits Touya’s holy arts when Squanto joins.
Ally
Squanto joins (main character)
Where
Rio Grande crossing, south bank
How
After Touya’s death, go to the south bank (or stay at the Hill Village old woman’s). Squanto arrives and joins.
Reward
Squanto (party member); Natsume gains Touya’s holy arts
Opens
Ch. 21
📝 Old guides: 6943 places this after leaving Squanto at the altar and sleeping; the script adds his monologue scene at the dock before he joins.

Treasure chests (9)

ItemAreaWhere
Ice Charm ☯ Karma -2Ruins Villageat the foot of the pyramid, beside the stone tablet
Gewehr ☯ Karma -2Ruins Villageeast side of the courtyard, south of the small temple
Holy Charm ☯ Karma -2Ruins Villagesouth-east corner of the courtyard
Black ArmrNageki Valley cavenorth-east part of the cave
Wonder RxNageki Valley cavesouth-east part of the cave
Chain ChrmNageki Valley cavesouth-west part of the cave
RemedyNageki Valley cavesouth-west part, just north of the Chain Chrm
PineappleNageki Valley cavecentre-north of the cave
Trade to the Niji Forest Treant
Kobu HerbNageki Valley cavenorth-west, near the Spirit

Bosses & key battles

Spirit (Squanto’s spirit)
Nageki Valley cave
You need the Emerald Earring to win; without it you are sent back to the cave entrance.
Rishu
Nageki Valley, Spirit Hole chamber
An ambush right after you talk to the Spirit; losing is a game over. He retreats when beaten.
Rishu, then Rishu transformed
Ruins Village, the morning after
Two back-to-back fights; losing either is a game over. Rest first (the fights start as soon as you step outside).
Phoenix
Leaving Ruins Village
Scripted: it revives after every win. Losing here does not end the game; Touya takes over.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Ruins Village
Map of Ruins Village (Bakumatsu Kourinden ONI) with numbered markers
  • A Holy Charm (-2 karma)
  • B Gewehr (-2 karma)
  • C Ice Charm (-2 karma)
Ruins Village: houses
Map of Ruins Village: houses (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Tiara
Ruins Village: temple
Map of Ruins Village: temple (Bakumatsu Kourinden ONI) with numbered markers
  • 1Tamiara — gives Tiara, Earring, karma +2 / −5 checklist
  • 2Search spot — gives Tiara, Earring
Nageki Valley
Map of Nageki Valley (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot (inside) — gives Machine
  • A Black Armr
  • B Wonder Rx
  • C Chain Chrm
  • D Remedy
  • E Pineapple
  • F Kobu Herb
22
CHAPTER 22

Return to Japan

📍 Harbor Town (ship) · Yokohama · Ryouma’s house (Yokohama) · Kyoto · Abashiri Village · Toyama Village · Hill Village / Man-Eating Mountain (revisit)

You sail home to Yokohama, where the Shogun’s men are waiting. Sakamoto Ryouma helps you escape, a mysterious voice warns that the Spirit Hole at Hakodate is in danger, and from now on you are outlaws across Japan.

⏳ Last chances in this chapter

  • After the Yokohama ambush, shops and inns across Japan refuse you or call the officers. Stock up in Yokohama before you leave town.
  • At the ambush, never answer Yes twice: that is a game over.
  • Ranjatai for sale (from Chapter 3) details
  • Refuse to return to the Shogun details

Full list across the game: Missables.

Walkthrough

  1. MainSeiren ferries you back to the north bank. Walk north to Harbor Town, board your ship, and sail back to Yokohama.
  2. TipShop NOW. Until you walk out of Yokohama, its weapon, armor and item shops and its inn still serve you. After the next scene, almost every shop and inn in Japan refuses you.
  3. MainLeave Yokohama by the west exit or the north gate. The Shogun and his men corner you and ask whether you’ll return to the Shogun’s side.
  4. WarningAnswer No. Yes costs 5 karma and the others protest. If you say Yes a second time, Squanto turns on you and the game ends. Saying No after that first Yes still leads to the fight, but the -5 stays.
  5. MainFight the Shogun’s forces; you must win (losing is a game over). There are too many of them, and a voice calls you to flee: it’s Sakamoto Ryouma, who has broken with Shimazu.
  6. MainYou spend the night at Ryouma’s house. In a dream, the mysterious voice that first told you about the Spirit Holes warns that the Spirit Hole at Hakodate in Ezo is being targeted. Your next goal is Hakodate (continued in the next chapter).
  7. TipRyouma’s house is the large building on the east side of Yokohama. He lets you stay the night for free any time, which is handy now that inns turn you in. He won’t join the party yet.
  8. WarningYou are now wanted. In Iida, Rokkou, Izumo, Yamashiro, Kyoto, Edo, Okayama, Herai, Nikkou, Toyama, Takachiho, Kagoshima, Beppu, Umibe, Niigata, Hakodate and Yokohama the shopkeepers refuse you “by order of the Shogun”, and innkeepers call the officers, which starts a fight. The Shinsengumi in Kyoto call you traitors.
  9. TipPlaces that still trade with you include Yokohama’s Feather seller, the item shop in the Abashiri house that was already open to you, the youkai village shop, and all the shops in America.
  10. SideNow that you are outlaws, Sora in Kyoto finally agrees to travel with you. Talk to her and answer Yes. → checklist
  11. SideThe pet shop owner in Toyama Village now offers to take your pet for a while. A dog comes back as Wolfman and a cat as Nekomata. → checklist
  12. SideIn the Abashiri house, you can now find Ranjatai (costs 5 karma). The kappa Kourai’s shrine wants it. → checklist
  13. SideOptional trip back to America: talk to the man outside Hill Village (by the south-east tent). He says monsters have returned to the southern mountains. Go to the spot near the summit of Man-Eating Mountain and win the rematch. Squanto learns Ayar Cachi. → checklist

Checklist

Karma
Refuse to return to the Shogun
Where
Yokohama: the first time you try to leave town after returning from America (west exit, north gate or east side)
How
Answer No to “Return to the Shogun?”
Opens
Ch. 22
Closes
Ch. 22: one-time scene
☯ Karma Yes: -5 (a second Yes is a game over)⚠ Missable · closes in Chapter 22
📝 Old guides: 6943 only mentions a forced fight; the choice, the karma loss and the game-over branch aren’t covered.
Side quest
Free rest at Ryouma’s house
Where
Yokohama, large building on the east side
How
Talk to Ryouma and answer Yes to staying the night.
Reward
Free inn (safe from the officers)
Opens
Ch. 22: after the ambush
📝 Old guides: 6943 says he invites you for one night; he offers free stays from then on.
Ally
Ryouma joins (later)
Where
Ryouma’s house, Yokohama
How
Say No to staying the night, then Yes when he asks if you want him in the party. This only works after a later Mt. Fuji story event (flag 1AE).
Reward
NPC ally Ryouma
Opens
later chapter (Mt. Fuji, Reich takes control of the Spirit Hole)
📝 Old guides: Not in the old guides.
Ally
Sora joins
Where
Kyoto — outside the north-east corner of the Nue Shrine wall
How
Talk to her after the Yokohama ambush and answer Yes. Before that she only laments her power.
Reward
NPC ally Sora
Opens
Ch. 22: after the Yokohama ambush
📝 Old guides: 77488 says ‘after Squanto joins’; the real trigger is the Yokohama ambush.
Side quest
Pet evolves
Where
Toyama Village, pet shop
How
Talk to the owner with your pet in the party and answer Yes.
Reward
Dog becomes Wolfman, cat becomes Nekomata
Opens
Ch. 22: after the Yokohama ambush
Karma
Ranjatai in Abashiri
Where
Abashiri Village, house
How
Search the spot after the Yokohama ambush.
Reward
Ranjatai
Opens
Ch. 22: after the Yokohama ambush
☯ Karma -5
Summon
Ayar Cachi (Man-Eating Mountain rematch)
Where
Hill Village (man outside), then Man-Eating Mountain summit
How
After the Yokohama ambush, talk to the man outside Hill Village, then win the fight at the summit (losing is a game over).
Reward
Squanto learns Ayar Cachi
Opens
Ch. 22: after the Yokohama ambush + talking to the Hill Village man
📝 Old guides: 77488 lists it as ‘defeat Jabberwock 2’ with no trigger; the talk in Hill Village is required.

