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Sengoku Rance:Walkthrough

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Sengoku Rance

Sengoku Rance - banner

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[edit]Navigation:

General Information

Story

Epilogue

Houses

Game Mechanics

Parameters & Formulae

Command Events

Commanders

Character Clears

Commander Tips

Skills

Objectives

Satisfaction Bonuses

Dungeons

Items

Item Shop

Locations
Second Game Bonuses

Free for All

Walkthrough

Tips

Extreme Games

Clear Game Report

Popularity Poll

Links

SSG

Mod: DARKNESSHERO

Version History

FAQ

For frequently asked questions, see Sengoku Rance:FAQ

Note that in terms of commanders, this article is designed to give you an idea

of when you'll encounter the commander, a brief summary of what to expect

from them and how to recruit them (if possible).

For information on what stats and Skills the commander has when encountered

or recruited, see Commanders.

For how to clear the commander when recruited (if possible), see Character

Clears.

For tips on using the commander, see Commander Tips.

Contents[show]

General stuff Edit

Generally speaking, the plot will advance when you conquer or vassal houses,

so when in doubt, conquer more. Although it should be noted that as long as you
pay attention to what the game tells you, it is very rare that you will have no idea
what to do. In fact, if you go long enough without being at war, the game will
trigger events that are clearly designed to make you think otherwise, although
some of these can be rewarding (for example, if you go long enough without ever
conquering a house from the very start of the game onward, you can be
rewarded with the Popularity Staff).

In most cases, losing anything that could be considered a boss fight will send you
to the Alice Mansion, where you can either get a Game Over, or try again at the
cost of 4 points of your score. Be warned that the final castle battle of an enemy
house is not considered a boss fight.

When in doubt, press F5 on the map, this will display a list of objectives and a list
of houses who have gourds, with a picture to tell you if the gourd is broken or
not. These gourds are vital to the plot and flow of the game:

The first gourd will always be broken in turn 10, and then afterwards, if you do
not conquer or vassal houses that have gourds (conquering or vassaling houses
causes their gourds to be broken), more gourds will be broken due to reasons out
of your control.

Note that you do not necessarily have to be the one who conquers the house in
order for the gourd to break. For example, if the Takeda House conquers the
Houjou House, Houjou's gourd will be broken.

The events where gourds are automatically broken happen at turn 30, 50, 70 and
90, and the order in which the gourds will be broke will be: Takeda's, Mouri's,
Houjou's and Uesugi's. However, Takeda's gourd will only be broken at turn 30 if
there is only 1 gourd broken by then, this rule applies for the other gourds as
well. For example, breaking Iga's gourd before turn 30 will prevent Takeda's
gourd from being broken at turn 30 (this event is delayed to turn 50 instead). The
same rule applies to other gourds (break 3 gourds before turn 50, 4 before 70,
and 5 before 90). After breaking 5 gourds, you will be able to enter a route and in
First Games, this will always be the True route (the conditions to enter other
routes are elaborated at the bottom of this page).

In Second Games, you can skip the waiting for gourds to break by selecting the
'Feed Toukichirou (Hasten events)' event. Then, a few turns after selecting that
event, a gourd will break as if it was turn 30/50/70/90, hastening events.

Note however, that there is a glitch that lets you break additional gourds before
Kou goes missing, if you vassal any of the Uesugi, Akashi or Ashikaga houses, after
the second gourd has broke but before the Tenshi Sect has declared war, the
gourd of that house (or houses, there's no harm in vassaling all three) will break
at the end of the turn in which you vassaled them, but the event where the gourd
is given to Xavier will never happen, meaning that the events leading up to Kou's
kidnapping will be delayed. For example, if you perform this glitch with the Akashi
and Ashikaga houses, you will have to break 7 gourds before Kou is kidnapped,
allowing you to enter the True or Isoroku routes and losing your chance to enter
the Ran route.

For this glitch, emphasis should be put on the fact that the gourds have still been
broke, so once 5 gourds are broken, even by this glitch, the events where the
gourds are automatically broke will stop, allowing you to delay entry into a route
for as long as you wish, without any restrictions on your gameplay other than the
inability to go to war with the Shimazu House.

Note also that to enter Kenshin's route, both the Uesugi and Ashikaga houses
must be conquered, meaning that you can only vassal the Akashi House for the
glitch.

Unfortunately, despite it being possible to vassal the Iga House, it appears to be


impossible to use them for this glitch, because no way has been found to vassal
them without having conquered at least one Tenshi Sect province (which would
have required them to have declared war on you, meaning that the glitch won't
work).

There also appears to be another glitch that has the same effect as the previous
one, it appears to be the case that if you vassal multiple gourd holding houses in
one turn, only one of their gourds will be delivered to Xavier, but all of them will
be broken.

You will often have the option to demand that a house surrenders, ending the
war between the Oda house and the other house and they will become your
vassal. Generally speaking, this has 3 benefits:

The National Power of that house will be added to your total National Power.

The house will occasionally send you reinforcements in battle. These


reinforcements will always have 3 actions and 4 in every combat stat. The troops'
size will be based off your average troops' numbers (excluding foot soldiers) and
the type of unit that you are sent is dependant on the house you have vassalled.

You are allowed to pass through that house's borders, but other houses are not,
meaning that if you plan your vassals well, you can attack without fear of your
provinces being attacked.

Unfortunately, vassaling is generally advised against as it tends to deny you gold,


SAT, commanders and events. These disadvantages sum up to be so damaging
that 'vassal only' is considered to be a challenge run (particularly notable is that
the reinforcements units have very poor stats - you'd be disappointed to find a
commander in your prison with less than 4 in all of their relevant combat stats).

Provided that the Uesugi House has been introduced, is still standing and has not
been at war with the Oda house, then when you are attacking or being attacked,
Uesugi Kenshin may appear to help the defending side. Be warned that she has a
passive skill that causes all of her enemies to have one less action available (min.
1) and that she commands an extremely powerful warrior unit.

Expect several events before and after sending Rance to battle. In fact, some
houses even require its ruler to meet Rance on the battlefield before they can be
conquered, so if you're stuck, try that. The same advice also applies to character
clears.

Ogawa Kentarou will temporarily join one of the houses you are at war with on
turn 20. He cannot be captured or killed. Once you've defeated the house he
joined, or one of the Xavier fights has happened, or turn 70 has come, he won't
fight against you any more. On the True and Isoroku routes, he will join you a few
turns after the incident at the Honnou Temple (if you don't have room for him,
the first non-important commander in your roster will die to make room for him).
At some point after recruiting him, you will see purple options for Kentarou to go
on adventures in Yamato (where Iga originally owns), Cairo, Shikoku and Mazo.
Each adventure bumps Kentarou up by 5 levels and is very helpful in the final
boss fight. Note that you must have conquered or vassaled the province where
the adventure is to gain access to the adventure.

Differences between various playthroughs Edit

Any game you started before having a cleared-game save file is called a "First
Game". After having cleared the game at least once (game over doesn't count),
it's called a "Second Game".

When starting a Second Game you get to spend points on various bonuses. The
amount of points you get to spend is the highest score from your previous
cleared-games, plus 5 points per route you have cleared.

For Second Games, you also get to pick the game difficulty. "Normal" difficulty
starts your game with 60 points (same difficulty as First Game), and increasing
difficulty starts you off with more points. Note these are the points you start with
at the beginning of this new game, not the points you get to spend on the
bonuses before starting this new game.

IF routes are only available in Second Game. In the First Game, only the True
route is available, and for this reason all of the information about the events and
houses that are available in all routes appear in the 'True Route' section.

True Route Edit

Since all games start on the 'True' route, this route is discussed before any of the
houses of Japan. Despite what your save tells you, you have not entered the True
route until you have done the 'Search full force for missing Kou' event which
becomes available once 5 gourds are broken (so scroll down if you want help
beating a certain house).

Note that if it is your first game, the majority of events that would cause you to
leave the True route will either cause a Game Over or will be inaccessible.

After 5 gourds are broken, there will be an event where Kouhime goes missing
and until you have found her by doing the 'Search full force for missing Kou' event
(requires 15 search), you will not be allowed to attack any house (although you
can defend, and troops with Battle Permits may still attack at will). It should also
be noted that you only have 5 turns to find her or else you get a Game Over. If
you get this Game Over, you can just reload your autosave and make sure to find
Kou before you end the turn.
Once you have done the 'Search full force for missing Kou' event, you will lose
any remaining Action Fans you had for that turn and you will once again not be
allowed to attack any house, until you have either done the 'Visit Honnouji
(Nobunaga)' event or selected "Attack" when asked the question "Attack
Honnouji?" at the start of your turn. Fortunately, however, you now have
effectively unlimited time to prepare for this event and you are free to choose
when to attack Honnouji.

When you eventually do the event, you will be given three choices. The first one
will make you face a Game Over, while the second choice will continue with the
assault (see below for details), and the third one returns you to the map
(Warning: You lose 1 Action Fan in the process).

The attack consists of 4 fights in a row, where you can select the commanders
you want to use. Note that losing at any point here will send you to the Alice
Mansion, where you can repick what units you want to use for that fight, and all
of your units will be healed and have their actions restored. Note also that every
time you visit Alice's Mansion during the assault, Xavier's level will be decreased
by 10, until it hits 20, even if you lost in a fight that didn't include him.

First is an army battle vs the Apostle Shikibu (a very powerful warrior unit) and
humans (always two foot soldiers in the front and two archers with one miko in
the back). Neither side starts out with an advantage and this battle must be won.

Next is a timed commander battle against Apostle Rengoku (level 50, 1050HP and
only has one standard attack) in human form with two level 30 foot soldiers.
Sadly, absolutely nothing in this battle counts except for the units you choose to
begin with, and how much health and actions you lose, so it's probably best to
make a team out of as many fast units as you can (ninjas) and then just keep
switching out units until the time runs out. To reiterate attacking anyone is
pointless in this battle.

One tactic is to have Suzume switch out Sill until the battle ends.

Next is a commander battle against a transformed Apostle Rengoku, the


differences from the previous fight are:

This battle is untimed.

This battle in winnable (your damage matters now).

Rengoku's standard attack takes an action from the target.

He has a delayed magical attack that hits everyone for high damage and requires
3 shurikens to cancel.

Finally the fourth fight is a commander battle against Xavier. All your
commanders will be revived and recover their actions for this battle (but will not
heal their HP, revived commanders will have 1HP). Take note that you can only
harm Xavier (Demon Nobunaga) if Rance is taking part in the battle. Otherwise,
any attacks without him being present will be rendered ineffective (so keep
Rance alive by all means necessary, Diviners and Mikos are recommended).
Xavier has two attacks: one is a standard attack and the other is a magical hit-all
attack that requires no preparation. Xavier's health depends on his level. By
default, he is level 55 with 1150 health.

After the assault, you will have no remaining Action Fans for that turn, so plan
ahead. Starting the next turn, you can resume attacking other houses again for a
few turns (the amount seems to vary, reports range from 5-10) before the Demon
Army appears. More information can found in the 'The Demon Army / Shimazu
House' section.

Houses of JAPAN Edit

Central JAPAN Edit

Sengoku Rance - Oda banner

Oda House Edit

Provinces

?? (Owari)

Basics

Visit the prison to unlock the chance of capturing enemy commanders, although
it should be noted that the prison is automatically unlocked on the turn following
the automatic capture of a unit (for example, the capture of Hara Shouji which
occurs when you conquer the Hara House).

After the first H-scene with Sill, a colorless event at the bottom of the list will be
unlocked that gives +1 satisfaction. How a girl is chosen is not known, but it
appears to have a random element as some girls seem far more common than
others. You must H the girl at least once before they can appear in the harem.

A battle with boars is unlocked every few turns. It gives 500 + 50 gold for every
additional fight and is required to unlock one of the Six Great Treasures (see
Objectives for information on the treasure and Game mechanics for more
information on the event)

On turn 63, and every 4 turns following, the purple event 'Traveling carnival is
here' will show up In Owari. You can chose go with 3G, Suzume, Sill (if she is
available), Baba, and the heroine for that route (Kouhime for the True history
route). It gives a +3 to the final score with every visit.

Be warned, if Owari is conquered, you get a Game Over.

Noteworthy commanders
Shibata Katsuie - An above average foot soldier commander. The real advantage
is getting him for free.

Ranmaru - An average Warrior commander.

Tamagushi Fuuka - A miko commander who's required to unlock the Orochi


dungeon (see Objectives).

Gracia - Replaced Akechi Mitsuhide after using a Satisfaction Bonus on him twice.
Their names (before and after upgrade) are on the game progress report.

Maeda Keiji - Replaced Maeda Toshiie after using a Satisfaction Bonus on him
twice. Their names (before and after upgrade) are on the game progress report.

Niwa Nagahide - A relatively poor archer commander you get for free. However,
he starts with Defeated Warrior Hunt and large troop size. His name is on the
game progress report.

Suzume - A ninja who nominally begins with Iga, but make her first real
appearance in Oda. In a first game, she appears on turn 8 (if you haven't started
any wars yet) or turn 7 (if you have).

Sill - Not technically a commander as she doesn't appear on the list. She does
however become available in dungeons as a mage when you switch out a back
row character (note that it's impossible to switch her out unless her HP is reduced
to 0). She also appears together with Rance in many boss battles. Her level is
always just 3 behind Rance's, potentially making her one of the strongest
dungeon commanders in the game. In addition to her fire blast, she also has a
unique heal ability that restores one of Rance's action points (it only heals when
used on other commanders), making her incredibly versatile. She is also
responsible for the "Auto Heal" skill Rance has during troop battles, healing 30
troop per action at the start. The ability can be enhanced in several events. After
Sill is missing, the "Auto Heal" skill slot becomes available, allowing Rance to take
"End Game Point" skill for himself!

Sengoku Rance - Hara banner

Hara House Edit

Provinces

?? (Ise)

Basics

You can declare war on the Hara House as early as turn 2 (taking 10 Neg). If you
don't declare war on them, they will declare war on you anyway some time after
you go to war with the Ashikaga House.

Be warned that Hara remnants may appear and automatically take Ise at a late
point in the game and under unknown conditions.
They often appear around the 95/96th turns of the Isoroku route.

They've been reported to sometimes appear in Ran's route.

You can demand their surrender for 18 Neg after taking two of their territories in
Ise. After doing this, they will occasionally send you Archer unit as
reinforcements.

Noteworthy commanders:

Hara Shouji - will be automatically captured when you completely conquer the
Hara House. He commands an Archer unit with a hit-all Volley attack.

Akihime - she can only be recruited in a Second Game after completely taking
over the Hara House. The top choice will have her join you while the bottom
choice won't let her join - but triggers the same event as the first playthrough (H-
ing her for 5 SAT). If you don't have enough national power to recruit her, then
she'll be put into the harem automatically and you won't be able to recruit her
afterwards (usually happens if you started with bonuses of other houses).

Gekkou - he is only available in version 1.04 after selecting the bonus character
option at the beginning of a Second Game. He can be recruited by selecting a
colorless event in Ise ('Lightning during the day') after the beginning-of-turn
cherry blossom viewing event. This event will disappear after Nobunaga breaks
the first gourd, so he should be recruited as soon as possible. Gekkou's passive
skill gives him a 100% chance to assassinate any non-commander unit that lost all
its action points during a battle.