Bosses & key battles

The Shogun’s forces
Yokohama exits
A mandatory fight; losing is a game over. Heal and shop in Yokohama first.
Man-Eating Mountain monster (rematch)
Man-Eating Mountain summit (optional)
Stronger than the first fight. Losing is a game over.
🗺️ Maps for this chapter (5)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Aboard the ship
Map of Aboard the ship (Bakumatsu Kourinden ONI) with numbered markers
Yokohama
Map of Yokohama (Bakumatsu Kourinden ONI) with numbered markers
  • 1Shogun’s ambush — karma −5
  • 2Moneylender (inside) — 10,000 gold loan, karma −10, +10 when repaid
  • 3Goemon (inside) — joins checklist
  • 4Ryouma (inside) — joins checklist
  • AArmor shop
  • IItem shop
  • RInn
  • WWeapon shop
Kyoto: Nue Shrine
Map of Kyoto: Nue Shrine (Bakumatsu Kourinden ONI) with numbered markers
Hill Village
Map of Hill Village (Bakumatsu Kourinden ONI) with numbered markers
  • 1Old Woman (inside) — gives Bless Dust checklist
  • 2Dadrov (inside) — joins checklist
  • 3Man who wants the monster hunted (inside) — gives Fort Key, karma +2 / −1
  • AArmor shop
Man-Eating Mountain
Map of Man-Eating Mountain (Bakumatsu Kourinden ONI) with numbered markers
  • 1Summit monster — summon Ayar Cachi
  • A Earth Chrm
  • B Remedy
  • C God’sTear
23
CHAPTER 23

Hakodate’s Last Spirit Hole & the Ihika

📍 Ezo (world map) · Gyuuki Cave · Hakodate Spirit Hole · Ihika meeting place

Warned in a dream, you race back to the Spirit Hole under the Gyuuki Cave in Ezo, only to find the Three Doctors draining it. The Shinsengumi blame you for its death, and a mysterious rescuer finally shows its true face: the Ihika.

⏳ Last chances in this chapter

  • Last visit to the Gyuuki Cave: take any chests you missed in Ch. 16 on the way down. After you meet the Ihika the cave turns you away.
  • The fight at the Spirit Hole starts the moment you arrive. Save first.
  • Chest: Gale Spear (Gyuuki Cave 1F) (from Chapter 16) details
  • Chest: Sleep Chrm (Gyuuki Cave 1F) (from Chapter 16) details
  • Chest: God’sTear (Gyuuki Cave (lower floor)) (from Chapter 16) details
  • Chest: Gold Pill (Gyuuki Cave (lower floor)) (from Chapter 16) details
  • Chest: BreezeRobe (Gyuuki Cave (lower floor)) (from Chapter 16) details

Full list across the game: Missables.

Walkthrough

  1. MainAfter the night at Ryouma’s house, head for Ezo. Sail there or fly with the Stray Ittan (START button). Your goal is the Spirit Hole at the bottom of the Gyuuki Cave, where you fought the Gyuuki (Ch. 16).
  2. TipYou are wanted now. In Hakodate the shops and the travelling armor peddler refuse you, and the innkeeper calls the officers, which starts a fight (losing it is a game over). Rest at Ryouma’s house in Yokohama before you set out.
  3. MainEnter the Gyuuki Cave from the Ezo map. The Shogun’s men are gone. Walk to the spot where Hijikata used to stand to go down into the cave, then continue through both floors to the place where the Gyuuki fell, and dive in again to reach the Spirit Hole.
  4. SideSecond chance: if you missed any Gyuuki Cave chests in Ch. 16 (Gale Spear and Sleep Chrm on the first floor; God’sTear, Gold Pill and BreezeRobe on the lower floor), grab them on the way down. This is your last visit: after the next scenes the cave turns you away.
  5. WarningHeal and save before the dive. The fight at the bottom starts the moment you arrive, and losing it is a game over.
  6. MainAt the Spirit Hole you find Tesla, Alva and Reich. They have already drained its spirit energy and used it to build a new spirit beast, which attacks at once.
  7. MainBeat the Doctors’ new spirit beast (the old guides call it a Cyclops). Alva can’t believe you won, and the Doctors flee.
  8. MainWalk away from the dried-up Spirit Hole. Yoshinobu, the Shogun, Kondo and Hijikata arrive. The Shogun accuses you of draining it to steal the country, Kondo believes him, and the Shinsengumi are ordered to cut you down. A voice cries out that it won’t let you die, and everything goes white.
  9. MainYou wake up in the Ihika meeting place. The voice that has guided you since the start reveals its true form: the Ihika, the people who ruled this land long before humans. A vision shows how their own attempt to control a Spirit Hole destroyed their civilization.
  10. MainThe Ihika warn that the land’s spirit veins are warped and the last healthy Spirit Holes are being drained. They tell you to go to Mt. Fuji.
  11. MainTalk to the Ihika on the left and answer Yes to ‘Ask Ihika to join?’. Both Ihika join as NPC allies. You must accept at least once: the Ihika are the ones who break the seal on Mt. Fuji in the next chapter.
  12. TipThe other Ihika heals your whole party for free whenever you talk to it. The meeting place has its own entrance on the Ezo map, so you can come back here to rest or to recruit the Ihika again if you said No.
  13. MainLeave the meeting place and travel to Mt. Fuji on the Honshu map (next chapter).

Checklist

Ally
The two Ihika join
Where
Ihika meeting place (Ezo)
How
Talk to the Ihika on the left and answer Yes to ‘Ask Ihika to join?’. If you say No, come back and ask again.
Reward
Two NPC allies (Ihika). Also required: accepting once is what lets them break the seal on Mt. Fuji.
Opens
Ch. 23: after the Hakodate Spirit Hole
Closes
Ch. 29: all NPC allies leave when you enter Mt. Fuji for the last time
⚠ Missable · closes in Chapter 29
📝 Old guides: 77488 says they join ‘after the second Onsen Cave’. Correct, but it misses that accepting is mandatory (flag 1AB unlocks the Mt. Fuji seal).
Side quest
Free full heal (Ihika meeting place)
Where
Ihika meeting place (Ezo)
How
Talk to the right-hand Ihika.
Reward
Full recovery, any number of times
Opens
Ch. 23
Closes
Ch. 29 (point of no return)
⚠ Missable · closes in Chapter 29

Bosses & key battles

The Doctors’ spirit beast (Cyclops) · 2720 HP · 5000 EXP
Hakodate Spirit Hole, bottom of the Gyuuki Cave
Starts as soon as you arrive; losing is a game over. It hits very hard. The old guide says it shrugs off magic, so rely on weapons and Kishin form.
🗺️ Maps for this chapter (4)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Hakodate Village
Map of Hakodate Village (Bakumatsu Kourinden ONI) with numbered markers
  • RInn
  • WWeapon shop
Gyuuki Cave 1F
Map of Gyuuki Cave 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Gale Spear
  • B Sleep Chrm
Gyuuki Cave 2F
Map of Gyuuki Cave 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A God’sTear
  • B Gold Pill
  • C BreezeRobe
Ihika meeting place
Map of Ihika meeting place (Bakumatsu Kourinden ONI) with numbered markers
24
CHAPTER 24

Mt. Fuji: Okita’s Wish

📍 Mt. Fuji · Mt. Fuji (inside) · Yokohama (Ryouma’s house)

The Ihika break the seal on Mt. Fuji, where the last unharmed Spirit Hole lies. Inside, Okita makes a desperate choice, and the Three Doctors seize the Spirit Hole and raise a flying castle over the mountain. Now all of Japan turns against you.

⏳ Last chances in this chapter

  • Between this chapter and your visit to the Ihika village, a crowd at Mt. Fuji asks ‘Run away from here?’. Answer Yes; No is a game over.
  • Juurouta’s duel with Okita details

Full list across the game: Missables.

Walkthrough

  1. MainGo to Mt. Fuji on the Honshu map. Climb the path in the lower middle of the mountain to the roped-off spot with the ‘Danger, Keep Out’ sign.
  2. MainWith the Ihika’s help (you must have accepted it in Ch. 23), the Ihika laugh off the human seal and break it. The way up to the cave in the middle of the mountain is open.
  3. SideMt. Fuji has five chests on its open slopes: God’sTear on the ledge west of the cave mouth, Red Robe on the west slope, Wind Charm low on the far west side, Hannya low on the south-east side, and Raijin Spr up near the summit. Take what you can reach now; the rest can wait until you climb to the summit in Ch. 26. They stay until the point of no return. → checklist
  4. MainEnter the cave in the middle of the mountain. From the entrance hall, go through a door on the north side into the next cave. A Jizo statue in its north-west corner lets you save and recover.
  5. MainContinue to the Spirit Hole chamber. As you approach, Squanto hears someone coming: the Shogun, Yoshinobu, Hijikata and Okita arrive. The Shogun gloats over an unharmed Spirit Hole, then takes everyone off to rest, leaving Okita on watch.
  6. MainTalk to Okita, who stands on guard at the north end. Juurouta begs him to believe you. Okita reveals that the youkai poison from the Ikedaya raid has been eating him away, and that he has little time left. Hoping the Spirit Hole will restore his broken body, he throws himself into it and turns into a monster.
  7. WarningFight the transformed Okita. You must win; losing is a game over.
  8. MainOkita asks for one last thing as a swordsman: a duel with Juurouta. Fight it out. Win or lose, the story goes on; either way Okita dies with no regrets, glad to have crossed swords with someone he respected.
  9. MainHijikata and Kondo arrive and believe you killed him, and the Shogun orders your arrest. Hijikata carries Okita’s body away. Then Alva appears, strikes Kondo down, and Reich takes control of the Spirit Hole.
  10. MainYou come to in the previous cave with the spirit energy running wild. Leave the mountain.
  11. MainOutside, a ball of light over Mt. Fuji turns into a castle. The Three Doctors declare the country theirs. Yoshinobu says the Shogun is still trapped inside and blames you, and the frightened crowd turns on you, so you run.
  12. MainWith every shop closed to you, the Ihika invite you to their village at the bottom of the falls at Takachiho. Since the Blue Orb crumbled, they tell you to enter the waterway under the large pond north-west of Takachiho Village instead (next chapter).
  13. WarningDon’t go back up Mt. Fuji before you have been to the Ihika village. An angry crowd stops you near the cave and asks ‘Run away from here?’. Answer Yes. Answering No is a game over.
  14. SideRyouma now joins if you ask. At his house in Yokohama, answer No to staying the night, then Yes when he asks if you want him in the party. Yes to the first question still gives you a free night’s rest. → checklist
  15. TipKyoto’s Shinsengumi still call you traitors. Nothing changes there until the final chapter.

Checklist

Side quest
Juurouta’s duel with Okita
Where
Mt. Fuji (inside), Spirit Hole chamber
How
After beating the transformed Okita, fight the duel he asks for.
Reward
Story only. Winning or losing the duel leads to the same scene (Okita dies either way, with a different last line).
Opens
Ch. 24
Closes
Ch. 24: one-time scene
⚠ Missable · closes in Chapter 24
📝 Old guides: 77488 lists no bosses on the first Mt. Fuji visit; there are two fights here (the transformed Okita, which must be won, and the duel).

Treasure chests (5)

ItemAreaWhere
God’sTearMt. Fujiledge just west of the cave mouth in the middle of the mountain
⚠ Gone after Chapter 29
Red RobeMt. Fujiwest slope, about halfway up
⚠ Gone after Chapter 29
Wind CharmMt. Fujifar west side, low on the mountain
⚠ Gone after Chapter 29
HannyaMt. Fujisouth-east side, low on the mountain
⚠ Gone after Chapter 29
Raijin SprMt. Fujinear the summit, just east of the crater
May only be reachable once the path to the summit opens (Ch. 26).
⚠ Gone after Chapter 29

Bosses & key battles

Okita, transformed (Okita Beast)
Mt. Fuji (inside), Spirit Hole chamber
Losing is a game over. Heal at the Jizo statue in the previous cave before you talk to Okita.
Okita (duel with Juurouta)
right after the first fight
The result doesn’t matter; losing is not a game over.
🗺️ Maps for this chapter (1)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Mt. Fuji
Map of Mt. Fuji (Bakumatsu Kourinden ONI) with numbered markers
  • A Wind Charm
  • B Red Robe
  • C God’sTear
  • D Hannya
  • E Raijin Spr
25
CHAPTER 25

Ihika Village

📍 Kyushu (world map) · Pond north-west of Takachiho · Underground Waterway (Ihika route) · Ihika Village · Underground Waterway (Waterfall, revisit)

Shut out of every town, you dive into a pond in Kyushu and follow a hidden waterway to the underground village of the Ihika. Their Elder explains why they hid from the surface and offers you everything they have.

Walkthrough

  1. MainTravel to Kyushu (by ship, the boatman or the Stray Ittan) and go to the large pond north-west of Takachiho Village. It only opens after the flying castle appears over Mt. Fuji.
  2. MainWalk up to the pond. The Ihika tell you the path to their cave is below. Answer Yes to ‘Enter the pond?’. (If you say No, just walk up to it again.)
  3. MainYou land in a huge underground waterway. The current at the north end pushes you back, so follow the passage the other way to reach the Ihika village.
  4. MainTalk to the Elder in the building at the top centre of the village. He explains that the Ihika once made a Spirit Hole run wild and nearly destroyed the surface, and that no child has been born to them in decades, so they want to leave the future to humans. He offers you anything the village has.
  5. TipAfter this talk, the Ihika in your party stay home. The Ihika standing next to the Elder rejoins you if you answer Yes to ‘Do you need our help?’.
  6. TipThe building in the top-right corner is an inn: answer Yes to ‘Would you like to stay with us?’ for a free night’s rest. This is the best place to rest for the rest of the game.
  7. MainShop here. The centre building sells weapons (including Masamune), the building on the right sells armor, and the building at the bottom left has two item counters. Nobody here cares about the Shogun’s orders.
  8. SideThe first item counter sells the Ranjatai for 50000 gold. It is the honest way to get the Ranjatai for the Kourai kappa (Ch. 15): no karma loss, and Kongouyasha won’t count it as theft. → checklist
  9. SideThe door in the top-left building leads into the old Underground Waterway beneath the falls (Ch. 11). If you missed its chests then (Dream Robe, Genji Armr, N. Pill), they are still there.
  10. MainTo leave, go through that same top-left door and step on the magic circle near where you arrive. It takes you out to the basin of the Takachiho falls. To come back later, dive into the pond again.
  11. MainReturn to Mt. Fuji (next chapter). The crowd there now asks ‘Are you ready to fight?’. Answer Yes and they let you through.

Checklist

Side quest
Meet the Ihika Elder
Where
Ihika Village, top centre building
How
Talk to the Elder.
Reward
Unlocks the return to Mt. Fuji (the crowd lets you pass). Your Ihika allies leave; the Ihika beside the Elder rejoins on request.
Opens
Ch. 25
Side quest
Free inn in Ihika Village
Where
Ihika Village, top-right building
How
Answer Yes to ‘Would you like to stay with us?’.
Reward
Free rest
Opens
Ch. 25
Closes
Ch. 29 (point of no return)
⚠ Missable · closes in Chapter 29
Item
Ranjatai for sale (50000 gold)
Where
Ihika Village, bottom-left building, first counter
How
Buy it.
Reward
Ranjatai (for the Kourai kappa, youkai village stage 4)
Opens
Ch. 25
Closes
Ch. 29 (point of no return)
☯ Karma none (unlike the Abashiri one, −5)⚠ Missable · closes in Chapter 29
📝 Old guides: Not in the old guides; 77488’s Ihika shop list also leaves out Masamune.
🗺️ Maps for this chapter (2)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Ihika Village
Map of Ihika Village (Bakumatsu Kourinden ONI) with numbered markers
Waterfall: underground waterway
Map of Waterfall: underground waterway (Bakumatsu Kourinden ONI) with numbered markers
  • A Dream Robe
  • B Genji Armr
  • C N. Pill
🛒 Shops in this chapter

Ihika Village — Weapons

Masamune3,140 G
Moon Sword3,420 G
Totsuka3,670 G
Dragon Spr2,450 G
Bishamon1,990 G
Boomerang730 G
Hunter Bow1,500 G
Bolas1,500 G
Bamboo Bow2,890 G
Indra Bow4,270 G
DragonClaw970 G
Red Claw1,230 G
8-Way Claw1,480 G
Tomahawk840 G
Daisenbu1,240 G

Centre building. Masamune is the item Kaishuu wants in Rokkou (ch08).