Saijou Mochikiyo - A Diviner/Yin Yang unit who is Hara's chief vassal. Will remove
himself from the game in one of Hara's end of turn event if, while at war with the
Hara House, you haven't captured him, and the Hara House does not have
complete control of their original province (i.e. during the end of the turn you
own some of it) and if you haven't already seen a Hara end of turn event in this
turn. His level cap is random.

Settoku Houshi - Can be recruited in Ise with 6 Negotiation points. He has 8


Negotiation points, which make him quite useful when recruiting prisoners. His
name is on the game progress report.

Sengoku Rance - Ashikaga banner

Ashikaga House Edit

Provinces

? (Kyo), ????? (Mamushi Oil Field/Mamushi Yuden)

Basics

You can declare war on the Ashikaga House on Turn 3 or later for 8 Neg. If you do
not, then on random turns, the Ashikaga House will demand gold from you. If you
refuse to pay, they will declare war on you.
There are some unknown mechanics in play which determine how much gold the
Ashikaga House will demand from you. Under most circumstances, the will
demand the lowest of either your total amount of gold or 15 times the current
turn count, however if you have exactly 0 gold, they seem to never demand
money from you and if your turn count is extremely high (the exact number is
unknown, but it is believed to be sufficiently high to be possible only in the KTM
route), they will demand the lowest of either your total amount of gold or 40
times the current turn count.

Ashikaga will automatically declare war are if you are at war with the Tenshi Sect
(this appears to occur just before Turn 35 if you haven't declared war on anyone
up to this point).

Once you have conquered either Kyo or the Mamushi Oil Field, you can demand
their surrender for 18 Neg, afterwards they will occasionally send you Miko units
as reinforcements, these units will always know Miko Dance.

Noteworthy commanders

Yamamoto Isoroku - A powerful archer unit who while fighting for the Ashikaga
House cannot be captured and is immune to instant kill attacks such as Suzume's
Assassinate 2 unless certain conditions are met (see below).

She will join the Ashikaga House in an end of turn event one turn after you
become at war with them, however if the war declaration happens during other
end of turn events then she will join two turns later instead. For example, if you
use an action to manually declare war on turn 4 then Isoroku will join them at the
end of turn 5 but if the war is instead triggered by refusing to pay them at the
end of turn 4 then she will instead join them at the end of turn 6.

Her joining can also be delayed if other event(s) get in the way of her event, but
this is very unlikely to happen.

Provided that Isoroku is a member of the Ashikaga House, the first battle which
Rance participates in against the Ashikaga House after Isoroku has joined them
will be an automatically lost. Note however that this event requires Sill.

If you annihilate her unit* during a battle which you win**, you will see an event
where she is fleeing and soon after you will see an event she is scolded by
Ashikaga Choushin. Seeing this event will fully heal her unit, make it capturable,
and make it vulnerable to instant kill attacks. Furthermore, as she is a route
heroine she will automatically be captured whenever the game checks whether
or not to capture or kill her. Among other technical things, this means that as long
as your prison is unlocked and not full, and that you've not annihilated more than
one other enemy unit during a battle in which you've annihilated her, she will be
guaranteed to be captured. A possible exploit for this is to, after seeing the
scolding event, capture her unit by sending Suzume alone in to a battle against
her, allowing Suzume to assassinate and hence automatically capture her (with
no risk to Suzume's unit as Suzume is tagged as being important to the plot and
hence cannot be killed).
*going purely by the game's code, this may also apply if you reduce her troop
count to below 20 (as opposed to making it reach 0).

**NB: The event triggered by conquering the last territory of the Ashikaga House
should take priority over this.

Regardless of any of the above, she will also be automatically captured when you
conquer the Ashikaga House.

Yamaguchi Tamon and Inoue Shigemi/Shigeyoshi - Once Ashikaga House is


defeated, these two subordinates of Isoroku will join you after Isoroku's second
purple event is seen (must have at least 7 spare National Power and 6 empty slots
in the roster beforehand). Their names are on the game progress report.

Ikkyuu - Can be captured in battle but won't be automatically captured when you
conquer the Ashikaga House. His special skill, Witty Comeback can be used to
reverse the battle rating and make any losing battle a win. However, this skill can
only be used thrice during the game, so it should be saved for extremely difficult
battles.

Ashikaga Choushin - Automatically captured after conquering the Ashikaga


House. Due to his very poor stats he is widely considered the worst unit in the
game. He is only worth recruiting for the Emperor Ring (see Items) and the
character clears of himself/Akihime (see Character clears).

Ashikaga Yoshiteru - A generic-faced commander who is level 45. Can be


captured in battle. His name is on the game progress report.

Kuge Kyouko - After Kyo is conquered, she can be recruited with 15 Negotiation.
She starts with Light Attack, a very useful skill for capturing other commanders.
Her name is on the game progress report.

Kuge Kiyoko - After Kyo is conquered, she can be recruited with 15 Negotiation.
She starts with Asset Tech, which can generate up to 2000 G income per turn
when you have 50000 G. Her name is on the game progress report.

The "Mino Three" - Ganko Ittetsu (Tactician), Andou Kyuuri (Diviner/Yin Yang) and
Takuwan-sama (Warrior) -. If Mamushi Oil Field is conquered, they can be
recruited with 3 Negotiation each.

Aburako Dousan - A monk that you can obtain after recruiting all her three
subordinates (the Mino Three in Mamushi Oil Field) using Rance's satisfaction
point. She can use Convert Action 1 in army battles and has four action points,
and therefore she makes a great combo with any unit that loses all its action
points in a single special attack (e.g. Ninja units). Youkai Ward attacks enemies
without any counterattack. Since she's a monk, her troops fully recover at the
start of a turn. She also comes with quite a big troop size. Her name is on the
game progress report. In total, she cost 5 fans to hire.

Sengoku Rance - Iga banner

Iga House Edit


Provinces

?? (Yamato)

Basics

You can declare war on them (for 15 Neg) anytime after Inukai has been told
about Suzume's defection.

Iga will not declare war unless you are not at war with anyone and the Tenshi
Sect monks have been massacred (which is the same event that causes the Tenshi
Sect to declares war, often meaning that the Tenshi Sect must be conquered or
vassaled before Iga can declare war). Once these conditions are satisfied, Iga will
usually declare war very quickly, possibly at the end of the turn in which the last
war you were in ended.

A few turns after war has begun, there will be a command in Yamato to ask
Suzume about info on Iga ('Get information on Iga from Suzume'). Afterwards, a
purple event will be available which gives you 2000 gold and also apparently
makes the Iga army weaker ('Dirty plan (What's Inukai's is mine)' [sic]).

If have not yet entered a route and you conquer Iga by conquering their last
territory with a group that does not include Suzume, around 11-13 turns after
you have conquered Iga, Inukai will lead a revolt and take Yamato back from you.
Fortunately, it seems to be the case that this revolt can only happen once

Conquering Iga with a group that includes Suzume will give you 5 SAT.

In Second Games, if you have 3 spare national power, a 35 Search points event in
Yamato will appear around 3 turns after war has begun. This has Rance duel with
Inukai (level 42, 260HP) and his 3 dogs (level 5, 100HP).

The recommended level for Rance is 51+ although with luck you can win with
lower.

A minimum of 4 actions for Rance are required, as Inukai is in the back row being
shielded by 3 dogs.

Rance Attack can allow Rance to win at a lower level, although the biggest issue is
that Rance will usually not have enough HP to survive the fight.

Supposedly, Rance's Spd stat contributes to the turn order in this fight, increasing
your probability of winning.

Losing is an instant Game Over.

Winning the duel also takes over Iga and recruits Inukai, but it doesn't count as an
actual conquering, so you can still invade other provinces on that turn.

Inukai can be dueled after Iga is defeated and re-established.

Alternately, also in Second Games, if you have Gekko, you can do a colorless
event in Owari called 'Punish Inukai!', doing this event will conquer all of Iga's
provinces and will not count as an actual conquering. This removes Inukai from
the game.
No matter how you conquer Iga, remnants may appear and take over Yamato
later in the game. The conditions for their appearance are not know, but it has
been speculated that they only appear if less than 5 unvassaled houses, including
the Oda House are left on the map.

These remnants do not seem to include Inukai, meaning that the remnants
cannot cause a revolt.

Once you are at war with the Iga House, it appears to be the case that you can
only vassal them (for 18 Neg) if you have either conquered or vassaled 4
provinces adjacent to Yamato (including Owari). Once vassaled, they will
occasionally send you Ninja units as reinforcements.

Once you have conquered two territories in Yamato, the five Goninjais will begin
appearing in battles, other than having Remove Status 2, they are no different
that generic Ninjas.

Noteworthy commanders

Inukai - Can only be captured via the duel in Second Games, if you don't see his
event, it's because you need one empty space in your commanders' list. You also
need 3 unused National Power.

The five Goninjais (Ninja 14, Ninja 16, Ninja 33, Ninja 55, Ninja 68) can be
captured via regular battles.

Matsuo Bashou - Can be captured in battles but won't be automatically captured


after taking over Yamato. His name is on the game progress report.

Sengoku Rance - Tokugawa banner

Tokugawa House Edit

Provinces

?? (Mikawa)

Basics

Any time after their introduction, you can declare war on them for 13 Neg.

They are allied with the Takeda House, and will declare war on you if you are at
war with the Takeda House, regardless of if the Tokugawa House is vassaled or
not.

Possibly for the sake of fairness, Tokugawa will not declare war on you if you're at
war with Takeda due to the Takeda Family Bonus.

Similarly, if and only if they are vassaled, they will declare war on you when the
Demon Army appears (they will not declare war on you when the Demon Army
appears if they are not vassaled). When doing this, they will conquer Toukaidou if
the Oda House controls it.
Other than being at war with them, there are apparently no conditions that need
to be satisfied to vassal the Tokugawa House, which can be done for 30 Neg.
Afterwards, they will occasionally send you warrior units as reinforcements.

Be warned that it seems to be impossible to vassal the Tokugawa house after


they've declared war on you by either of the two above methods and it also
seems impossible to vassal them after the Demon Army has appeared.

See the One Eyed House's section for information on how these two houses
interact.

Initially, they only use human troops and commanders but once the player takes
over two territories of Mikawa, the Youkai (specifically, Raccoon Dogs) will
participate in battles as commanders and any of them who remain uncaptured
will defend the last territory in Mikawa together, which as they are all quite
strong units will make the battle very difficult. Naturally however, the battle
becomes significantly easier when most of the Youkai are captured beforehand as
they will be replaced with normal human commanders (note that Ieyasu himself
cannot be captured). Be warned that when fighting the Raccoon Dogs, despite
the commanders being Youkai, their units do not receive triple damage from
Youkai Ward, probably due to the troops in said units being human.

After winning this battle, if the player is either in a first game, or has not found
out that Ieyasu's favourite dish is tempura (see his entry below) there will be a
commander battle against Tokugawa Ieyasu (level 55, 600HP) and two
bodyguards (level 25, 250HP), be warned that in commander battles Ieyasu has a
powerful attack that will hit an entire row (like Yamamoto Sweeping Fire) but
requires preparation (and 2 shurikens to cancel), however if you have a strong
enough team, he can usually be defeated before this becomes an issue.

Be warned, losing send you to the Alice Mansion, but will not decrease their level.

As covered in more detail below, if the player does know that Ieyasu's favourite
dish is tempura, the player will have the option to take Mikawa without a fight,
once they've won the battle in the last of the Tokugawa house's territory.

Another way to obtain Mikawa is to vassalize the country after you have declared
war on it, which will make new purple events appear in Mikawa, the first of these
new events is 'Tease Tokugawa Ieyasu', after doing this, the event 'Steal heirloom
from Tokugawa Ieyasu' will appear in which you will get the Blue Seal Case, an
equipable item that reduces the damage received by a unit by 30%. There is also
a third purple event, 'Go to Tokugawa for ero' which will give you 1 satisfaction
point (which is essentially a waste of a fan since the 'Tonight at Rance's place'
even in Owari will do the same thing). Then if you have Ikkyuu in your party, 2
more purple events will show up in Mikawa ('Tease Tokugawa Ieyasu even more'
{requires Sill, although it's impossible to not have her when this event is
available} and 'Tokugawa Ieyasu...'). These last 2 events will kill off Ieyasu and
make Mikawa come under your control without a fight. Note that neither
Senhime nor Tokugawa Ieyasu will be attainable via this method and Senhime's
H-scene will not happen. Sadly this means that outside of getting the Blue Seal
Case and the standard Warrior reinforcement units, there is basically nothing to
gain from vassaling the Tokugawa house, and if you go as far as conquering them
via this method, it can be argued that you've wasted your Action Fans, since it
would cost you a total of 6 fans (5 purple events and at least 1 for the actual
vassaling) while actually conquering them normally while you are at war only
costs 4 (assuming you never lose a battle) and gives you 5 SAT and the
opportunity to recruit Senhime. The only real reason to vassal the house is if you
can't beat the final battles, but as described above, you can just capture the
Youkai to make the battle easier, which may not even cost you any Fans (just
capture them when Tokugawa attacks you) and gives you the opportunity to
recruit Ieyasu.

Note that after the Tokugawa House is vassaled, Senhime & Ieyasu are still
attainable if you make the Tokugawa house declare war again by any of the
methods listed above.

If you decide to do this, note that if you vassal the Tokugawa House while at war
with the Takeda House (to do this you will have to go to war with Tokugawa and
then Takeda), Tokugawa will declare war again as a end of turn event, possibly on
the same turn in which you've vassaled them.

Taking over Mikawa also enables an event where Kaguyahime (Alien) requires
three parts to repair her spaceship, which can be found randomly in dungeons.
Completing this will allow you to H her and get the item Black Tri-Star Doctors
(?????). Not completing this gives you the option to heal Rance to full health
every visit, which may be better in some cases.

Noteworthy commanders

Tokugawa Ieyasu - Can only be obtained in Second Games. To get him, you must
capture Sakakibara Yasumasa and talk to him twice to learn Ieyasu's favorite dish
is tempura (requires Sill and Kouhime). Then after taking over the last Tokugawa
territory, you will be offered a choice to fight him or to bring out tempura. If you
choose tempura, Ieyasu will give you Mikawa without a fight and join you at the
beginning of a later turn (it may take quite a while, the event seems to have a low
priority). Note that conquering Tokugawa in this manner will disable all of
Senhime's appearances, including the initial +5 Satisfaction H-scene normally
obtained when conquering Tokugawa.

The 5 underling youkais (Honda Tadakatsu, Ii Naomasa, Sakai Tadatsugu, Hattori


Hanzou, and Sakakibara Yasumasa) can be captured in battle directly. The first
four (all except Sakakibara) can also be recruited by doing Ieyasu's events after
Ieyasu has joined. They may join other factions after Tokugawa falls and before
Ieyasu joins you, but Ieyasu's events will automatically poach them back from
those factions.