Ihika Village — Armor

Horn Helm940 G
Buddha Hlm1,330 G
Flame Head1,760 G
Wave Robe2,010 G
Brocade1,460 G
Kiraikou2,270 G
Niou Plate2,530 G
Moon Armor3,040 G
DragonShoe1,020 G
Light Shoe1,350 G
Hero Legs1,770 G

Building on the right.

Ihika Village — Items

Herb4 G
N. Pill20 G
Dut. Pill40 G
Remedy80 G
H. Water8 G
S. Dew16 G
Am. Pill32 G
M. Water64 G
Ranjatai50,000 G
Kobu Herb20 G
K. Cure40 G

Bottom-left building, first counter.

Ihika Village — Items

Pill6 G
Sandalwd.6 G
Wake Dust6 G
Reviver10 G
Gold Pill50 G
Feather30 G

Bottom-left building, second counter.

26
CHAPTER 26

The Crater & Crater Tower

📍 Mt. Fuji · Crater 4F–1F · Crater Tower 1F–4F

Back on Mt. Fuji, the crowd reluctantly lets you pass. You climb down into the crater and up the great pillar that holds the Three Doctors’ flying castle.

⏳ Last chances in this chapter

  • The crater, the Crater Tower and the Sky Pavilion close for good once you stop the machine at the top of the Sky Pavilion (Ch. 27). Take every chest on the way up.
  • Save at the Jizo statue on Crater Tower 4F before stepping into the Sky Pavilion.

Full list across the game: Missables.

Walkthrough

  1. MainReturn to Mt. Fuji. Near the cave mouth the crowd shouts ‘They’re back!!’ and asks ‘Are you ready to fight?’. Answer Yes and they let you through. (No just sends you away; you can try again.)
  2. SideOn your way up, collect any Mt. Fuji chests you haven’t opened yet, including the Raijin Spr near the summit (see Ch. 24). → checklist
  3. MainClimb to the rim of the crater at the summit. Natsume points at the pillar rising out of it: climb that, and you can get inside the castle. Answer Yes to ‘Go down into the crater?’. If you say No, stepping on the rim later takes you straight down.
  4. WarningEverything from here to the top of the Sky Pavilion is one trip. When you finish the Sky Pavilion (Ch. 27) you are sent back out and can never re-enter the crater, the tower or the pavilion. Open every chest on the way. You can still walk out of the crater at its entrance (‘Leave the crater?’) until then.
  5. MainCrater 4F: this is where you land. The Fire Charm is in the north-east part, and the Fire Armor is in the south. Take the way down to 3F.
  6. MainCrater 3F: a Sage Pill in the north-west and a Pineapple in the south-west. Continue down.
  7. MainCrater 2F: a Remedy in the north-east and an M. Water on the east side, halfway down. Continue down to 1F.
  8. MainCrater 1F: walk up to the foot of the pillar in the north. Squanto finds a way in. Enter the Crater Tower.
  9. MainCrater Tower 1F: an Evil Claw in the south-west. Climb the stairs through 2F (no chests) to 3F.
  10. MainCrater Tower 3F: a D. Dew near the south end. Climb to 4F.
  11. MainCrater Tower 4F: a Sacred Rod in the middle of the floor and a Houzouin in the north-east. A Jizo statue in the north-west lets you save. Heal and save here; the Sky Pavilion above starts with a boss.
  12. TipKeep the two Pineapples (Crater 3F and Sky Pavilion 2F). Each can be traded to the Treant in Niji Forest, America (Ch. 19), for a Gods Charm or a Rice Ball, but only before the point of no return.

Checklist

Side quest
Face the Mt. Fuji crowd
Where
Mt. Fuji, near the cave mouth
How
After meeting the Ihika Elder, answer Yes to ‘Are you ready to fight?’.
Reward
The way to the summit and the crater opens.
Opens
Ch. 25: after the Ihika Elder

Treasure chests (10)

ItemAreaWhere
Fire CharmCrater 4Fnorth-east part of the floor
⚠ Gone after Chapter 27
Fire ArmorCrater 4Fsouth part of the floor
⚠ Gone after Chapter 27
Sage PillCrater 3Fnorth-west
⚠ Gone after Chapter 27
PineappleCrater 3Fsouth-west
For the Niji Forest Treant (Ch. 19).
⚠ Gone after Chapter 27
RemedyCrater 2Fnorth-east
⚠ Gone after Chapter 27
M. WaterCrater 2Feast side, halfway down
⚠ Gone after Chapter 27
Evil ClawCrater Tower 1Fsouth-west
⚠ Gone after Chapter 27
D. DewCrater Tower 3Fnear the south end
⚠ Gone after Chapter 27
Sacred RodCrater Tower 4Fmiddle of the floor
⚠ Gone after Chapter 27
HouzouinCrater Tower 4Fnorth-east
⚠ Gone after Chapter 27
🗺️ Maps for this chapter (7)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Mt. Fuji
Map of Mt. Fuji (Bakumatsu Kourinden ONI) with numbered markers
  • A Wind Charm
  • B Red Robe
  • C God’sTear
  • D Hannya
  • E Raijin Spr
Crater 4F
Map of Crater 4F (Bakumatsu Kourinden ONI) with numbered markers
  • A Fire Charm
  • B Fire Armor
Crater 3F
Map of Crater 3F (Bakumatsu Kourinden ONI) with numbered markers
  • A Sage Pill
  • B Pineapple
Crater 2F
Map of Crater 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A Remedy
  • B M. Water
Crater Tower 1F
Map of Crater Tower 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A Evil Claw
Crater Tower 3F
Map of Crater Tower 3F (Bakumatsu Kourinden ONI) with numbered markers
  • A D. Dew
Crater Tower 4F
Map of Crater Tower 4F (Bakumatsu Kourinden ONI) with numbered markers
  • A Sacred Rod
  • B Houzouin
27
CHAPTER 27

Sky Pavilion

📍 Sky Pavilion 1F–4F · Mt. Fuji

The Three Doctors’ flying castle is pumping spirit energy into a machine that will make their spirit beasts invincible. Beat the guardians in the right order, stop the machine, and then come back down to a mountain under attack, where Hijikata brings news of Okita.

⏳ Last chances in this chapter

  • Using the Snakelace on the machine seals the crater, the Crater Tower and the Sky Pavilion for good. Open every chest first.
  • After the fight on Mt. Fuji, ‘Are you ready?’ = Yes is the point of no return. Answer No and read Ch. 28 first.
  • Chest: Fire Charm (Crater 4F) (from Chapter 26) details
  • Chest: Fire Armor (Crater 4F) (from Chapter 26) details
  • Chest: Sage Pill (Crater 3F) (from Chapter 26) details
  • Chest: Pineapple (Crater 3F) (from Chapter 26) details
  • Chest: Remedy (Crater 2F) (from Chapter 26) details
  • Chest: M. Water (Crater 2F) (from Chapter 26) details
  • Chest: Evil Claw (Crater Tower 1F) (from Chapter 26) details
  • Chest: D. Dew (Crater Tower 3F) (from Chapter 26) details
  • Chest: Sacred Rod (Crater Tower 4F) (from Chapter 26) details
  • Chest: Houzouin (Crater Tower 4F) (from Chapter 26) details
  • Chest: BentenRobe (Sky Pavilion 1F) details
  • Chest: R. Salts (Sky Pavilion 1F) details
  • Chest: Spirit Axe (Sky Pavilion 2F) details
  • Chest: Pineapple (Sky Pavilion 2F) details
  • Chest: Gold Pill (Sky Pavilion 2F) details
  • Chest: K. Cure (Sky Pavilion 2F) details
  • Chest: SpiritShoe (Sky Pavilion 2F) details
  • Chest: God’sTear (Sky Pavilion 3F (west)) details
  • Chest: Wonder Rx (Sky Pavilion 3F (west)) details
  • Chest: Saint Shoe (Sky Pavilion 3F (west)) details
  • Chest: Miko Crown (Sky Pavilion 4F) details
  • Chest: Fox Cap (Sky Pavilion 4F) details
  • Chest: Divine Bow (Sky Pavilion 4F) details

Full list across the game: Missables.

Walkthrough

  1. MainSky Pavilion 1F: the Orc Leader guards the way north. Beat it (losing is a game over). Squanto recognises it as one of the Three Doctors’ spirit beasts.
  2. Side1F chests: BentenRobe in the north-east corner and R. Salts in the north-west corner.
  3. TipMost of the pavilion’s guardians shrug off normal attacks. Fight in Kishin form and use holy arts, sword arts and summons. Every guardian fight is a game over if you lose, so heal between them.
  4. MainSky Pavilion 2F: the Gargoyle blocks the passage just north of the stairs. After you beat it, it gloats that spirit energy is gathering in the heart of the pavilion and the spirit beasts will soon be invincible. You have to stop the machine.
  5. Side2F chests: Spirit Axe in the middle, Pineapple a little east of it, Gold Pill north-west of the middle, K. Cure in the south-west, and SpiritShoe in the building at the top centre. → checklist
  6. MainThree guardians hold the secret, and the order matters: Lamia first, then the Leprechaun, then the Golem. Beating one out of order doesn’t count; it’s back in place the next time you come.
  7. MainTake the stairs in the top-left corner of 2F up to the western half of 3F. The Lamia waits at the top of that area. Beat her; she says only the spirit beasts in three spots know how to stop the machine.
  8. Side3F (west half) chests: God’sTear and Wonder Rx on the west side, and Saint Shoe just behind the Lamia. → checklist
  9. MainTake the stairs on the east side of that area back down to 2F, then find the Leprechaun in the building at the top centre of 2F. Beat him and he tells you: beat his pals on the top floor, but to get there you need the Golem’s key.
  10. MainTake the stairs in the top-right corner of 2F up to the eastern half of 3F. A Jizo statue here lets you save. The Golem stands at the bottom of this area. Beat it, then search the ground where it stood (answer Yes) to get the Golem Key.
  11. MainUse the Golem Key on the locked door just north of the Golem’s spot (answer Yes; the key breaks). Climb the stairs behind it to 4F.
  12. MainSky Pavilion 4F: the machine is right in front of you, with a snake-shaped hole. Go north to the centre and beat Medusa, then examine the same spot to pick up the Snakelace.
  13. Side4F chests: Miko Crown on the far west side, Fox Cap in the north-east, Divine Bow in the east, south of the middle. → checklist
  14. WarningBefore you use the Snakelace: this is your last look at the crater, the Crater Tower and the Sky Pavilion. Once you put it in the machine you are sent out and can’t come back. Open every chest first, and heal.
  15. MainExamine the machine’s hole and answer Yes to put the Snakelace in. The machine goes haywire and its defenses attack; win (losing is a game over). The Three Doctors appear in a rage: if the country won’t be theirs, they’ll make Mt. Fuji’s Spirit Hole run wild and destroy it. You escape as the pavilion shakes.
  16. MainYou’re back on Mt. Fuji. The Doctors let their spirit beasts loose on the people gathered below. Head down toward the cave: spirit beasts are attacking a man on the path south-east of it. Fight them (losing is a game over).
  17. MainThe people you saved call you monsters and refuse to help. Then Hijikata arrives with the Shinsengumi. He tells you Okita is dead: before dying, Okita asked him not to hate Juurouta or you, and to thank you. As an apology and as thanks for granting Okita’s wish, the Shinsengumi charge the spirit beasts to clear your way.
  18. Warning‘Are you ready?’ is the point of no return. Yes takes you straight into Mt. Fuji: every NPC ally leaves the party (pets stay) and you can’t come back out. Answer No unless you have finished everything in Ch. 28‘s checklist. No sends you out to the world map; walk back into the cave whenever you’re ready.

Treasure chests (13)

ItemAreaWhere
BentenRobeSky Pavilion 1Fnorth-east corner
⚠ Gone after Chapter 27
R. SaltsSky Pavilion 1Fnorth-west corner
⚠ Gone after Chapter 27
Spirit AxeSky Pavilion 2Fmiddle of the floor, north of the Gargoyle
⚠ Gone after Chapter 27
PineappleSky Pavilion 2Feast of the middle
For the Niji Forest Treant (Ch. 19).
⚠ Gone after Chapter 27
Gold PillSky Pavilion 2Fnorth-west of the middle
⚠ Gone after Chapter 27
K. CureSky Pavilion 2Fsouth-west area
⚠ Gone after Chapter 27
SpiritShoeSky Pavilion 2Ftop-centre building (the Leprechaun’s)
⚠ Gone after Chapter 27
God’sTearSky Pavilion 3F (west)west side
⚠ Gone after Chapter 27
Wonder RxSky Pavilion 3F (west)west side, just south of the God’sTear
⚠ Gone after Chapter 27
Saint ShoeSky Pavilion 3F (west)just north of the Lamia
⚠ Gone after Chapter 27
Miko CrownSky Pavilion 4Ffar west side
⚠ Gone after Chapter 27
Fox CapSky Pavilion 4Fnorth-east
⚠ Gone after Chapter 27
Divine BowSky Pavilion 4Feast side, south of the middle
⚠ Gone after Chapter 27

Bosses & key battles

Orc Leader · 1968 HP · 3500 EXP
Sky Pavilion 1F
Game over if you lose. The old guide says it is immune to normal attacks.
Gargoyle
Sky Pavilion 2F, north of the stairs
Old guide: immune to normal attacks and Earth, weak to Lightning.
Lamia · 1968 HP · 3500 EXP
Sky Pavilion 3F (west half)
Beat her first of the three key guardians.
Leprechaun · 1968 HP · 3500 EXP
Sky Pavilion 2F, top-centre building
Only counts after the Lamia; otherwise he’s back next time.
Golem
Sky Pavilion 3F (east half)
Only counts after the Leprechaun. Old guide: weak to Lightning, absorbs Earth.
Medusa
Sky Pavilion 4F, centre
Guards the Snakelace.
The machine’s defenses
Sky Pavilion 4F, after inserting the Snakelace
The old guide describes four Defense Systems, all immune to normal attacks. Game over if you lose.
Spirit beasts · 1640 HP · 3500 EXP
Mt. Fuji, path south-east of the cave
Game over if you lose. Right after this comes the point-of-no-return question.
🗺️ Maps for this chapter (5)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Sky Pavilion 1F
Map of Sky Pavilion 1F (Bakumatsu Kourinden ONI) with numbered markers
  • A BentenRobe
  • B R. Salts
Sky Pavilion 2F
Map of Sky Pavilion 2F (Bakumatsu Kourinden ONI) with numbered markers
  • A Spirit Axe
  • B Pineapple
  • C K. Cure
  • D Gold Pill
  • E SpiritShoe
Sky Pavilion 3F
Map of Sky Pavilion 3F (Bakumatsu Kourinden ONI) with numbered markers
  • 1Search spot — gives Golem Key
  • A Wonder Rx
  • B God’sTear
  • C Saint Shoe
Sky Pavilion 4F
Map of Sky Pavilion 4F (Bakumatsu Kourinden ONI) with numbered markers
  • 1Medusa — gives Snakelace
  • A Divine Bow
  • B Miko Crown
  • C Fox Cap
Mt. Fuji
Map of Mt. Fuji (Bakumatsu Kourinden ONI) with numbered markers
  • A Wind Charm
  • B Red Robe
  • C God’sTear
  • D Hannya
  • E Raijin Spr
28
CHAPTER 28

Before You Go In: Last Chances & the Hokutomaru’s cave

📍 Hokutomaru’s cave (Onimaru’s cave, Kyushu) · All of Japan and America (revisits)

The whole world is still open, but once you enter Mt. Fuji for the last time there is no way back. Use this chapter to finish Onimaru’s memory cave, collect the last summons, and tie up everything that can still be lost.