Senhime - will be released from the Mikawa dungeon after an automatic H-scene
that appears when you completely take over Tokugawa territories (again, only if
you fought Ieyasu instead of offering him tempura). She can be recruited via a
purple event in Mikawa. (Her initial cost is 4 and you can't recruit her if you don't
have enough nation power to accommodate her cost). If you don't use her to
fight for several turns, she will leave you and will sometimes join other houses.
Upon clearing, she will not leave you any more.
Sengoku Rance - Tenshi banner

Tenshi Sect Edit

Provinces

??? (Naniwa), ?? (Mikan)

Basics

The following only applies in non-KTM routes, in the KTM route, the Tenshi Sect is
much like any other house and they require 16 Neg to declare war on.

War breaks out with Tenshi sect a short while after two gourds are broken. This
will happen even if you don't have provinces adjacent to Tenshi sect.

When you are at war with them, there will be rioters within each of your
provinces and they will begin to accumulate. in the command window, you can
see the % of accumulation. And by selecting this option, you can suppress them
(resets the % of rioters to 0). If the % of rioters reaches or exceeds 100%, then at
the end of the turn, there will be riot. The first option is to fight them, where you
will send a group of commanders to battle against one peasant unit of 1000
soldiers. The second option is to let the riot go on, which will lower the nation
power of the respective province by 1, but will never reduce the national power
of a province to below 2. Only one riot will happen per turn if multiple provinces
have over 100% dissent.

If Tenshi sect has not been defeated after the first fight with Xavier, the player
will be asked whether to cease fire with Tenshi sect or to continue war with
them. Doing the prior will turn Tenshi sect into your vassal and doing the later will
continue the war, but will allow you to vassal them for 10 Neg. They will never
send you reinforcements.

A few turns into the war, some of your troops will desert, the number will be
quite noticeable in higher difficulties.

Noteworthy commanders

Seigan - Will join in a low priority start of turn event in non-Ran or Isoroku routes
after the Tenshi Sect is either conquered or vassaled after the first fight with
Xavier (note he will never join you if you conquer the Tenshi Sect before entering
a route, in this case you will be rewarded with a +5 SAT event instead).

NOTE: He requires room in the commander list and 3 NP before he will join. Also,
since Seigan's join event is low priority, it may be advisable to remove battle
permits or stop attacking for a few turns to make sure he joins your army. If he
doesn't join your army, he may join it way later in the game even after Sill has
been frozen. (his joining event has Sill in the conversation)

Genri (??) - Joins a few turns after Seigan joins. NOTE: Also a low priority event.
The "Three Good siblings," or the Miyoshi Brothers, ( Miyoshi A-kichi (??A?)(Foot
soldier)?Miyoshi B-ko (??B?) (Miko)?Miyoshi C-zou (??C?)(Archer) ) will join
Tenshi Sect after you have been at war with them for a few turns. They have all
5's in the combat stats, 2 action points, 1 cost, and each of them respectively has
a 7 in one of Exploration (Miyoshi A), Negotiation (Miyoshi B), and Construction
(Miyoshi C). The siblings can be directly captured in battle.

Yodokun Gosai - Can be captured in battles. Her name is on the game progress
report.

Honda Masanobu - a Tenshi tactician, who doesn't seem to have any story
significance. He is considered an "important character" and has certain related
immunities (Gekko's Assassination+), and it is believed he also cannot be
captured unless his original faction has been conquered and he has been rehired
by another house. His name is on the game progress report.

Northern JAPANEdit

Sengoku Rance - Asakura banner

Asai-Asakura HouseEdit

Provinces

???? (Texas)

Basics

Anytime after their introduction, you can declare war on them for 13 Neg.

A scene will occur where you meet two envoys from Asai-Asakura. During this
scene you will be given two options, choosing the second option will cause them
to declare war on you.

If you aren't in war with any house, there may be an event which will start the
war anyway, as if you chose the first option (this event sometime happens even
without the event where you're given a choice occurring). This event won't
happen before the conflict with the Tenshi Sect, unless you're in the KTM route.

After taking over one of their territories, you will be attacked by an endless wave
of pandas, when you lose the waves will stop, and you will be forced to retreat
and lose the territory (it's best just to right click as soon as the pandas appear).
On the following turn, you can take over territories normally.

Some turns after the war has begun, an earthquake will hit Texas, weakening
them. Afterwards you can do a purple event on Texas for send poisoned "aid" and
weaken their troops even more.

Once the event where Asakura Yoshikage considers surrendering to Oda has
happened (this appear to require taking a territory in Texas after the scene in
which Hakkin Dasan ends with him taking off his mask and telling Yukihime to
leave), you can demand their surrender for 15 Neg. Afterwards, they will
occasionally send you Monk units as reinforcements.
In Second Games, a few turns after defeating Asai-Asakura, Yukihime will use her
body to influence another house to go to war against the player. This can be
prevented by recruiting her father Asakura Yoshikage, raising his relationship to
Normal, and pick an exploration command in Texas for 15 Search points before
the first house fights you due to her influence. Note that, you must have at least 1
free national power and less than 30 commanders, or the exploration command
will not appear.

While her exact mechanics are not known, it appears that Yukihime has the
following priorities when making a house go to war with you, that is, she will only
use #3 if #1 and #2 have already been conquered, vassaled or are already at war
with you.

Tanegashima House

Uesugi House

Takeda House

Mouri House

Interestingly, it appears that these may be the only houses that Yukihime can
make declare war on you. If all of these houses are already in a state where they
can't declare war, she seems to stay in her findable state forever.

Noteworthy commanders

Asakura Yoshikage - Automatically captured upon taking over Texas.

Hakkin Dasan - To recruit him, do a purple event in Texas after taking it over. The
first choice will kill him, the second will recruit him. Also the same turn you
recruit him a red event called Panda Hunt will show up in Kazusa 2000. This is a
commander fight against 3 Pandas with 350 HP. It adds 400 pandas to Hakkin
Dasan's unit. From that point on it shows up every four turns adding 500 pandas
each time.

Yukihime - Only available in Second Games. She joins you after the exploration
command in Texas which can become available either by bringing Asakura
Yoshikage to normal before she starts a war between you and a random house,
she'll not join you after this event.

Sengoku Rance - Miko banner

Miko Institute Edit

Provinces:

??? (Yamatai)

Basics

Before you can declare war on them, you have to do 3 events at Yamatai, all of
which give SAT.
Declaring war takes 18 Neg.

They cannot be vassaled.

Their final territory is special, it has a 50% Battlefield Effect in their favour (and
only in their favour, if you later defend on this territory, you won't have the same
bonus). Note however that this is not a castle battle, so the Battle Rating will not
start out significantly against you.

Conquering them gives 5 SAT and will give Rance an affection bonus.

Noteworthy commanders

Natori - Automatically captured upon taking over Yamatai, she is a very useful
character with high stats and Miko Storm 2 which kills 30% of all of the enemy's
troops. Whenever she is H-ed in Rance's room (which occurs very rarely, but for
no apparent reason, talking to her before visiting Rance's place seems to up the
probability of her being the H-ed girl), he gets an affection bonus.

Souma Hayate - Can join the Miko Institute after 2 territoires are conquered, but
he can be missed if you conquer them quickly enough. He Commander Charge
with a high number of actions and good stats. His maximum level is random. His
name is on the game progress report.

Himiko - A monk with 6 actions, 7's in ATK/DEF/SPD/INT and 6/6/3 in


Search/Neg/Const. She will be deployed after the story scenes which result from
fighting a few battles with the Miko Institute, after which she can be captured at
any time. Her maximum level is 40. Sadly she has Field Battle Expert, so if you
keep her until the game ends, you will miss out on 2 points since she cannot have
End-Game points. Her name is on the game progress report.

Goemon - A ninja with 7's in ATK/DEF/INT, 6 SPD, but has only 2 action points. He
also has Assassination 2 and Battlefield Construction 3. Can be captured in
battles. His maximum level is random. His name is on the game progress report.

Maya and Isuzu - Miko commanders who are subordinates of Natori. They can be
captured after an event showing them asking Natori to let them participate in
battles. They will never be killed in combat against you and have unique portraits
but are otherwise insignificant. They have average stats.

Sengoku Rance - Imagawa banner

Imagawa House Edit

Provinces

??? (Toukaidou)

Basics

If the player defeats the Tokugawa House (or just takes over Mikawa, if someone
else owns it), the Hannies will declare war on the player (the declaration of war
might come a little later if some Imagawa introduction events are still being
processed).

You can declare war on them after the first event that involves their appearance
(requires 10 Neg).

They cannot be vassaled.

Their army consists of unique Hanny units, they are immune to all magical attacks
and they all have a ranged, non-magical attack which can hit any of your units.
They cannot be captured.

After several scenes, the Hanny Shinsengumi will try to cross through your
territories to get to Kyo. You will be given a choice to allow them through or stop
them. If you don't let them pass through, they will declare war on you. If you let
them through then they won't declare war on you, which is a requirement to
recruit Okita Nozomi.

Once you've been at war with them for a while, a purple 'Collect hanny's
information' event will become available in Toukaidou (the prerequisite seems to
be the event where the hannies have a tea party). Selecting this makes the 'Meet
Imagawa Yoshimoto secretly' event available, when you do this event, you will be
presented with two choices. If you choose to keep his secret (first choice), then
once Imagawa is defeated, you'll get an H-scene with Imagawa Anko and 5 SAT.
The second choice lets you completely take over the Hanny's territory with no
further battles, but you won't get the H-scene.

Warning: the events won't happen if Sill is not available.

If you conquer the Mouri House while the Takeda House and Imagawa House are
still standing and not at war with you, Takeda will conquer Toukaidou. This does
not appear to happen in the Kill the Monkey route and will happen in both first
and second games.

Noteworthy Commanders

Okita Nozomi To recruit her, you must let the Hannies pass through on their way
to Kyo, then after completing 3 special purple events in Kyo, the option to recruit
her will become available (also in Kyo). Be warned, if you declare war before the
Hannies reach Kyo, the purple events won't appear and you can't recruit her. If
the recruit option doesn't appear, bring your national power up until it does, and
note that it requires Sill. Her stats are nothing too special, but she has a high level
(useful for commander/dungeon battles) and has a base cost of 0 NP. She also
has a couple of SAT bonuses you can trigger and it convenient for Kenshin's route.

Sengoku Rance - Uesugi banner

Uesugi House Edit

Provinces

?? (Sado), MAZO (MAZO)


Basics

The Uesugi House will declare war at the end of turn 101 if they are still standing,
they will also declare war after a few turns if you have conquered or vassaled the
Asai-Asakura House and are currently not at war with the Tenshi Sect or the
Demon Army (note that the Iga House also has very similar conditions for
declaring war, and will usually declare war on you before the Uesugi House).
Otherwise, you can declare war on them for 20 Neg.

Once you start fighting the Uesugi house, whenever Rance and Uesugi Kenshin
face each other on the battlefield, you will get an automatic victory.

In First Games, if the player go to war against the Houjou House then the Takeda
House will quickly take out the Uesugi House (unless the player go to war against
BOTH Houjou and Uesugi, or if the player is also currently fighting Takeda).

After conquering an entire province from Uesugi, they will have night raids to
push you back from conquering the second province (it is impossible to capture
any territory from Uesugi until the coup event takes place, as they will continue
night raids).

After a few events in the Uesugi House's turn (the last of which is Kenshin
returning from training in the mountains), the next time you attack Uesugi House
(even by Battle Permits), there will be a coup, with Kenshin's uncle taking over
and his messenger offering to give you Kenshin in exchange for peace.

Slaying the messenger on the spot, the first option, allows you to conquer Uesugi
House normally.

Choosing to accept, the second option, will make the Uesugi House your vassal,
after which, they will occasionally send you warrior units as reinforcements.

In the True Route, Xavier, searching for Uesugi Kenshin, will take over the Uesugi
house if it is a vassal, turning it into a Demon Army territory.

Note that the coup event will not trigger if Rance has not met Kenshin yet and has
not seen at least one night raid. If Kenshin's uncle is not defeated within 5 turns
after the coup event, Kenshin and Ai will be lost forever.

Once you have conquered the house and recruited Kenshin and AI, a battle with
boars is unlocked every few turns in Sado. It gives 500 + 100 gold for every
additional fight and is required to unlock one of the Six Great Treasures (see
Sengoku Rance:Objectives.) This one is superior to the one in Owari, as it offers
20 points per turn (a total of 60 are needed) versus the Owari event's 10, see
Game mechanics for more details).

Noteworthy commanders

Uesugi Kenshin - Will only join you if you slay the messenger and conquer the
Uesugi House, she can either be recurited directly by a purple event, or she will
join in a later start of turn event.
Naoe Ai - Will only join you after Kenshin has joined. You can either wait for her
to auto-join after a few turns or if you want her now; you need to pick a purple
??? event to have her join you.

NOTE!: In older versions of the game, If you pick the Uesugi house 2nd Game
bonus, it is possible to get 2 copies of Naoe Ai! One from the 2nd Game bonus.
The second copy can be acquired through a purple ??? event in Sado.

Torako and Katsuko - Can only be captured in battle after you conquered the
Uesugi House and they get hired by other houses (unless you start the game with
the Uesugi bonus, in which case you cannot capture them, as they will not join
other countries after Uesugi is defeated). Their maximum levels are random.
Their names are on the game progress report.

Irobu Eroko - Can be captured in battles. Her name is on the game progress
report.

Sengoku Rance - Takeda banner

Takeda House Edit

Provinces

?? (Shinano), ? (Shell/Kai)

Basics

You can declare war on them for 6 Neg anytime after their introduction, however
in non-KTM routes, you will also require the event where the Takeda generals
consider how Oda will effect the balance of power between Takeda, Uesugi and
Houjou.

They will almost immediately declare war on you after the temple events of
Isoroku route.

In Second Games, they will begin preparations to declare war on you if you reach
turn 72 without already being at war with them. The preparation takes 6 turns,
but can be delayed by 3 turns by doing an event in a province owned by the
Takeda House taking 8 Neg, and then 3 more Neg for every time it is repeated (so
11, 14, 17... Neg).

They cannot be vassaled.

If the player go to war against the Takeda House, the Tokugawa House will go to
war against the player.

The Takeda House is known for its Cavalry units, which are similar to Warrior
units except that they do more damage than Warriors and can hit the front or
back row of your side from the front or back row of their side.

In First Games, if the player go to war against either the Houjou House or the
Uesugi House, then Takeda will quickly take out the other house (unless the
player go to war against BOTH Houjou and Uesugi, or if the player is also currently
fighting Takeda). See the individual house's sections for more details.

On later playthroughs, on turns 54/55, regardless of if the Uesugi House is still


standing or not, Takeda will take over Saitama from Houjou, this can be
prevented by declaring war on either the Takeda or Houjou houses but if you
later make peace with the Houjou House (after turn 55), Takeda will take over
Saitama as an end of turn event. Possibly removing the Houjou House from the
game.

Note that If you conquer the Mouri House while the Takeda House and Imagawa
House are still standing and are not at war with you, Takeda will conquer
Toukaidou in and end of turn event. This does not appear to happen in the Kill the
Monkey route and will happen in both first and second games.

At the end of the third turn after war has begun with the Takeda House, its four
generals will start participating in battles. Then on random turns, the four
generals of the Takeda House will lead a consecutive blitz charge, attacking you
four times in the same turn. As a note of warning, you will be told that the
'Takeda army is gather' the turn before the blitz.

The blitz attack will always contain two uncaptureable units with randomly
generated (but still valid) moves on the front row called 'Takeda Cavalry', they
will be accompanied by one of the Takeda generals and up to 3 units from
Takeda's army.

See below for tips on how to beat specific battles of the blitz however as a
general note, it's best to deliberately lose to the Takeda House until the blitz is
forced to target castles, this way you will start all of the battles of the blitz with a
huge advantage.

The generals attack in the following order:

Kousaka Yoshikage (Ninja)

Sanada Tourin (Tactician)

Baba Shouen (Cavalry)

Yamagata Masakage (Cavalry)

A green exploration command (for 40 points of Search) to assassinate Takeda


Shingen becomes available once both of the following conditions are met:

The player has previously defeated Takeda House via brute force and let the
game auto-save. This can have been done in an earlier play-through, but can also
be done in the current one (by conquering via brute force and then loading a save
file where Takeda still exists).

In the current game you have successfully blocked all 4 consecutive attacks in a
blitz, AND no other events is suppressing events at the beginning of the turn
(which introduces the availability of the command, where Rance and Suzume
discuss about Shingen).
To clarify, the beginning of the turn event CAN occur on a different turn than the
turn following the one where you blocked all 4 consecutive attacks. You only
need to block ONE blitz, and it is possible for the event to occur after later blitz,
which you do not need to block.

The Takeda House automatically falls after the assassination, and Sanada Tourin
will be captured, details on the other generals are found below.

Note that if you want to conquer Takeda normally (which is much easier if you
can do it before the generals start to fight), you only need to conquer Shinano
and Shell/Kai to defeat the Takeda house, any additional territory that Takeda
might have acquired will automatically come under your control once these two
provinces are conquered (this is one good way to get control of Saitama, and
therefore the ability to declare war on the Dokuganryuu House without having to
declare war on the Houjou House).

If you choose to conquer Takeda normally, after winning the final battle, Baba
Shouen, Yamagata Masakage and Kousaka Yoshikage will have a battle with
Rance's unit, with squads of 50 each. This shouldn't be too difficult as long as
Rance's unit is at a good stength and Rance has at least 4 actions.

Note that Rance's unit is not healed before this battle, so you should try not to
use Rance in the last battle against the Takeda House, because if you do, Rance
will have to fight the three generals with whatever troops he has left from the
previous battle, which can become dangerous if Baba Shouen uses his
Commander Charge or Yamagata Masakage uses his Onrush to reduce Rance's
moves.

Losing will send you to the Alice Mansion and heal Rance's troops, but otherwise,
the battle will not become any easier.

Winning will kill the three generals that you have fought and capture Sanada
Tourin.

Noteworthy commanders

The four generals of the Takeda House, be warned that they all have a passive
skill which gives they all 4 buffs at 50% strength (that is, the maximum strength),
for this reason, a Tactician with the ability to remove buffs is highly
recommended for any battles against the generals. Note that while they are still a
part of the Takeda House, they cannot be hit by insta-kill moves.

In blitz attack order:

Kousaka Yoshikage, one of the best Ninjas in the game. Of particular note, he has
access to Assassinate 2, meaning that he is probably best fought with units that
are immune to insta-kill moves (in the latest patches, that means any unit that
you cannot fire, if you have done a good job upgrading him, Rance can do well in
this fight).

Sanada Tourin, one of the best Tacticians in the game, he has access to Battle
Strategy A/3 and Battle Rating Down 2 (he does not have any buff removing
ability). His Battle Rating Down move should be feared, as the 3 uses of it that he
has is enough to turn a won battle into a lost one, fortunately however as he is a
Tactician, his AI can be exploited, if you remove as many buffs as possible from
his side, he will often 'waste' a turn reapplying them.

Baba Shouen, the second best Cavalry unit in the game, he has Battle Rating Up 1
(taking 2 of his 5 actions, fortunately it is weaker than Tourin's Battle Rating
Down 2) and Commander Charge (taking all of them). Save some of your stronger
units for him, and hope that he immediately uses Commander Charge, otherwise
he can be a tough fight - there's no tricks for beating him.

Yamagata Masakage, the best Cavalry unit in the game, he has Battle Rating Up 2
(taking 2 of his 5 actions - it is stronger than Tourin or Baba's move) and Onrush
(taking 2 of his 5 actions, doing 1.3x damage, and reducing the number of actions
of the unit it hits by 1). Much like Baba, there's no tricks to beating him, just
throw your strongest units at him and hope for the best.

Note that after the assassination,the three uncaptured generals (Baba Shouen,
Yamagata Masakage and Kousaka Yoshikage) will become reffugees and be hired
by other houses, making them captureable. Note also that since they are not
classed as 'important' units after they have left the Takeda House, they can be hit
with insta-kill moves such as Whirlwind Shot or Aim and Shoot, allowing for easy
captures if combined with Defeated Warrior Hunt and some luck. Be warned that
they often have over 3000 troops when they join other houses and can even
appear in castle battles.

Akiyama - Generic male cavalry unit with 6 action points, 6/6/7/6/5/5/5 in stats,
Rear Guard Charge and Battle Rating Up 2. He can only be captured after Takeda
has been defeated and he has been hired by another house.

Super Jockey - Generic male cavalry unit with random stats, including a random
level cap (Highest seen is 63). Can be captured anytime.

Sengoku Rance - Hojo banner

Houjou House Edit

Provinces

?? (Edo), ??2000 (Kazusa 2000), ???? (Saitama), ?? (Death Country/Shikoku)

NOTE!: Italicized provinces signify an event-based change in that land's control -


i.e. Shikoku is acquired by Takuga in its first event, and Saitama will sometimes be
taken over by Takeda.

Basics

Will declare war on you if you conquer Takeda.

If province adjacent to a Houjou province other than Saitama, there will


eventually be an event where a Diviner/Yin Yang is dispatched into Oda's territory
to deal with some ogres. After doing her job, she'll trip and you'll have the option
to either stare at her panties or rape her. Raping her will make Houjou
automatically declare war on you while staring at her panties will cause nothing
to happen. Note that you will not gain any satisfaction points or a CG for raping
her.

You can declare war on them for 12 Neg.

On first playthroughs, unless you are at war with either the Takeda or Houjou
house, the Takeda house will take over the Houjou House in two end of turn
events after you go to war with the Uesugi House. Interestingly, despite what
Souun says in this event, he does not actually appear in Takeda's army.

On later playthroughs, on turns 54/55, regardless of if the Uesugi House is still


standing or not, Takeda will take over Saitama from Houjou, this can be
prevented by declaring war on either the Takeda or Houjou houses, but if you
later make peace with the Houjou House (after turn 55), Takeda will take over
Saitama as an end of turn event. Possibly removing the Houjou House from the
game.

Be warned that Nanjou Ran can acquire a magical attack called Summon Suzaku,
this move will use all of her actions, but will hit all of your units with a 2.0x
damage modifier.

Generally speaking, It's best to scout and avoid her until she eventually loses the
move, although this can be a problem since she's scripted to appear in the Kazusa
2000 castle battle. Once Ran has lost the move, she will be not much better than
a generic unit.

Both Ran and Souun will die if you conquer Houjou without capturing Ran
beforehand.

Souun will die if you conquer Houjou after capturing Ran but before Souun
disappears. There is about one turn time window for this. Ran can no longer be
recruited afterwards

In non-Kenshin routes where the Demon Army appears, if you have not captured
Ran by the time the Demon Army appears, Souun will offer to make peace with
Oda.

Accepting it allows you to keep any conquered Houjou provinces but any
remaining Houjou provinces become unattackable and you lose the ability to
declare war on Houjou (strangely, this is not the same as making them a vassal).

Although Souun says he will come up with a plan against the Demon, there are no
scenes of this afterwards - the game acts as if he has been unsuccessful, and the
Demon Army will interact with the Houjou House as normal.

They cannot be vassaled.

Noteworthy commanders

Houjou Souun - To recruit him, go as far as the game will allow into the Oil
Dungeon in found in the Mamushi Oil Field after fulfilling the following conditions
and then wait for him to join in a start of turn event when you have sufficient NP:
Nanjou Ran is currently recruited (see below), and has not been made to leave for
any reason.

The event where Souun goes to seal an ogre in Mamushi Oil Field has been seen
(this triggers soon after capturing Ran)

Both of Ran's purple events have been seen (these are both triggered by talking
to her normally, although the second event required the Houjou House to have
been conquered).

The player is incapable of entering the Ran Route (i.e. you are either in a First
Game, have already entered a route, or have already broken 5 gourds).

NB: Souun joins in a VERY low priority beginning of turn event which is often
pushed back by story events and other events of higher priority. Therefore he is
most likely to be recruited at any point in the game where there are few story
events, and nothing of a high priority is occurring..

Nanjou Ran - Can only be captured when you are at war with the Houjou House
and their storyline has progressed far enough that she stops using Suzaku in
battles. If in doubt, you can check if she has stopped using the move by scouting
before a battle which includes her, and then checking what moves her unit has.
She will be unrecuritable until Souun has gone missing.

Daidouji Komatsu - Automatically captured when defeating the Houjou House.


Can be captured beforehand, but only after Souun goes missing and you get the
event where she complains that the country sucks. Her passive skill (Fan Club)
increases her troop size by 20 every turn, so she can be quite useful in lenghty
playthroughs. In order to clear her character you need to have no Diviners/Yin
Yangs in your commander list, so try to bring her to Love before getting Ran or
Souun.

If she's kept in prison long enough,("long enough" appears to be defined at the


start of game, she may take as few as 2 turns or as long as 40+ turns depending
on how the game acts) an event will be available in Owari to violate her (before
the event appears, there will be a start of turn event where her fans will demand
her release from prison), choosing this event will give +5 Satisfaction and send
her to Rance's harem, after which she won't be recruitable any more.

Tsukahara Bokuden - Can be captured in battles. His name is on the game


progress report.

Houjou Masako - A unique faced Diviner/Yin Yang who becomes the temporary
leader of the Houjou House if Souun goes missing. Will automatically be captured
if Houjou is defeated while Souun has yet to disappear.

Sengoku Rance - One Eyed banner

One Eyed House Edit

Provinces
?? (Ezo), ?? (Oushu)

Basics

Will not declare war on the player.

To declare war on them, you must first do the '??? investigate the yokai empire'
event in their territory. Then a new event battle with the Seiitai Shogun should
appear in Saitama. After doing this battle, you can declare war on them for 13
Neg. See here for details on the battle.

If you have not captured any of his wives yet, you can end the war with them by
doing the event 'Make peace with Dokuganryuu Masamune'.

After taking over the last One Eye territory, there will be a duel between Rance
and Masamune (with Sill supporting Rance if she is available). Masamune will
heal himself to full health using eyedrops whenever he drops under 50%. To
counter this, first recruit Nogiku, Orime, and Noir, as well as defeat Omachi's unit
in battle (and trigger the event after battle), then pick an event in the One Eyed
House territory to learn from the three girls how to fight Masamune. If this event
is triggered, Masamune will still use eyedrops only once, but subsequently that
move will be disabled by Rance and Masamune will no longer be able to heal. It is
possible to defeat Masamune without recruiting his wives and triggering their
event. It is also possible that he won't use his healing spell at all - this happens
only if Rance is 60 level or above - that, however, might take a while to achieve.
Losing the fight will send you to the Alice Mansion, but it won't make the fight
any easier.

If the Tokugawa House is not at war with you, and not conquered (it can be
vassaled) while you are fighting the One Eyed House, at some point, One Eyed
Masamune might take control of it. There is no apparent trigger for this event, it
seems to happen regardless of your progress against the One Eyed house or how
many wives have been captured, although the trigger may be as simple as a
certain number of turns (more research is needed, since the event seems to occur
randomly, it might even be possible while Tokugawa is at war with you, but
there's no recorded incidents of this happening). Interestingly, the two armies do
not appear to merge, but Tokugawa Ieyasu has been seen fighting for the One
Eyed House after this event (even his Youkai subordinates are nowhere to be
seen, much like when a house is taken by the Demon Army, the commanders just
seem to vanish). This has lead to speculation that he may become a refugee and
be capturable from other houses after the defeat of the One Eyed House, but this
is unlikely - if you hack to capture him, his recruitment from prison event is
completely generic and whenever you talk to him, he acts as if he was recruited
via tempura, despite never actually being given any and there are no reports of
him joining another house after the One Eyed house has fallen.

Interestingly, even if the last One Eyed territory you conquer is in Mikawa, the
battle against Masamune still takes place in the Youkai Castle, as if you were in
Ezo.

Another interesting fact is that upon taking Mikawa, the Hannies will say that
"Oda conquered Tokugawa" despite that not really being the case (the Hannies
seem to declare war as soon as Oda takes Mikawa they don't seem to actually
care for Tokugawa).

Noteworthy commanders

Dokuganryuu Masamune - After you defeat his house, he may join in you in a
start of turn event. His national power cost is 5, but he only require 2 free
national power and a free slot in your roster to join. He does not appear to attend
army battles when you are fighting against his house.

In 1.04, he will not join if any of Nogiku, Orime, or Noir are cleared (originally he
could join even if all three girls are cleared)

Masamune's wives:

Omachi - She commands the most powerful Diviner/Yin Yang unit in the game,
and she has two special offensive moves, Lightning and Large Lighting, see Skills
for more information but note that the only reliable ways to beat her are either a
team of Ninjas and some very powerful offensive units, sheer luck
(savescumming) or careful exploitation of All Guard Shikigami with other Action
reducing moves (e.g. Accurate Shots). Defeat her unit in battle and win the battle
to get an event where she turns into a stone. Then after Masamune joins you, get
Masamune up to Trust, and then an event should occur where she joins you
(requires Kouhime).

NOTE! (WORKS IN OLDER VERSIONS ONLY): If you pick the One eyed house 2nd
Game bonus, it is possible to get 2 copies of Omachi! One from the 2nd Game
bonus. The second copy can be acquired if you character clear Masamune. This
can be done by invading just one area of one eyed house territory and getting
Masamune to trust. This is actually a glitch and is fixed in v1.04 of Sengoku Rance;
in the latest version it's impossible to clear Masamune or get a second Omachi if
you began with the One-Eyed bonus.

Nogiku - Defeat her unit in a battle in which you win and she will be captured.
She's one of the best Foot Soldiers in the game, comes with All Guard.

Requirement: You have to recruit Akashi Kazemaru who MUST have Hibachi as his
passive skill before she can be captured, but note that he does not need to attend
the battle to capture her.

A reason for this might lies in the Nogiku's H-cg. In which it shows that Nogiku is
bounded by an iron chain which (coincidentally?) is identical to Hibachi's iron
chain, but otherwise, there's nothing in the game that would even hint to the fact
that Hibachi is required.

Although unconfirmed, it appears that you have to let a turn pass after giving
Hibachi to Kazemaru for the effect to actually kick-in.

Orime - Defeat her unit in a battle in which you win and she will be captured, she
is a fairly standard Ninja unit with very good stats.

Noir - Defeat her unit in a battle in which you win and she will be captured, she is
a Warrior unit with Commander Charge.
Note that for all of Masamune's wives, there have been reports of players failing
to capture them (or in Omachi's case, turn her to stone) despite fulfilling all of the
conditions to do so.