⏳ Last chances in this chapter

  • Point of no return: ‘Are you ready?’ = Yes on Mt. Fuji, or entering the Mt. Fuji cave after answering No. All NPC allies leave and you can’t come back out.
  • Seima Doji needs every other summon, including Inari (lost if you let the fox die in Ch. 11) and the Seven Gods (karma 100).

Full list across the game: Missables.

Walkthrough

  1. WarningWhat the point of no return takes away: after you answer Yes to ‘Are you ready?’ (or walk back into the Mt. Fuji cave after answering No), every NPC ally leaves the party and you cannot walk out of the mountain again. Your pet stays with you. Everything below must be done before that.
  2. MainHokutomaru’s cave: this cave on Kyushu, north of Kagoshima Village, has been open since you got Onimaru (Ch. 14). Before that an invisible force pushes you back. On your first visit with Onimaru, the sword remembers the place and the seal breaks.
  3. WarningA strange power in this cave stops you from transforming: no Kishin form here. Bring healing items.
  4. MainThe cave has five floors. The way down from the first floor is the opening on the small island of rock in the middle of the map. Each floor is packed with items and stat Orbs; see the chest list.
  5. MainOn the bottom floor, walk east to the spot where Onimaru falls silent. Minami’s spirit appears: she thanks Hokutomaru, asks you to protect the land, and fully heals the party. Stepping on that spot again later always heals you.
  6. SideSeima Doji: walk back out through the cave entrance after meeting Minami. If Yamato’s party has learned every other summon (all 16), Hokutomaru appears and Yamato learns Seima Doji. If you’re missing any, you simply leave; come back once you have them all. → checklist
  7. SideThe 16 summons Seima Doji needs: Inari (Kagoshima), Dogu (Niigata), Shisa (Komainu shrine, Kyushu), Tajikarao (Hachinohe), Naraenten (Yamashiro), Kushinada (Niigata), Karura (Mt. Minakami, needs Naraenten), Jizaiten (Yokohama lantern), Kongouyasha (Ezo shrine), Gundari (Herai pond), Ayar Cachi (Man-Eating Mountain rematch), Ifrit (Grande Village), Dryad (eastern ocean island), Djinn (east of Hill Village, karma 70+), Huey (Johnny, Port Village) and Seven Gods (karma 100, then stay the night at home in Iida Town). → checklist
  8. TipKarma 100 is needed for the Seven Gods. If you borrowed 10000 gold from the Yokohama lender, repay it now for +10 karma. The Tsukumogami shrine’s offering box only helps when your karma is below 40 (it resets you to Ordinary).
  9. SideYoukai Village: if all residents live there, talk to Tanukichi for Furinkazan. The Kourai kappa needs a Ranjatai; buy one in Ihika Village (50000 gold) if you don’t want to steal the Abashiri one. → checklist
  10. SideKongouyasha Shrine (Ezo): answer truthfully for the summon (and Muramasa with a clean record). A wrong answer can be retried after you leave the shrine. → checklist
  11. SideTrade the Pineapples from Crater 3F and Sky Pavilion 2F to the Treant in Niji Forest (America) for a Gods Charm or a Rice Ball each. → checklist
  12. SideOptional: recruit Ryouma in Yokohama for the road. He leaves at the mountain with a farewell (‘Don’t you dare go and die on me’), so this is only for fun and extra help. → checklist
  13. SideMt. Fuji’s own chests (Wind Charm, Red Robe, God’sTear, Hannya, Raijin Spr) and the three Waterfall chests reached from Ihika Village (Ch. 25) are gone once you go in. → checklist
  14. TipOther things that simply end at the point of no return: the pet upgrade in Toyama, Sora, the Tsukumogami chest and Hakushin, Tajikara at Hachinohe, the ship remodels, the bushido quest in Kyoto, and any youkai you haven’t met yet. Check the earlier chapters’ lists.
  15. TipGood places to level up before the end: the Sky Pavilion is sealed now, so use the Hokutomaru’s cave or America. The last fights are long; stock up at the Ihika shops (Remedies, M. Water, Gold Pills, Feathers) and rest at the Ihika inn.
  16. MainWhen you’re ready, go back to Mt. Fuji and walk into the cave in the middle of the mountain. Hijikata and the Shinsengumi are holding the entrance for you (next chapter).

Checklist

Summon
Seima Doji (Hokutomaru)
Where
Hokutomaru’s cave (Kyushu, between Takachiho and Kagoshima) — the cave entrance
How
Meet Minami on the bottom floor, then walk out through the entrance after learning all 16 other summons (Inari, Dogu, Shisa, Tajikarao, Naraenten, Kushinada, Karura, Jizaiten, Kongouyasha, Gundari, Ayar Cachi, Ifrit, Dryad, Djinn, Huey, Seven Gods).
Reward
Yamato learns Seima Doji
Opens
Ch. 14 (Onimaru) + meeting Minami
Closes
Ch. 29: point of no return
⚠ Missable · closes in Chapter 29
📝 Old guides: 77488 says you get it ‘when the cave is cleared’; the script checks at the entrance tile, after Minami, so you can come back for it later. Inari is itself missable (Ch. 11), and Seven Gods needs karma 100, so Seima Doji is easy to lose.
Side quest
Minami’s spirit (Hokutomaru’s cave)
Where
Hokutomaru’s cave, bottom floor, east side
How
Walk to the spot where Onimaru reacts.
Reward
Story scene and a full heal; the spot heals you again on every later visit.
Opens
Ch. 14 (Onimaru)
Closes
Ch. 29: point of no return
⚠ Missable · closes in Chapter 29
Ally
All NPC allies leave at Mt. Fuji
Where
Mt. Fuji (inside), entrance hall, final visit
How
Automatic when you enter after the Sky Pavilion.
Reward
—
Opens
Ch. 27
Closes
Ch. 29: Takeaki, Kaishuu, Kurama, Naozane, Pupils 1–3, Katsura, Okuni, Yachiho, Kamono, Kouryu, Saizou, Gennobou, Hakushin, Kourai, Akane, Midori, Sora, Goemon, Chuuta, Kanpei, Tasuke, Dadrov, Papterot, Yukihime, Richard, Tony, Kotarou, Densuke, Kooni, Ryouma, the Snake Yokai, both Ihika and the Stray Ittan all leave. Pets (dog/Wolfman, cat/Nekomata, chick) stay.
⚠ Missable · closes in Chapter 29
📝 Old guides: 77488 agrees (all NPCs except the pet).
🗺️ Maps for this chapter (5)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Hokutomaru’s cave (area 1)
Map of Hokutomaru's cave (area 1) (Bakumatsu Kourinden ONI) with numbered markers
  • 1Hokutomaru — summon Seima Doji checklist
  • A Herb
  • B Pill
  • C H. Water
  • D N. Pill
  • E Sandalwd.
  • F Wake Dust
  • G Smoke Bmb
  • H S. Dew
Hokutomaru’s cave (area 2)
Map of Hokutomaru's cave (area 2) (Bakumatsu Kourinden ONI) with numbered markers
  • A Reviver
  • B Feather
  • C Gold Pill
  • D Cloak
  • E Reishi
  • F ChainPill
  • G Heart Orb
  • H Kobu Herb
Hokutomaru’s cave (area 3)
Map of Hokutomaru's cave (area 3) (Bakumatsu Kourinden ONI) with numbered markers
  • A Life Orb
  • B Remedy
  • C Oni Orb
  • D God’sTear
  • E Rice Ball
Hokutomaru’s cave (area 4)
Map of Hokutomaru's cave (area 4) (Bakumatsu Kourinden ONI) with numbered markers
  • A Guard Orb
  • B M. Water
  • C Sage Pill
  • D R. Salts
  • E Holy Orb
  • F Maelstrom
Hokutomaru’s cave (area 5)
Map of Hokutomaru's cave (area 5) (Bakumatsu Kourinden ONI) with numbered markers
  • A Haze Bell
  • B Speed Orb
  • C K. Cure
  • D Luck Charm
  • E Power Orb
  • F D. Dew
  • G Wonder Rx
29
CHAPTER 29

Mt. Fuji: The Final Battle & Ending

📍 Mt. Fuji (inside) · Spirit Hole chamber

With the Shinsengumi holding the entrance, the four of you go into Mt. Fuji alone. The Three Doctors, now spirit beasts themselves, stand in the way, and at the raging Spirit Hole an old enemy is waiting for one last match.