Some players believe that their captures are tied to the 'Bodyguard' units,
however this is largely believed to be false, since you can still succeed in
capturing one of Masamune's wives while the 'Bodyguard' unit bearing the wife's
name is undefeated and present in the battle.

Some players believe that there is an element of randomness to the captures


however this is also in doubt. Many players have reported never experiencing
issues capturing any of the wives which would be evidence against the presence
of a random factor.

There is one proposed resolution to this. Experiments suggest that whether or


not you capture a wife, provided that you have satisfied the conditions to do so,
is tied to what units she is deployed with. That is, if you fail to capture a wife
despite defeating her unit and satisfying the conditions to capture her, reload and
then fight the same group of enemies again, you will be guaranteed to fail to
capture her on your second attempt. This may suggest something about the first
time you battle a wife, in this unique case, the wife is guaranteed to appear,
which may influence whatever random variables are used to determine your
success or failure in capturing the wife. In short, it is suggested that you may be
guaranteed to capture any given wife, provided that you have satisfies the
conditions to do so and you defeat their unit upon your first encounter with
them, while for all following attempts, the success or failure of the capture is
random, but somehow tied to what units she is deployed with (it may just be the
case that the same random variable which determine unit deployment also
determine the success or failure of the capture, although as above, some players
suggest a deeper relationship between the deployed units and the capture, more
experimentation is needed).

Moscow Fuyushougun - A foot soldier commander with very large troops size.
Can be captured in battles, but his troop size will revert to 1000, and he has high
cost, making him quite useless. His name is on the game progress report.

Southern JAPAN Edit

Sengoku Rance - Tanegashima banner

Tanegashima House Edit

Provinces

?? (Tamba)

Basics

Will not declare war on the player.

Any time after their introduction, you can declare war on them for 16 Neg.
You may force them to surrender (become a vassal), for 20 Neg if you have
captured Yuzuhara Yuzumi or if Xavier kills her in Kenshin route. They do not
appear to send you any reinforcements.

If you happen to be at war with another house when facing Tanegashima, an


event will happen and will show Tanegashima thinking about how they have
weapons, but lack manpower to use them, and he will come up with and idea to
sell his musket units cheaply to the other house so that they can fight you
together. To make things worse, when you are one territory away from defeating
Tanegashima, he will give even more musket units to that same country if you did
not defeat it first.

In a First Game, if the player goes to war against the Akashi House while not at
war with the Mouri House or the Tanegashima House, the Mouri House will move
in and conquer Tanegashima.

In Second Games, if you are not at war with the Mouri House or the Tanegashima
House when you begin the Isoroku or Ran route, the Mouri House will conquer
the Tanegashima House.

Noteworthy commanders

Yuzuhara Yuzumi - can be captured in battle. Will be automatically captured


when Tanegashima House is defeated. Be warned that she has a move called 'Aim
and Shoot' which has a chance of insta-killing the commander it hits on top of
doing normal damage.

Tanegashima Shigehiko - automatically captured upon taking over Tamba.

Kikan Juutarou and Saika Mako - can be recruited in Tamba after recruiting
Tanegashima Shigehiko.

Sengoku Rance - Akashi banner

Akashi House Edit

Provinces

?? (Himeji)

Basics

You can declare war on them for 13 Neg at anytime after Akashi Kazemaru has
been introduced. He will be introduced at the end of the second turn after you
have conquered or vassaled a province adjacent to Himeji.

If you have a province adjacent to Himeji and Akashi Kazemaru has been
introduced, the Akashi House will begin preparation to declare war on the Oda
House as a start of turn event (note that other events can take priority over this).

5 turns after this preparation has begun, the Akashi House will declare war on the
Oda house as a start of turn event (which like the previous event, can also be put
off by other start of turn events), however this preparation can be delayed by 3
turns by doing an event in Himeji for a 15 Neg.
Note that unlike Takeda's delayal event, the Neg required to delay the war never
increases.

Possibly due to a glitch, if you have not conquered the Mouri House, Akashi's
declaration of war will simply happen without an accompanying event, but if you
have conquered the Mouri House, the event will be accompanied by a full start of
turn event.

Note that this only happens if you have conquered a province adjacent to Himeji,
leading to an indirect advantage for those who choose to vassal the Tenshi Sect
or the Tanegashima House rather than conquer them.

In First Games, if the player goes to war against the Tanegashima House and is
not at war with the Akashi House, the Mouri House will move in and conquer the
Akashi House. This will occur even if Mouri has no provinces adjacent to Akashi.

In Second Games, from turn 51 onwards (and possibly earlier, these events are
difficult to confirm), if you're not at war with anyone and the Mouri House is still
standing, an event where Akashi is pressured into declaring war on the Oda
House by the Mouri House will be 'queued' (and can never be unqued unless you
declare war on the Akashi House), this event will make the Akashi House declare
war on the Oda House in an end of turn event (which can be delayed by higher
priority events).

With seemingly no conditions, you can vassal them for 30 Neg, however they do
not appear to send reinforcements.

While facing the Akashi House you will see several events caused by the Nuhe.

After you take over one territory, an event will occur introducing the Nuhe Ikuno.
After this, your next battle with the Akashi House will be automatically lost due to
the Nuhe Ikuno and after this, the Nuhe Natatori will be released, causing your
next battle against the Akashi House to be automatically lost. What happens next
depends on when you next fight the Akashi House.

If you fight the Akashi House again in the same turn that you've automatically lost
due to the Nuhe Nataori, you will fight a normal battle and afterwards you will
see Nuhe Yuuge's introduction.

If you do not fight the Akashi House again in the same turn that you automatically
lost due to the Nuhe Natatori, you will see Nuhe Yuuge's introduction as an end
of turn event.

After Nuhe Yuuge has been introduced, your next fight against the Akashi House
will be automatically lost, then either after your next battle with the Akashi
House or as an end of turn event, the Nuhe Hibachi will be released, but she will
not cause you to automatically lose (Yuuge is the last automatic loss you will have
against the Akashi House).

When dealing with the Nuhe, the following should be noted.

Battle Permits will not face automatic defeats, but can trigger all of the other
events.
If you have Senhime, the automatic defeats are a good way to do the 3 losing
battles required to Character Clear her, since they don't put her life at risk.

Conquering the final territory of the Akashi House will trigger an event that takes
priority over the other events, meaning that you can conquer the Akashi House
without Hibachi being introduced.

At the end of the turn after all of the Nuhe events have finished, you will be told
in the enemy country information (even if it's turned off) that 'Many patriotic
children join the army', these units often have pathetic troop sizes (often less
than 50) but they are capturable, and seem to be randomly generated and
therefore might be worth investing some time in capturing, since they tend to
have more moves than most generics (e.g. Charge on a Warrior or All Guard on a
Foot Soldier) and have sometimes been known to have 6/7s in some of their
stats.

Noteworthy commanders

Akashi Kazemaru - See Character Clears for how to make him useful.

Kamiizumi Nobutsuna - Can be captured in battles. His name is on the game


progress report.

Abe Heizou & Asahina Hyakuman cannot be captured, but when they are killed in
a battle, they can trigger an event in Kazemaru's turn which is in the Clear Game
Report and can take priority over some of Akashi's events, such as Hibachi's
introduction.

Cg10665

Takuga Edit

Provinces

?? (Death Country/Shikoku), ??? (Mid Earth/Nakakkuni)

Basics

They will be introduced in 5 end of turn events after you declare war on either
the Mouri House or the Houjou House. In the last of these events, they will take
control of ??? (Mid Earth/Nakakkuni) from the Mouri House (the last two events
require the Mouri House to still be standing).

After the last event of their introduction, if you go to, or are at war with the
Mouri House they will begin their 5 turn preparation to declare war on the Oda
House. These preparations can be delayed by 3 turns by doing an event in a
province owned by Takuga, taking 8 Neg, and then 3 more Neg for every time it is
repeated (so 11, 14, 17... Neg). Other than this event, they will not declare war on
the Oda House, meaning that if you conquer the Mouri House before the events
introducing Takuga have finished, you should be able to prevent them ever
declaring war.
Any time after they have took control of ?? (Death Country/Shikoku), you can
declare war on them for 16 Neg.

They cannot be vassaled.

Takuga's units often have massive troop sizes, on 5 Star, they've been known to
have 9999 troops on most of their units.

If you have recruited Okita Nozomi and the events with Yamanaka Kojika have
progressed to the point where the Hanny Shinsengumi have met her (see the
Mouri House's section for details), then after an event between Sakamoto
Ryouma and the Hannies (possibly requiring the rest of Takuga's event to have
happened) and an event where the Hannies attack Takuga, a purple event
'Support Shinsengumi terrorists' will be available in Takuga's territory and you will
be given the option to fund the Hannies with various amount of gold or nothing,
picking nothing achieves nothing but otherwise, regardless of what amount of
gold you pick, the Hannies will take over one Takuga-controlled territory every
other turn for the Oda House. Note that the Hannies will not conquer the final
territory of a province.

If you fight them until their only remaining province is Death Country, you may
pick a purple event 'Close the gate and shut Takuga out?' and click on first choice
to close the great gate and shut them there forever where they will not be able to
attack you but you won't be able to recruit Sakamoto Ryouma any other of their
commanders that you have yet to capture.

This event won't appear if you conquered ??? (Mid Earth/Nakakkuni) before they
did.

Once you have conquered their last province, you will fight a commander battle
against 3 level 30 Red Ogres (320HP) and 3 level 25 Blue Ogres (275HP). Losing
will send you to the Alice Mansion and heal your units, but the Mansion won't
make the fight any easier.

Noteworthy Commanders

Sakamoto Ryouma - Automatically captured when Takuga is conquered,


otherwise cannot be captured and is a fairly normal Ninja unit.

Gon (a very good Foot Soldier with Fellow Troops' Revenge and Ally Guard+ but
suffers from only having 3 Int), Kawanoe Yuzuru and Kawanoe Mine (both fairly
average Warrior units) can be captured in battle, or automatically captured when
Takuga is conquered. They are not recruitable unless Sakamoto Ryouma is in your
army. Gon will leave your army after a few turns if Ryouma is no longer in your
party.

Shoutoku Taishi - Can be captured in battles. His name is on the game progress
report. He comes with a monstrous 9 atk and 5 action points, but has a miserable
0 def and int, and 4 speed. His level also caps at 45, so, along with having 5 action
points, he can be a valuable asset for commander fights.
Sengoku Rance - Mori banner

Mouri House Edit

Provinces

?? (Izumo), ???? (Battleship Nagato/Senkan Nagato), ??? (Red Helmet/Akaheru),


??? (Mid Earth/Nakakkuni)

Basics

You can declare war on them for 12 Neg anytime after their battle with the
Akashi House, which happens at the end of any turn that you conquer or vassal a
province adjacent to Himeji.

They will declare war on you almost immediately after you have entered the
Isoroku route. Otherwise in Second Games, they will only declare war by
beginning preparations to declare war on turn 62, these preparations take 6
turns, and can be delayed by 3 turns by doing an event in a province owned by
the Mouri House, this event takes 8 Neg to do, and then a further 3 for every
time it is repeated (exactly the same mechanic as the Takeda House).

They cannot be vassaled.

After defeating the Mouri House in battle at least once, if the Mouri House still
has at least two provinces, an event in Mouri's turn can happen where he will
grow impatient and offer the player a chance to fight in an all-out battle (this
event can take a long time to trigger, even as much as 7 turns if you keep the
battles with the Mouri House to a minimum, it does not require Rance to have
met Mouri, nor does it require you to have won a battle against Mouri Motonari).

To take the challenge, you must do a purple event in a province owned by the
Mouri House 'Invitation for battle' and then choosing to accept (declining the
challenge is a waste of a fan).

By taking the challenge, the player will fight all the powerful commanders of the
Mouri House together. That is:

Mouri Teru (see below)

Mouri Motonari (see below)

Iwami Ginzan (a Musket unit with Speed Luck)

Kikkawa Kiku (see below)

Murakami Suigun (see below)

Kuu Hime (see below)

Note that Kobayakawa Chinu does not attend this battle, meaning that she can't
cause an automatic defeat (see below).

Winning the fight allows the player to capture an entire province from the Mouri
House directly instead of winning it one territory at a time (if Izumo is still until
the Mouri House's control, you will get Izumo, if Izumo is not under their control,
you'll get Senkan Nagato, what happens if they've expanded further than that is
unknown).

NOTE: Though you acquire a province by winning the challenge, it doesn't count
as conquering it, so you can still invade other provinces on that turn.

Losing will cause a Game Over.

The challenge can be taken until the Mouri House has only one province left, or
until Motonari's curse has been lifted.

If the event where Kobayakawa Chinu is in the forest looking for ingredients for
poisons has happened, then the next time you battle against her unit, she will
serve poisoned drinks to your army, which will lead to an automatic defeat. This
event only happens once and can be circumvented with a different pre-battle
cutscene (such as Uruza's character clear).

Note that If you conquer the Mouri House while the Takeda House and Imagawa
House are still standing and not at war with you, Takeda will conquer Toukaidou.
This does not appear to happen in the Kill the Monkey route but will happen in
both first and second games.

If you are not at war with the Mouri House or the Tanegashima House when you
begin the Isoroku or Ran route, the Mouri House will conquer the Tanegashima
House.

When you take the final territory of the Mouri House you will fight a commander
battle against Mouri (if he is cursed, he is level 50 with 1200HP, if uncursed, he
will fight exactly the same as if he is cursed, but he will only have 450HP) and his
2 level 25 bodyguards with 250HP each. He has two attacks, one that does 200
damage and one that does a 1.5x a normal attack's damage. He is not immune to
magic in this fight.

Losing sends you to the Alice Mansion which will heal your commanders, but the
Mansion doesn't make the fight any easier.

If you take the final territory of the Mouri House while Mouri is cursed he will be
killed. Otherwise he will be captured.

To lift Mouri Motonari's curse:

Defeat the Takuga House and recruit Sakamoto Ryouma.

Search for the dungeon in Izumo (requires Kouhime and Sill), this may be done
before step 1.

Select the event 'Ask Ryouma about Motonari' (this appears in any province
where you can talk to her normally).

Go through the dungeon in Izumo until you fight an enemy called Daidaara
(?????) on the 7th floor, after which you'll have an event (you can leave the
dungeon after that if you wish).

When it's Mouri's turn, Mouri Motonari's curse will be lifted and he will fight like
a regular unit (which is actually bad news for you in army battles, unless you
killed him so much that his HP has become very high). Note: If you have not seen
the event where his curse is lifted, then his curse hasn't been lifted - you can
defeat the Mouri House with Daidaara dead, but Mouri still cursed.

If the Mouri house bonus is chosen and Senkan Nagato is the last Mouri province,
the Demon Army/Shimazu will not take it or the Mouri House over. This allows
you to avoid fighting either of them as they cannot get past Senkan Nagato (at
least until they take over another house adjacent to your provinces). This is useful
if you want to avoid fighting either the Demon Army or Shimazu until you are
ready, however this does not prevent Gigai from challenging you or Shimazu from
stealing your female commanders.

Noteworthy commanders:

Mouri Motonari (cursed) - As long as he is cursed he will have the following


properties in army battles:

He will be a unit with a health bar rather than a troop count, he starts with 500HP
which increases by 50 every time his unit is defeated. Strangely, it seems
impossible to reduce his health to 0 in one hit, it seems to be the case that the
maximum amount of damage any attack can do to him is half of his total health
(making a Commander Charge from a strong and high levelled unit a good way to
defeat him).

Despite what scouting will tell you, both of his attacks are exactly the same - they
kill 200 of your troops without him taking counterattack damage.

He will be immune to all magical attack except for those that deal damage based
on the percentage of a units troop count (for example, he is immune to Shikigami
but not Miko Storm).

He has a hidden troop count that determines how much counterattack damage
he deals, and may effect the damage done to him by moves that deal damage
based on the percentage of a units troop count.

As with most plot-crtical units, he cannot be captured, killed or effected by insta-


kill moves.

Mouri Motonari (uncursed) - A very powerful Warrior unit with Commander


Charge and Initial Battle Rating. He will be captured upon defeating the Mouri
House, however if you get his relationship up to Trust, he will turn into something
very similar to his cursed form (see Character clears for more info). When
recruited, his basic attack in commander battles (Motonari Punch) can be very
useful because it does 200 damage regardless of the enemy's defense, which for
obvious reasons, is great against high level enemies like Xavier, where most other
characters do less than 100 damage.

Strangely, in his uncursed form, he seems to have as much HP in dungeons as


what he had when he was cursed, that is, if you lets him reach 1,000 HP, and then
uncurse him, once you've beat his 450HP version in the final (comamnder) battles
against the Mouri House, he will have 1,000HP in commander battles when you
recruit him.
Mouri's three daughters who are all automatically captured when Mouri House is
defeated but can be captured in regular battles once you have won the all-out
battle.

Mouri Teru - one of the best Foot Soldier units in the game and due to her having
the skill Counterattack 2, you should be cautious even when there's a risk of
attacking her, or else she may hit you back for massive damage.

Kikkawa Kiku - One of the best Ninjas in the game. Of particular note, she has
access to Assassinate 2, meaning that she is probably best fought with units that
are immune to insta-kill moves (in the latest patches, that means any unit that
you cannot fire, if you have done a good job upgrading him, Rance can do well in
this fight), she also has access to Leaves Hiding, which gives her such a big
defensive buff that, particularly with an item like the Guts Armour, she becomes
tougher than most Foot Soldiers. Note that if you wish to H Kiku or clear her, she
must be captured before the Mouri House is defeated. Note also that failing to H
Kiku also denies you the H-scene with all three of the sisters (see Character
Clears).

Kobayakawa Chinu - The second best Miko in the game, other than the instant
loss you can face against her, be warned that she has the very slow, preparation
requiring move 'Poison' which deals damage equal to 50% of the your current
troop size, and requires two Shurikens/Accurate Shots to be cancelled. In
addition, Poison counts as a physical attack, letting Foot Soldiers with guard
active receive reduced damage. Note also that Chinu will always die the turn after
the Demon Army appears.

Yamanaka Kojika - You must play at a slow pace to see her interactions and
events with Ashikaga Choushin, Inukai (this one appears to be optional), Seigan
(this one occurs while Oda is at war with the Tenshi Sect), and the Oda House.
The aforementioned events will not be triggered anymore after an event where
she meets the Shinsengumi and encounters Mouri Motonari face-to-face. Next,
an event at Mid Earth and an event at Battleship Nagato (where she fights the
Mouri house by herself) must be triggered. All the events listed must happen
while the Mouri House has more than one province. When Mouri House has been
conquered to the point that they only one province left and all of the necessary
events have been seen with Kojika, an event about her should appear
automatically. Then, after defeating the Mouri House, her purple recruitment
event should be available at Izumo.

Ahen Shounin - A mercenary miko commander with troop size over 4000. His
defense stat is always 1, although the other stats are random. When you capture
him, his troop size reverts to 1000. Worth your time to imprison him to deny his
use to your opponents.

Murakami Suigun - A tactician commander with a special tan-skinned portrait


(like some of the Shimazu girlfriend commanders, who you can't capture). She
has 6 action points and 6 in Search, Negotiation, and Construction and she has
Remove Status A/3, Battle Strategy (All) and Solidarity. She cannot be captured
until after the Mouri House has been conquered, and she has been recruited
elsewhere,
Kuu Hime: A unit with a generic appearance that appears in the All-Out Battle
with Mouri, she cannot be captured until after the Mouri House has been
conquered, and she has been recruited elsewhere, but she comes with 7 Int,
making her arguably the third best Diviner in the game. She also has Advanced
Shikigami, although that probably shouldn't be feared since it's slower than
regular Shikigami.

Sengoku Rance - Shimazu banner

The Demon Army / Shimazu House Edit

Provinces

??? (Cairo), ???? (Morocco), ???? (Amazon), ????? (South Africa)

Basics

NOTE! The Demon Army only appears if you're on the True, Yamamoto Isoroku IF,
or Kenshin IF route.

Some time after the first fight with Xavier (usually between 7 and 10 turns),
Xavier will appear in Africa and take over the Shimazu House, renaming it the
Demon Army.

Upon the appearance of the Demon Army:

Senkan Nagato will be automatically taken by the Demon Army if you conquered
it or if it is under the control of the Mouri House but is not the last province of the
Mouri House.

Two new SAT bonuses will be unlocked 'Militia May Appear During Attacks' and
'Militia May Appear During Defense' unfortunately, the units this bonus gives are
quite poor for this point in the game. They are always warriors, with a troop size
determined by your average number of troops (exuding foot soldiers) and there
combat stats are 6 Atk, 6 Def, 6 Int and 4 Spd, with 3 actions.

Kobayakawa Chinu will die the turn after the Demon Army appears (note that if
you're aggressive enough, you can trigger events with Apostle Madou before she
dies).

After the appearance of the Demon Army, Xavier will start having events during
his 'turn' which occurs either after a battle with the Demon Army (even by Battle
Permits) or at the end of your turn. These events seem to happen in no particular
order, although some seem to have a higher priority than others, the noteworthy
'Xavier's turn' events are as follows:

The Shimazu brothers will launch 5 consecutive attacks on the Oda House (the
first 4 attacks are lead by the brothers, oldest to youngest, the final attack is lead
by Agireda). Unlike the Takeda Blitz, there is no reward for winning all of these
battles, but the final attack is probably your best chance to capture Agireda. This
only happens once.

In the True route only, If there are other houses left (vassaled or not), Xavier may
directly kill off one of those houses and convert them into Demon Army
provinces. The only houses that will be spared are:

The One Eyed House (however in Kenshin's Route, Xavier may make them declare
war rather than join the Demon Army, this is sometimes claimed to be a glitch)

The Asai Asakura House.

The Tanegashima House

The Hara House

The Tokugawa House (although if they are vassaled, they will declare war on you
and will conquer Toukaidou if the Oda House controls it)

The Tenshi Sect

The Imagawa House

As a matter of fact, it seems to be the case that Xavier will always take over
houses in the same order, Uesugi? Takeda ? Mouri? Houjou ? Iga ? Akashi ?
Ashikaga? Miko Institute?Takuga, although by using family bonuses, you can
spare some of the houses.

See the appropriate sections for how Xavier's conquering differs in other routes.

Nanjou Ran will die (often at the same point that the Houjou House either is or
would be taken). This does not appear to happen in the Kenshin route.

Depending on how Ran died, there may be an event where the Apostle Gigai
returns to Xavier. Then, either after this event or simply on a random turn of
Xavier's if this event didn't happen, there will be an event where Gigai mentions
how he wants to fight a strong guy in Oda, after this Gigai may appear in Xavier's
turn after battles, and you must send a commander to face his challenge. Note
however that some have reported seeing this event before Ran's death but either
way, it does not appear to happen in the Kenshin route.\

If you send Houjou Souun, he will kill Gigai, this will character clear Souun.

If you send Ogawa Kentarou, after he has been turned into a demon, he will tie
with Gigai, gaining three levels in the process (be warned, Gigai may appear
before Kentarou turns into a demon, especially in the Isoroku route where there
are so many start of turn events that it is almost certain that Gigai will appear
before Kentarou turns into a demon). Since this event can be repeated as many
times as you wish, letting Kentarou reach a very high level very quickly, this is the
recommended way to deal with Apostle Gigai.

Sending anyone else will kill that commander (sending Rance will lead to a Game
Over).
After the first confrontation with Gigai, a new purple event will appear where
Rance thinks of how to deal with him. Afterwards, when Gigai appears again,
picking Rance will lead to commander battle between your commanders and
Gigai, where you can kill him.

In this fight, Gigai will be level 53 with 1110 health, he has a standard attack
which reduces the target's number of actions by one and he has a hit-all attack
that requires preparation (and 3 shurikens to cancel). It is also worth noting that
Rance does not need to attend the battle.

If you happen to lose this fight it will not lead to a game over, but instead Rance
will be forced to go on his promised "date" which Rance will refuse to talk about
and become irritated, losing 5 SAT.

There will be an event where Kurohime returns all of Xavier's power to him, in
this event, Apostle Madou recommends that Xavier uses forbidden youkai. Note
that since Apostle Gigai appears in this event, it seems to require him to have
appeared before it can happen, although this event seems to be skipped in
Kenshin's route but the Soul Binder will still be released in a later event.

After this event, on another of Xavier's turns, the Soul Binder will be released.
This will add Infected units to the Demon Army, these units have one standard
attack that will decrease the maximum troop size of the unit it hits, the
magnitude of this decrease will be proportional to the amount of damage the
Infected unit has done, however it should be noted that they cannot 'infect' on a
counterattack. These units cannot be captured.

Until the Soul Binder is sealed (scroll down for info on how to do it), every turn, 1
of your units will be unusable due to the Soul Binder's curse (although this can be
fixed with Motivational Paper).

Monster units will join the Demon Army (this event will usually happen after the
Infected unit have joined or when you have advanced close enough to Senkan
Nagato, but it can happen earlier, it has been speculated that it either it or the
events leading to the Infected units joining the Demon Army will happen as soon
as the Demon Army's number of troops is sufficiently low, and since the Infected
units joining seems to require Gigai to have appeared, it seems to be the case
that this event can be forced to happen if you are aggressive enough to
significantly lower the Demon Army's troop count before Gigai has appeared).

Unlike any other units in the game, the Monster units cannot be distinguished
just by looking at their emblem.

The Monsters with green coloured troops are essentially Foot Soldiers.

The Monsters with blue coloured troops are essentially Archers, but they give
counterattack damage.

The Monsters with red coloured troops are essentially Warriors.

The Monsters with totally different looking troops (with the white, mushroom
like heads) are best compared to Omachi - they use the same Lightning attack as
she does, although they lack Large Lightning.
Once the Monster units have appeared, the final territory of every Demon Army
province will always include a unit called 'Time Killer' these units do exactly as
their names imply - they have between 2 and 4 Actions (inclusive) and they have
the move Advance Time.

The final battles of Cairo, Amazon and Morocco will also include Shogun units.
They all appear to be immune to insta-kill moves and they all have the move
Lightning.

Shogun Isun in Cairo has Battle Strategy 3 and Remove Status 3, naturally this
means she can be forced to waste turns if you bring a Tactician to the fight to
always replace or remove any buffs she removes or adds to the units of either
side. Winning this fight gives 5 SAT

Shogun Bepcho in Amazon is the same as Isun, although this fight only rewards
you with 1 SAT.

Shogun Wispin in Morocco is the same as the other Shoguns, but has Remove
Status 3 replaced with Advance Time. 1 SAT is given for victory.

Note that no Monster units can be captured.

In the True route only, after you have seen the event where the Monster units
join the Demon Army, there will eventually be a Xavier's turn event in which the
four Shimazu brothers will plan an ambush on Rance. Following this event they
will disappear from battles until said ambush. The ambush will occur immediately
after winning any army battle against the Demon Army which included Rance but
not Kouhime and was fought at any point prior to the scene which immediately
follows the defeat of Shogun Isun (note - the ambush can even be triggered by
winning the battle against Shogun Isun which will cause the Shogun's scene to not
trigger, meaning that you will eventually have to redo the battle against the
Shogun).

Firstly, there is an army battle against all four brothers (note that all of your units
are healed to whatever number of troops they had at the beginning of the first
battle, and have their actions restored beforehand), losing this fight will lead to a
game over.

If you are struggling with this battle, one suggestion is to use the Demon
Kentarou exploit mentioned below, if you place him, alone in the front row, then
the only enemy unit that will be able to harm your other units is Shimazu's
relatively weak tactician, letting you win just by bullying down the health of all of
their units with your backrow.

Afterwards there will be a commander battle against Shimazu Yoshihisa, he will


be level 42 and will have 1158 health, other than that he's just like any other Foot
Soldier. Be warned that you cannot switch units in during this fight (you only have
the units that you start the battle with), fortunately, losing this fight gives you the
opportunity to retry, rather than simply being given a game over. Retrying will
reduce Yoshihisa's level, to a minimum of 20.

After the fight, Yoshihisa dies. There will also be military chaos which will use up
all remaining Action Fans, also from this point onwards, the other Shimazu
brothers will die in regular battle after defeated (which is necessary to character
clear Agireda).

After Ishijijii has been released, there will be a Xavier's turn event with Apostle
Madou, after this event, he will start appearing in army battles. He's basically
another of those Omachi-like units but with better stats, although he does comes
with the passive skill 'First Move' which gives him a chance to move first.

In the True route only, two turns after the Demon Army appears, regardless of if
you have room or not, Kouhime will join as a Foot Soldier (if you don't have room,
the first non-important unit in your roster will die), be warned that unless her
unit is equipped with the Charm of the Immortal Fox Deity, whenever her unit is
annihilated, she will die, giving you a game over.

In the True and Isoroku routes, around 4 turns after the Demon Army appears,
there will be a lack of the Hirami Lemons that are used to suppress Miki's
transformation into the Demon King, failure to find them in under 6 turns will
cause Miki to turn into the Demon King, leading to either a Game Over in First
Games or entry into the Demon King route in Second Games, to find them, you
must complete 6 floors of a dungeon in Mikan to find the lemons (while you're
there, you might as well just clear the dungeon, also note that the purple event
'Search for hirami lemons' in the same location seems to achieve nothing).

In the True and Isoroku routes, provided that the event where the player needs
to find Hirami Lemons has been completed, then some time after taking over
Senkan Nagato (and provided that you still control it), there will be a start of turn
event where Apostle Shikibu will have a duel with Kentarou, in this duel Kentarou
will announce that he has Youmeishu, which heals his health to full and restores
all of his actions. Shikibu will always be 3 levels lower than Kenatrou, so her
health will be such that she takes 5 attacks to kill, forcing you to either use the
Youmeishu, or to have previously given Kentarou an Action Textbook 2.

Be warned, to use the Youmeishu that Kentarou has, you must place your mouse
over him and select it, it will not be used automatically, it costs a turn to use, if
you win the battle without using it, you can keep it for his use later.

After winning the battle (losing is a game over), Shikibu will be killed and
Kentarou will turned into a demon, and Miki will run off. The player must then
perform three searches for Miki (the first requires 20 points of Search, the second
requires 25 and the third requires 30) or else after four end of turn events, she
will turn into the Demon King, leading to either a Game Over in First Games or
entry into the Demon King route in Second Games.