⏳ Last chances in this chapter

  • Everything in Ch. 28‘s checklist is lost once you enter.
  • Four boss fights in a row with only one save point (the Jizo statue in the second cave).
  • Hokutomaru’s cave (Kyushu) (from Chapter 14) details
  • Chest: Herb (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: Pill (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: H. Water (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: S. Dew (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: Sandalwd. (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: N. Pill (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: Smoke Bmb (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: Wake Dust (Hokutomaru’s cave (entrance cave)) (from Chapter 14) details
  • Chest: Reviver (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Feather (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: ChainPill (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Heart Orb (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Kobu Herb (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Gold Pill (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Cloak (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Reishi (Hokutomaru’s cave (2nd area)) (from Chapter 14) details
  • Chest: Life Orb (Hokutomaru’s cave (3rd area)) (from Chapter 14) details
  • Chest: Remedy (Hokutomaru’s cave (3rd area)) (from Chapter 14) details
  • Chest: Oni Orb (Hokutomaru’s cave (3rd area)) (from Chapter 14) details
  • Chest: Rice Ball (Hokutomaru’s cave (3rd area)) (from Chapter 14) details
  • Chest: God’sTear (Hokutomaru’s cave (3rd area)) (from Chapter 14) details
  • Chest: Guard Orb (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: Sage Pill (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: M. Water (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: R. Salts (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: Holy Orb (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: Maelstrom (Hokutomaru’s cave (4th area)) (from Chapter 14) details
  • Chest: Haze Bell (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: Speed Orb (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: K. Cure (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: Power Orb (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: Luck Charm (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: D. Dew (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • Chest: Wonder Rx (Hokutomaru’s cave (deepest area)) (from Chapter 14) details
  • The two Ihika join (from Chapter 23) details
  • Free full heal (Ihika meeting place) (from Chapter 23) details
  • Chest: God’sTear (Mt. Fuji) (from Chapter 24) details
  • Chest: Red Robe (Mt. Fuji) (from Chapter 24) details
  • Chest: Wind Charm (Mt. Fuji) (from Chapter 24) details
  • Chest: Hannya (Mt. Fuji) (from Chapter 24) details
  • Chest: Raijin Spr (Mt. Fuji) (from Chapter 24) details
  • Free inn in Ihika Village (from Chapter 25) details
  • Ranjatai for sale (50000 gold) (from Chapter 25) details
  • Seima Doji (Hokutomaru) (from Chapter 28) details
  • Minami’s spirit (Hokutomaru’s cave) (from Chapter 28) details
  • All NPC allies leave at Mt. Fuji (from Chapter 28) details
  • Farewells at the mountain details
  • Your pet in the ending details

Full list across the game: Missables.

Walkthrough

  1. WarningThis is the point of no return. If you haven’t finished Ch. 28‘s checklist, answer No to ‘Are you ready?’ and come back later.
  2. MainAnswer Yes to ‘Are you ready?’ (or walk into the cave in the middle of Mt. Fuji after answering No). In the entrance hall, you tell your companions that the four of you go on alone. Every NPC ally leaves the party; your pet stays. If the Ihika or Ryouma are with you, they say goodbye (‘Don’t you dare go and die on me, y’hear’).
  3. TipYou can’t walk back out: the exit only gets Juurouta reminding you not to waste Hijikata’s effort.
  4. MainAlva stands in the doorway on the north-west side of the hall. Talk to her: she’s furious about her spirit beasts, and reveals that the Doctors have turned themselves into spirit beasts. Beat her (losing is a game over).
  5. MainIn the next cave, Tesla waits in the western tunnel and wants to dissect you to learn the secret of the ONI’s power. Beat him (losing is a game over).
  6. TipThe Jizo statue in the north-west corner of this cave lets you save and recover. Use it before Reich and again before going on: the last fight comes right after.
  7. MainReich blocks the northern doorway. He swears the country and its Spirit Holes are theirs. Beat him (losing is a game over).
  8. MainEnter the Spirit Hole chamber and walk to the Spirit Hole at the north end. Squanto warns that the raging spirit energy will shake the earth, wake the volcanoes and bring tidal waves. As Natsume gets ready to seal it, Rishu appears: the ONI power the Doctors gave him has fully awakened in the spirit energy, and he wants to settle things.
  9. WarningFinal battle: Rishu, with a Right Arm and a Left Arm. Losing is a game over.
  10. TipTransform into Kishin form and use your strongest sword arts. The old guide says the arms and head shrug off most attacks and that, in the last phase, only Kishin form can hurt him, so keep SP and MP for healing and transforming. High ultimate-weapon levels make a big difference.
  11. MainBeaten, Rishu asks why he could never beat Squanto. He remembers Tamiara calling him a poor man and finally understands. Squanto sends him off to see Tamiara.
  12. MainThe Spirit Hole is at its limit and Natsume is too worn out to seal it. Yamato decides the four of you will jump in and seal it with everything you have. Natsume, Juurouta and Squanto agree, and you jump.
  13. MainEnding: outside, the youkai vanish and the people cheer, but Hijikata can’t find you. Later, Hijikata tells Ryouma that you vanished into Mt. Fuji. He is leaving for Hakodate, where the last Spirit Hole in the country lies, to build a fortress over it and fight to the end. He names it Goryoukaku, after the five who fought for peace: Yamato, Natsume, Touya, Squanto and Juurouta.
  14. MainAfter the staff roll, a boy brings Ryouma a message from some travellers at the bridge: with the whole country against them, they’re sailing for a new land. From the description, Ryouma knows it’s you, and runs to the pier just after the ship has left. If you adopted a pet in Toyama, the boy hands it over: you asked Ryouma to look after it. A closing narration ends the game: an era is over, hardly anyone will ever know what the ‘Shadow’ Shinsengumi did, and nobody knows where they went.

Checklist

Side quest
Farewells at the mountain
Where
Mt. Fuji (inside), entrance hall
How
Have the Ihika and/or Ryouma in the party when you enter for the last time.
Reward
Extra farewell lines only
Opens
Ch. 27
Closes
Ch. 29
⚠ Missable · closes in Chapter 29
Side quest
Your pet in the ending
Where
Ending
How
Adopt a pet at the Toyama pet shop at any point.
Reward
The boy brings your dog, cat or chick to Ryouma in the ending
Opens
Ch. 2 (pet shop)
Closes
Ch. 29
⚠ Missable · closes in Chapter 29

Bosses & key battles

Alva
Mt. Fuji (inside), entrance hall
Game over if you lose. Old guide: weak to Light, immune to Dark.
Tesla
second cave, western tunnel
Game over if you lose. Old guide: weak to Light.
Reich
second cave, northern doorway
Game over if you lose. Save at the Jizo statue first.
Rishu (with Right Arm and Left Arm)
Spirit Hole chamber, north end
Final boss. Game over if you lose. Use Kishin form and strong sword arts; see the tip above.
🗺️ Maps for this chapter (1)

Numbers mark people and events worth a visit; letters A, B, C… mark treasure chests. A pin on a door means the person is inside that building. Pins show everything that can appear on the map over the whole game, so some people only turn up later in the story. Tap a map to open it full size.