You cannot attack other houses until you have located Miki (except by Battle
Permits).

When searching for Miki, note that you do not need to accumulate all the points
needed to find her in one action, if for example you only have 20 out of 30, you
can click accept and then on your next attempt you will only need 10.

Once Kentarou has become a demon, he will no longer take damage from the any
enemies in commander battles other than Xavier himself, however in army
battles nothing can kill him, meaning that if you fire all but one of his troops (or
simply never let them replenish), you can use him to automatically win defensive
battles. In addition, if Kentarou is by himself in an army battle, he is guaranteed
to gain the 1 affection point that is randomly awarded to a unit after army
battles.

When Miki is found, the player will have 0 Action Fans left for the rest of that
turn, so plan accordingly. After finding Miki, the result is dependant on what
route you are on:

if you are in the True route, Sill will get frozen, making her unusable in dungeons
and will prevent the vast majority of events that require her presence, of
particular significance calling for (but not accepting) reinforcements will no longer
be possible .

Around 3-4 turns after Sill is froze, Rance will get irritated and will lose between 6
and 10 satisfaction points (or all of your SAT, if you somehow have less than the
number that the event will take from you). This will repeat every 3 turns until you
have done 2 purple events titled 'Frozen slave: Sill' and have seen a start of turn
event where Kouhime slaps Rance. Be warned that the necessary purple events
with Sill do not seem to occur as start of turn events and that the third purple
event with Sill is not needed to stop the SAT loss.

In the Isoroku route, Isoroku will agree to stop attending battles, although the
game functions as if you fired her unit.

In the True route only, after you take one territory in South Africa or two
territories in Morocco, the Demon Army will try to sink JAPAN. You have 4 turns
to prevent this or else you will have a Game Over.

To prevent this, the player needs to make an attack on the enemy forces at
Tenma Bridge (a red event located in Morocco, see below) to clear the game, this
can be done even without conquering all of the Demon Army on the map - you
only need to have taken over every territory in Morocco.

When there is one turn remaining to prevent the event (checkable by pressing F5
on the world map) and provided that you control a province adjacent to
Morocco, there will be an event available in Morocco 'Stop Ishijijii's growth
(Suzume's Mission)' which will delay the Game Over by one turn, you can abuse it
as many times as you want, giving you an effectively unlimited amount of time to
prepare for the final battle.

In the True route only, once you have conquered Morocco, you will have access
to a red event 'Attack Tenma Bridge to stop Ishijijii'. Once you have picked the
units you want to use (the game will tell you the requirements), you will fight 2
battles.

The first is an army battle against 6 Monster units.

The second is the final boss fight, a commander battle using all of your
commanders against a level 98 Xavier (2010HP), a level 25 Bodyguard (250HP)
and a level 30 Toukichirou (650HP). This fight works the same as the Xaveir fight
at Honnouji, Rance or Kentarou must be present for you to do damage, losing
send you to the Alice Mansion, etc. All the same tips apply as previously.

Xavier himself is almost identical to the weaker version you fought at Honnouji,
the only difference is his level and HP.

The Bodyguard is the same as every other Bodyguard in the game.

The only new element is Toukichirou, who has a move that can hit anyone on
your side and takes one action from them.

Obviously, winning finished the route.

If the player conquers South Africa, the event that follows changes based on your
route, although it should be noted that in all of the routes where the Demon
Army appears, you have no good reason to conquer South Africa (in the True
route, conquering Morocco takes less effort and gives you access to the end
game, in the Isoroku route, you only need to go as far as Senkan Nagato to trigger
the end game, and in the Kenshin route, doing anything other than using Kenshin
to trigger the end game is a waste of time):

In the True route, you will fight the Apostle Madou, he has two forms:

The first form is level 40 with 850 health, he has a standard attack and and two
move that require preparation, one is a hit-all attack (which takes 3 shurikens to
cancel) and the other heals him fully (takes 2 shurikens to cancel). Losing will
send you to Alice's Mansion, where repeating the fight will have the usual effect
(including reducing Apostle Madou's level in both stages of the fight by 10, up to
a minimum of 20).

The second form seems no different, but if you lose at this stage, after being sent
to Alice's Mansion, you will not be able to repick you team and their actions will
not be restored, possibly causing you to instantly lose.

After winning this battle, the Soul Binder's curse will be lifted, and you will have 0
Action Fans left for the rest of that turn, but the even 'Demon's daughter:
Kurohime' will become available which gives Rance 5 SAT.

In the Isoroku route, you get the same result as in the True route except that the
Madou fight doesn't happen (you even have the same dialogue in the 'Demon's
daughter: Kurohime' scene, despite the fact that some of the events mentioned
in that scene don't happen in the Isoroku route), however in the Isoroku route,
you will also be able to do another event called 'Demon's daughter: Kurohime',
which gives 2 SAT.

In the Kenshin route, absolutely nothing happens, you don't even lift the Soul
Binder's curse.

In the True route only, be warned that attacking Senkan Nagato, or any of the
Demon Army's province in Afirca with your Battle Permits will cause Kouhime to
take them from you.

In the True route on Normal (0 Star) difficulty, If you are doing really bad, and you
go long enough (how long is unknown although turn 110 works for most people)
without winning or making significant progress, you'll get a scripted event that
says the fighting has been going on for awhile, and all territory formerly
belonging to Demon army will now be yours except for the original Shimazu
houses (bottom left 4 provinces, 'Africa'). Houses unconquered by either you or
the demon army remain after this event, meaning that both you and Xavier can
still conquer them.

Strictly speaking, the bare minimum requirement for beating the Demon Army
(and therefore the game) in the True route is just to conquer Cario and beat
Xavier. Interesting, since you're still allowed to attack while there is a Hirami
Lemon shortage (which always occurs before Apostle Shikibu's duel with
Kentarou), this means that you can beat the game before Miki goes missing,
Kentarou turns into a demon or Sill gets frozen. To do this, you simply have to be
extremely aggressive when fighting the Demon Army, you've basically got from
when the Demon Army takes Senkan Nagato to when you either get a game over
or enter the Demon King route from not getting the lemons to Miki in time to
conquer all 3 territories in Senkan Nagato, all 4 territories in Cario and all 4
territories in Morocco, and then spend a fan to initiate the attack on the Tenma
Bridge, although it's worth noting that depending on when the lemon shortage
occurs, time may not be the biggest issue for anyone attempting to do this, the
biggest issue is likely to be winning battles, even losing a single battle of the
Shimazu blitz can be a serious setback, although exploiting second game bonuses
could make this significantly easier. If, in the end you do manage this, you get the
reward of being able to battle Xavier while Sill is still available, and you'll be able
to finish the True route in an extremely low number of turns (assuming you
started out with 3 Action Fans, and never lose a single battle, the entire route can
be beaten in under 50 turns and possibly far less). In theory this method could be
used to save Ran's life, or even fight Apostle Gigai while Ran still lives.

Noteworthy Commanders

See above for information on the Infected units, the Monster units, the Shoguns
and Apostle Madou.

Apostle Shikibu, an extremely powerful warrior unit, cannot be captured, died


after the duel with Ogawa Kentarou

Agireda - A fairly powerful warrior unit, she can be captured in battle in the True
History and Isoroku route, but she can only be character cleared in True History.
In the True History and Isoroku routes, it is possible to increase her troops by
1000 for each of the 2 colorless events available after conquering Cairo and
Amazon.

Ootomo Sourin - a Musket unit with the unique 'Special Cannon' ability that can
deal severe damage to all enemy units even from the back row! This ability uses
all action points. He cannot be captured. He is only available to the player as a
Shimazu House character in Free-for-All mode.

The four Shimazu brothers are extremely powerful units that will surrender to
you and be placed in the prison after you kidnap Kurohime in the Ran IF and Kill
the Monkey routes.
Shimazu Yoshihisa is almost certainly the best Foot Soldier in the game and due
to him having the skill Counterattack 2, you should be cautious even when there's
a risk of attacking him, or else he may hit you back for massive damage.

Shimazu Kazuhisa by stats alone, he is the best warrior in the game although he
lacks the good skills needed to fully exploit that title.

Shimazu Toshihisa is an extremely powerful Musket unit, due to his large troop
size and almost perfect stats, he will almost always hit you for massive damage.

Shimazu Iehisa is probably the least special of the brothers, he's simply a
Tactician with very good stats.

IF Routes Edit

General stuff Edit

IF routes can only be done in Second Games. The requirements for entering the
route must be completed before the Incident at Honno Temple (after the Incident
at Honno Temple is triggered, the route is locked)

A trick, which allows you to create a save game that makes you able to go all
routes in the game is to arrange things such that conquring the Houjou family
would result in the 5th gourd being broken. Then the save can be made after the
following has been done (you will need to able to have at least 3 Action Fans to
do this).

Firstly, to make sure you have the conditions to enter the other routes satisfied,
you must:

1) Conquer Ashikaga.

2) Capture Yamamoto Isoroku and see her H-scene.

3) Recruit Kenshin & Ai.

4) Have Kenshin at Trust and previously deployed into a battle with Rance.

5) Seen the scene where Xavier is given the Emperor Headband.

6) Recruit Ran, and have spoken to her once (requires Souun's disappearance).

7) Conquer Houjou up to the point where you can conquer the family in one
battle (down to their last territory).

Then, at the beginning of a new turn with three moves, you have the option to:

1) Enter the Kenshin route immediately.

2) Attack the last Houjou territory (1st move), talk to Ran (2nd move), and enter
the Oil dungeon (3rd move), putting you on the Ran route.

3) Anything else after defeating the Houjou House (Isoroku or True route with
Souun possibly joining you as a commander if you take Ran to the Oil dungeon).

Nanjou Ran routeEdit


NOTE! If you do not go to the Mamushi Oil Field dungeon after unlocking it, Ran
will leave your party after a certain number of turns (around 20) and you will lose
both her, Houjou Souun and any chance of entering the Ran route.

To begin the Ran IF route, you must capture Nanjou Ran while fighting the
Houjou House. To do this, you must see several events while fighting the Houjou
House up to the point where Souun tells Ran about the true nature of Suzaku and
when scouting, you can see that she no longer has the move 'summon Suzaku',
afterwards you will be able to capture her in battle (although it may be the case
that if enough gourds are broken, you may also have to see the event between
Apostle Shikubu and Ran before Ran is capturable). After capturing her, wait until
Souun goes to a dungeon in Mamushi Oil Field before you defeat Houjou House.
Then, recruit Nanjou Ran from prison and defeat the Houjou house, afterwards,
talk to Ran until she asks Rance to go the dungeon, then if you complete this
dungeon before either entering another route or Kouhime's kidnap, you'll be on
the Ran IF route.

Note that completing the dungeon will send Oda into military chaos so you'll have
no Action Fans left for the rest of the turn.

A short time after beginning this route, if you are not at war with the Mouri
House or the Tanegashima House, the Mouri House will conquer the
Tanegashima House.

Some time after completing the dungeon, you will get an event where Suzume
and Chaos discover that a demon is in Honnouji.

If you have conquered the Tenshi Sect at this point, an event in the following turn
will give you a choice to release Manmaru or keep her, keeping her will
eventually lead to a Game Over.

Warning: if you capture Manmaru right before being forced into the fight with
Xavier, it is possible that the event for releasing Manmaru does not happen
before the fight with Xavier, making the game unwinnable.

Afterwards, you will fight Xavier and Toukichirou in a timed battle (Xavier is the
same as he was at this point in the True route, Toukichirou is the same as he
always is), once the time is up, Xavier will be sealed (provided that you do not still
have Manmaru in your possession, if you do you will always get a Game Over,
even if you level up and beat Xavier).

Once this event is finished, you will lose all of your Action Fans for the rest of the
turn.

After sealing Xavier, the Ran route becomes very simple, from this point onwards,
as long as you have control of Saitama, you do not need to conquer anywhere,
and with a few exceptions (see below), you can just let your Battle Permits
protect you and hit "end turn" until the game forces you to do something.

About twenty turns after starting the Ran route, there will be a new red battle
event in up to 10 of your provinces marked off with stars to fight ogres 'Close
hole to hell' in this event you will fight 2 units of 1000 Blue Ogres each and 1 unit
of 2000 red ogres (red ogres are stronger than blue ogres, both act basically the
same as Warrior units).

When doing this, note that Diviners/Yin Yangs seem to do double damage to
ogres.

Note also that there is no penalty for losing the battle, except for a wasted Action
Fan.

At the beginning of each turn that at least one of these events has not been done,
you will lose 1 Nation power and on random turns, Owari will get attacked by
ogres which are harder than the normal battles (2 Red ogres and 2 Blue ogres,
who's troop size increases until you have done all of the battles).

Losing these battles gives a Game Over.

Once all of these events are done, a start of turn event unlock a 12 floor dungeon
in Saitama which you must go through to access the endgame.

After clearing the last floor, you will fight a boss battle against Sekimei who is
level 80 with 2310HP, extremely high speed and a standard attack which can hit
targets in the backrow. Fortunately, his attacks inflict very low damage compared
to Xavier and unlike most routes with Xavier, you have infinite time to prepare
(nothing forces you to enter the dungeon) and you can always deal damage to
him (so there's no need to keep Rance alive), he is accompanied by 3 level 30 Red
ogres (320HP) and 2 level 25 Blue ogres (275HP)

Note that all actions get restored before the fight with Sekimei but not HP
although defeated units will be revived with 1HP.

As per usual, losing sends you to the Alice Mansion where you can retry with the
enemy's level reduced, to a minimum of 20 and all of your units fully healed with
all of their actions restored.

Beating him completes the Ran route.

One of the most noteworthy features of the Ran route is that since Xavier is
sealed, the Demon Army does not appear, this has three main consequences:

Kobayakawa Chinu does not die.

Ogawa Kentarou never joins preventing any events with him or Miki.

Because Xavier does not conquer them, the Shimazu House will live and
eventually declare war.

Following this, they will one by one absorb the Mouri House, Takuga, and the
Tanegashima House after several events if the player hasn't conquered them. As
a result, the Shimazu will acquire both the special characters of those houses and
the southern part of JAPAN. These events can be triggered faster when either
Shimazu gets attacked or attacks (they're Shimazu house turn events).

The merging events do not happen if the events on the Shimazu house or the
targeted house are not finished. They can also be prevented by either lifting
Motonari's curse or capturing one of the three maids of the Mouri House.
As the war continues, the Shimazu brothers will randomly cause one of your
female commanders to defect, however only females who can be fired and are
not at Love with Rance will defect (Patch 1.03 makes it sufficient to keep your
female commanders if they have at least Trust).

This appears to be a truly random event as you can reload to the previous turn
and get a different result.

Defected commanders cannot be re-recruited even after you recapture them.

After the first defection, (usually the following turn but as it is caused by a start of
turn event, it might be bumped back by main Ran route events), a green
exploration command will become available in Shimazu provinces, allowing you
to kidnap Kurohime for 50 Search.

The turn after Kurohime is kidnapped, the Shimazu brothers will surrender
themselves to you (make sure you have enough space in your prison) but the
Shimazu House will remain hostile under Agireda's leadership.

Take note that there is no upper limit to the number of defections that can occur
and that you can only have one commander defect per turn and sometimes,
female commanders who are at Trust can defect if the majority of your army is a
trust.