Mt. Fuji
Map of Mt. Fuji (Bakumatsu Kourinden ONI) with numbered markers
  • A Wind Charm
  • B Red Robe
  • C God’sTear
  • D Hannya
  • E Raijin Spr

Reference tables

Every karma choice is listed in the Karma Guide, and every missable item in the Missables list. Treasure chests are listed at the end of each chapter.

NameWhereHow / rewardCh.
Naozane joinsIida Town: by the tree in the north-east cornerTalk to him any time after Tarou’s plea and answer Yes to ‘Will you take him along?’. Karma must be 20 or higher. → NPC ally Naozane (free)1
Yachiho joinsIida Town: the house east of the well (upper door); she stands in the bottom-right corner of the roomTalk to her after the night talk with Mayuki and answer Yes to ‘Take them along?’. Before that she only wants to play. → NPC ally Yachiho (small heal)1
Adopt a pet (puppy, kitten or chick)Toyama Village: pet shop, the house east of the bridge on the south bankAnswer Yes to ‘Will you keep a pet?’, pick an animal (Yes to ‘Choose the …?’), then talk to the Owner. → Pet ally: Shiba (puppy), Cat (kitten) or Chick. Free.2
Kouryu (Kouryuzeki) joinsIzumo Village: the middle house on the west side (door facing the village centre)Talk to the yokozuna Kouryuzeki while carrying a Power Orb and answer Yes to ‘Hand over a Power Orb?’. → NPC ally Kouryu (costs 1 Power Orb)4
Kanpei joinsKyoto: the innTalk to Kanpei, the travelling merchant, and answer Yes to ‘Take Kanpei along?’. → NPC ally Kanpei (free)4
Takeaki joins ⚠Okayama Village: north-west corner, by the wooden fenceBring a Magoroku (weapon shops in Yamashiro Village, Ch. 13, and Hakodate, 1,350 gold) and answer Yes. Karma must be 20 or higher. → NPC ally Takeaki4
Densuke joinsEdo: far north-west corner, by the moatPay 400 gold and answer Yes. He refuses if Kotarou is already with you, so hire Densuke first. → NPC ally Densuke6
Kotarou joinsEdo: house in the south-east cornerPay 200 gold and answer Yes. → NPC ally Kotarou6
Kamono (Kamonoseki) joinsEdo: middle house of the central row, just east of the main streetAnswer Yes to ‘Take him along?’. → NPC ally Kamono (free)6
Tasuke joinsEdo: house on the west side, south of the wellBring a Bishamon spear (sold by the Ihika’s shop late in the game, 1,990 gold) and answer Yes to ‘Hand over the Bishamon?’. → NPC ally Tasuke6
Midori joinsMt. Hiei: temple, west end of the corridorCarry an N. Pill and answer Yes to ‘Accept her help?’. → NPC ally Midori (costs 1 N. Pill)7
Akane joinsMt. Houju: temple, tiny hidden room at the east endReach her room through the hidden passage and answer Yes to ‘Take her along?’. → NPC ally Akane (free)7
Pupil 1, 2 and 3 joinRokkou Village — inside the Mibu mansion (north end of the village)After the scene at Juurouta’s house, talk to each pupil and answer Yes. → NPC allies Pupil 1, Pupil 2, Pupil 38
Kaishuu joins ⚠Rokkou Village — by the north wall, behind the Mibu mansionGive him a Masamune (answer Yes). Your karma must be 20 or more, otherwise he attacks you instead. → NPC ally Kaishuu (costs your Masamune)8
Touya joinsNikkou Village — outside the elder’s houseStory, right after you receive the Blue Orb. → Main character Touya9
Stray Ittan joins (flying)Kyushu — the small shrine just south of the dockExamine the youkai at the back of the shrine. → Stray Ittan: press START on the world map to fly11
Okuni joinsTakachiho Village — inside the inn (big central house)Talk to her and answer Yes; costs 800 gold. → NPC ally Okuni11
Snake Yokai joinsWaterfall (Spirit Hole), north-east of TakachihoStory: beat her on your first visit to the falls. → NPC ally Snake Yokai11
Kurama joins ⚠Hachinohe Village: the back of the second house from the north on the west sideTalk to him with karma 20 or higher, carrying the Red Tachi, and answer Yes to ‘Hand over the Red Tachi?’. → NPC ally Kurama (costs the Red Tachi) ☯ Karma At karma < 20 he attacks: win = 1,000 gold, −2 karma and he is gone for good; lose = −1,500 gold.12
Saizou joins (hide-and-seek)Yamashiro Village: far north-west corner at first, then one of two random hiding placesHave Densuke, Kanpei AND Kouryu in the party, or he doesn’t appear. Talk to him, then find him again: every time you enter the village he picks one of two spots at random (on the roof of the biggest house in the north-west, or on the roof of the east item-shop house). → NPC ally Saizou13
Gennobou joinsShikoku: the Relic Book shrine (south-east)Talk to the monk while carrying a God’sTear and answer Yes to ‘Give God’s Tear to him?’. → NPC ally Gennobou (costs 1 God’sTear)13
Katsura joins ⚠Umibe Village — back room of the small house just south-west of the Armor ShopTalk to him while holding a Rice Ball; he takes it and joins. Rice Balls: Tanukichi in the Youkai Village gives one whenever you have none. → NPC ally Katsura ☯ Karma Needs karma 20+. Below 20 he attacks you (win: +800 gold, −2 karma and he is gone for good; lose: −1200 gold).15
Tsukumogami chest & HakushinThe small shrine just east of Umibe Village on the northern tip of HonshuOpen the treasure chest and beat the Tsukumogami that jumps out (losing is a game over). Then talk to Hakushin and answer Yes to take him along. → NPC ally Hakushin15
Chuuta joinsAbashiri Village — north-west corner, inside the fenceAnswer Yes to “Hire Chuuta?”. → NPC ally Chuuta (steals money)16
Goemon joinsYokohama — the inn’s guest room (central building)Answer Yes to “Hire him?” and pay 300 gold. → NPC ally Goemon (steals items)17
Tony joinsHarbor Town — near the south fenceAnswer Yes to “Pay 2000 gold?”. → NPC ally Tony (gunman)18
Richard joinsPort Village, big north-west building, left doorTalk to Richard while holding a Hozutsu and answer Yes. He keeps the gun. → NPC ally Richard19
Dadrov joinsHill Village, north-east tentTalk to him and answer Yes. → NPC ally Dadrov20
Papterot joinsGrande Village, west side by the treeTalk to him after learning Djinn and answer Yes. Before that he only says he wants more power. → NPC ally Papterot20
Squanto joins (main character)Rio Grande crossing, south bankAfter Touya’s death, go to the south bank (or stay at the Hill Village old woman’s). Squanto arrives and joins. → Squanto (party member); Natsume gains Touya’s holy arts21
Ryouma joins (later)Ryouma’s house, YokohamaSay No to staying the night, then Yes when he asks if you want him in the party. This only works after a later Mt. Fuji story event (flag 1AE). → NPC ally Ryouma22
Sora joinsKyoto — outside the north-east corner of the Nue Shrine wallTalk to her after the Yokohama ambush and answer Yes. Before that she only laments her power. → NPC ally Sora22
The two Ihika join ⚠Ihika meeting place (Ezo)Talk to the Ihika on the left and answer Yes to ‘Ask Ihika to join?’. If you say No, come back and ask again. → Two NPC allies (Ihika). Also required: accepting once is what lets them break the seal on Mt. Fuji.23
All NPC allies leave at Mt. Fuji ⚠Mt. Fuji (inside), entrance hall, final visitAutomatic when you enter after the Sky Pavilion. → —28

Credits & sources

Written for Game Translate from our own decode of the game’s event script: every flag, choice, karma value, NPC condition, chest and shop list comes from the ROM. Structure and some boss notes were cross-checked against two GameFAQs guides: the 2020 walkthrough by 3vrB257A5gq3fg and the 1999 guide by akujin. Thanks to both authors for mapping this game long before a translation existed.

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