Once Kurohime is kidnapped, the defections will stop.

Tip: To prevent defection, you can leave your prison at 20/30 or more and
regularly capture commanders, this will replace the defection with a useless
event.

BUG! The above event (female commander defection) can be pushed back by
non-unique events. In other words, it is possible to never trigger any defection. If
you conquer Shimazu in this way, the game will still assume you have captured
the brothers and they will disappear from the game. This seems to occur more
often if you avoid getting in contact with the Shimazu for a long time (by not
conquering Mouri).

Finishing the IF route will unlock a new option in the Second Game Bonuses
which will allow you to start the game with Ran and Daidouji Komatsu, the
Houjou House will be at war with you from the first turn, and Houjou Souun will
be missing already.

Note: the ending to this route changes depending on whether Ran has trust or
love when you beat Sekimei.

Yamamoto Isoroku routeEdit

To enter the Isoroku route, you must recruit Yamamoto Isoroku, do her H scene
and then do the "Searched for Kou but..." event before entering a different route
(note that you do not need to fulfill these conditions before Kou goes missing,
you can H Isoroku while Kou is missing and still be able to enter the route,
although be warned that you can't do Isoroku's second event with Kou, meaning
that you must at least do that before Kou goes missing).
Beware that once you enter Isoroku's route, anything requiring Kouhime's
presence (discovery of certain dungeons, character clears for some commanders)
will no longer be possible.

It should be noted that the Isoroku route is notorious for having a high number of
start-of-turn events. Be wary of this if you plan to recruit anyone who joins as a
start of turn event (e.g. Houjou Souun)

At the start of the turn after entering the route, you will fight Demon Nobunaga -
the fight is the same as it was in the True route but this time you only have to do
the one commander battle against him (you will not have to fight his Apostles)
and Ogawa Kentarou will be available for you to use (although there is a glitch
where he will not become available if you have 30 commanders), after this fight,
you will not have any Action Fans to use for the turn.

The turn after the fight against Xavier, the Takeda House will declare war on you
if it is still standing. Not long after this, the Mouri House will declare war on you,
although they will conquer the Tanegashima House beforehand if it is still
standing and not at war with you, they will also make the Akashi House declare
war on you if it is not vassaled (the timing of these events depends on if the
Takeda House is still standing or not and if the Mouri House was at war with you
before the route started. At the earliest, the Mouri House can actually declare
war on you on the end of the turn in which you enter the route, that is - the turn
before you fight Xavier).

As per usual, if they are still standing, vassaled or not, since the Takeda House has
declared war on you, the Tokugawa House will soon declare war as well, and
because the Mouri House has declared war on you, it can be expected that
Takuga will soon be introduced and will declare war (assuming that you haven't
already conquered the provinces of these houses). This cumulatively means that
at worst, you could simultaneously share borders, and be at war with 4 houses,
and unlike the True route, Xavier won't kill them off for you (see below).

In this route, the Demon Army is largely the same as in the True Route, with some
differences:

While Xavier will still conquer the Shimazu and Houjou houses, he will not
conquer any other houses in this route (although he still takes Senkan Nagato
from the Mouri House).

In the Isoroku route, the Demon Army cannot be defeated normally. If you
conquer any provinces in Africa other than Cairo, the Demon Army will instantly
take more provinces away from you (see below on how to win the route).

You can use the Battle Permits against the Demon Army without having them
taken away, or having any of your permit users lose battles when acting
independently.

The Shimazu brothers do not attempt to assassinate Rance, making them unable
to be killed, therefore making Agireda unclearable.
The Demon Army does not attempt to sink JAPAN, meaning that taking Morocco
will not give you access to the endgame and Apostle Madou will never fight you
in an army battle.

As mentioned in the Demon Army's section (see above), you will not fight Apostle
Madou when you attempt to lift the Soul Binder's curse.

Ogawa Kentarou's events are also very similar to what they are in the True Route;
most of the changes are to do with the event when Miki is found. The changes
are as follows:

Unlike the True Route, the Isoroku route cannot be beaten until Miki is found.

Miki will not go missing until Isoroku has announced her pregnancy.

Sill will not be frozen. Instead, Isoroku stops participating in battles (the game
treats this like she died).

After several start of turn events where Rance gains small amounts of SAT, a
character called Keikoku will be introduced. Eventually (roughly 25-30 turns after
entering the route), Keikoku will demand a tax hike, reducing your Action Fans to
1.

After this event has happened, unless you do an event where Suzume reads
Isoroku's mind (this is a purple event for Isoroku and may cause turns where you
have all of your Action Fans), Rance will die at the start of a turn after you've
gone through 4 turns that only have one Action Fan each. Your final warning for
this is an event where Keikoku breastfeeds.

Be warned, if you've avoided talking to Isoroku, and you've been sticking to your
autosave, this can make the game unwinnable due to the event where Isoroku
congratulates Rance on the baby taking priority over the event where Suzume
reads Isoroku's mind.

After your fourth turn with only one Action Fan, if Suzume has read Isoroku's
mind, Keikoku will flee Oda in a start of turn event. After this event, you will be
reduced to zero Action Fans for the turn. Then, there will be another start of turn
event where 3G tells you that Keikoku has not been captured and gives you 4
options. Picking the final option gives a Game Over, picking Isoroku will advance
the plot and picking any other option will achieve nothing.

After this event, winning an army battle again the Demon Army will cause
Keikoku to join them (note that Battle Permits usually won't trigger the event and
it may be blocked by other post-battle events such as the events including Rance
and the Shoguns - it may simply be a Xavier's turn event). She commands an
extremely powerful monster unit (red, warrior type) and all of the units with her
will gain all 4 buffs presumably at full strength (much like in the Demon King
route). She cannot be captured or killed but she does have some unique battle
dialogue with Rance and Isoroku.

Once Rance has decided to impregnate Isoroku, it will happen either as a purple
event for Isoroku or as a start of turn event. Soon after this (usually within a
couple of turns), she will announce her pregnancy as a start of turn event.
Once Isoroku's pregnancy is announced, all that is left to trigger the endgame is
to find Miki after she goes missing. As in the True route, Senkan Nagato must be
conquered for this to happen and apart from the differences mentioned above,
this event proceeds the same as it did in the True route.

It should be noted that you have no reason to advance any further than Senkan
Nagato in this route. Conveniently, you don't even have to conquer the Mouri
House to do this. If you accept Mouri's invitation to battle, you can conquer
Izumo and then attack Senkan Nagato from there, although this may be
impractical in some cases, as you may have to withstand attacks from the Demon
Army, Mouri, Takuga, and Akashi simultaneously in order to hold Izumo and
Senkan Nagato, but once Miki has gone missing, there's no need to hold out any
longer (in fact, apart from avoiding the Game Over you get from losing Owari, at
this point, you barely have any reason to battle at all).

Provided that Isoroku has announced her pregnancy, then not long after Miki is
found, Xavier will complain to Madou that he will be better off just killing Rance
rather continuing with their current tactics. After this event, Xavier will attack
directly, triggering the final boss fight - a two part commander battle against
Xavier (level 98, exactly the same as he was in the True route), Apostle Madou
(untransformed, level 40, again, exactly the same as he was in the True route, but
be warned that his healing ability can target Xavier although it very rarely does)
and Toukichirou (level 30, exactly the same as he was in the True route). Losing
here will also have exactly the same effect as losing the final boss fight of the
True route would (you get sent to the Alice Mansion).

The first half of the battle is timed, if you damage any enemies but fail to finish
them, they'll continue in the second part with full health, but regardless of what
you do, in the second part Xavier's own health will reset to 50%. So if you're not
confident that you can completely kill an enemy before the turns in the first part
end, don't bother attacking, just try to keep Rance/Kentarou alive for the final
part of the battle. An enemy that you managed to kill completely in the first part
won't show up in the last part of the battle (except Xavier).

Once the time for the first half of the battle has ran out, the second half will start.
As previously mentioned, Xavier's health will be set to half of its maximum and all
other non-dead enemies will be healed to full. Any buffs, Guard Shikigamis or
anything similar will not be transferred from the first half to the second half,
although actions used and HP lost will, otherwise this battle is just an untimed
continuation of the first half. Winning this battle completes the route.

Uesugi Kenshin routeEdit

Preconditions for entering:

Kenshin and Naoe Ai are in your army.

Ashikaga House and Uesugi House have been conquered.

Kenshin's affection is at Trust.

Kenshin and Rance have been deployed in battle together (You will see a scene
where Kenshin gives Rance riceballs).
After you get Kenshin to trust, an event happens where Xavier gets the Emperor
Headband. This seems to happen around the time between 4th and 5th gourd is
broken, and never before Turn 23, confirming that you have the requirements to
enter Kenshin's route, although you don't need to have recruited Naoe Ai for this
scene to occur.

After that, the new purple action "Have a picnic with Kenshin" will appear in
Sado; choosing it will start the Kenshin IF route and take all of your actions. On
the following turn, Rance will fight Rengoku with Sill (oddly he is not identical to
what he was in the True route, he is only level 40, untransformed and has
850HP), and there will be an unwinnable timed battle in which Kenshin fights
Xavier, followed by you losing all of your actions for the turn.

You'll start the Emperor Race afterwards. This involves Kenshin only. This race
involves Kenshin getting 100 points. You'll get a list of twelve characters, and
Kenshin will receive 20 points for defeating each of them. If she loses a one-on-
one duel, you will get a Game Over. If Kenshin wins an army battle, she will gain 1
point. If she loses an army battle, she will face assassins and get 3 points, so
sending her alone to a losing fight can be to your advantage.

Note that Kenshin will not face any pursuers when her Level drops to Level 1, it
appears that Kenshin needs to be above level 20 for this event to occur.

The twelve participants of the Emperor Race are: Dokuganryuu Masamune


(Youkai Empire), Oda Nobunaga/Xavier (Demon Army), Okita Nozomi (recruitable
in Kyo), Baba Shouen (Takeda), Gon (Takuga), Keikoku (independent), Yuzuhara
Yuzumi (Tanegashima), Mouri Motonari (Mouri), Shimazu Kazuhisa
(Shimazu/Demon Army), Uesugi Kenshin, Suzutani Musou (independent) and
Kumano Gorou (independent).

Dokuganryuu Masamune, Okita Nozomi, Gon, and Yuzuhara Yuzumi can only be
fought if they are in your army.

Note that, until Kenshin's level goes down to 1 (see below), you will be unable to
fight participants that are in your army.

Baba Shouen, Mouri Motonari, Shimazu Kazuhisa, Suzutani Musou, and Kumano
Gorou can be fought regardless of recruitment (in fact, the latter 3 cannot be
recruited).

NOTE!: Conquering the Mouri House while Mouri Motonari is still cursed will
cause a GAME OVER (an event occurs where he crushes Uesugi Kenshin). He will
be at Level 50 once his curse is lifted.

You will not be able to fight Suzutani Musou or Kumano Gorou until you have had
a start of turn event which tells you their location, allowing you to use a 15
Search command to locate Suzutani Musou (in Naniwa) and Kumano Gorou (in
Saitama). These evens seem to have a lower priority if you are at war with a
house that has an Emperor Race participant.

It seems impossible to fight Baba Shouen until after the Takeda Blitz has
occurred.
Interestingly, if Kazuhisa leaves the Demon Army before the Shimazu Blitz occurs,
the Shimazu Blitz will never happen.

Due to a glitch, It is possible to be unable to fight Kazuhisa in Izumo even though


you have control of Izumo and have seen the event where Suzume tells you that
Kazuhisa is headed towards Izumo. This seems to happen most often when you
leave Senkan Nagato as the only remaining Mouri province and the event where
Suzume tells you where Kazuhisa is triggers before defeating the Mouri house.
There will be no option to search for Kazuhisa, even after conquering the Mouri
house.

There is no way that Xavier or Keikoku can be fought by anyone in a way that will
win points.

In Second Games, if you chose a Bonus House at the start with a racer under your
control (i.e. Takeda to get Baba Shouen or Mouri to get Mouri Motonari), the
racer becomes unavailable to fight in the Emperor Race, except for Kenshin and
Masamune.

Participants that were released from prison before the start of the race or
dismissed from your army are also disqualified.

Xavier and the Demon Army act very similar to how they do in the True route,
however the following should be noted:

Xavier will start killing the participants randomly during his turn, even ones in
your army and prison, so reload if he kills someone you'd like to stay alive. Even if
you release a participant from your prison, they can still be killed by Xavier.

Xavier will not kill Masamune if he is in your army.

Xavier will not kill Kenshin during his turn.

Xavier will not kill any more participants if there are only four remaining in the
race: him, Keikoku, Kenshin, and one remaining participant for Kenshin to defeat.

Around 15 turns into the race, Xavier has a chance of killing a fake Keikoku (0
points) or a random samurai (+2 points). This has a random chance of happening
every turn.

Strangely, the samurai is sometimes worth 3 points, his worth might be


proportional to Kenshin's lead in the race.

Before winning the race, the Demon Army cannot be conquered. If you manage
to conquer ex-Shimazu provinces, the Demon Army will randomly take back
provinces from you in an event (just like the Isoroku route).

In the Kenshin route, Xavier conquers houses differently than he does in other
routes:

The Shimazu House will be conquered by Xavier takes about 5 turns after the race
starts.

Xavier will cause the One Eyed House to go to war with you (possibly a glitch)
when he kills Dokuganryuu Masamune as part of the race.
Xavier will conquer Takuga when he kills Gon as part of the race.

Xavier will conquer the Mouri House when he kills Mouri Motonari as part of the
race.

If Xavier attack Baba Shouen while he's still with Takeda,his life will be spared and
Takeda House will still standing.If Xavier attack Baba while he's being Ronin or
guest general for other house after Shingen assasination incident,he will be killed
by Xavier without mercy from anyone.

Similarly, Xavier does not conquer the Tanegashima House when he kills Yuzuhara
Yuzumi or the Imagawa House when he kills Okita Nozomi.

If Xavier manages to get 100 points, he will become the Emperor and will order
the Japanese to kill Rance, resulting in a GAME OVER.

On a related note, the Houjou House acts differently in the Kenshin route than
what they do in other routes and all of these seem to occur without any good
reason.

The Houjou House seems to not surrender to the Oda House in this route,

Nanjou Ran only dies if she goes to the Oil Dungeon or conquer the Houjou House
without capturing her.

Even if Ran dies, the Apostle Gigai never joins Xavier.

Your Battle Permits act in the same way as they do in the Isoroku route, not the
True route. That is, they will never fail, and they will never be confiscated.

Note that Ogawa Kentarou does not join you on this route, meaning that none of
the events with Miki will happen (this also means that Apostle Shikibu cannot die
in this route). An interesting consequence of this is that provided that you have
enough territory to get the 100 points required to win the Emperor Race, you
have no reason to battle the Demon Army in this route, aside from the one
province you need to conquer to trigger the endgame of the route once the race
has been won (which is trivially easy once Kenshin has the Power of the Emperor,
which is quite possibly the most powerful skill in the game).

As covered in more detail in the Demon Army's section - the Soul Binder's curse
cannot be lifted in this route.

After doing a few events with Kenshin (either two purple events or simply some
start of turn events), her Level will automatically go down to Level 1. A new
option in the Satisfaction Bonuses will allow you to bring her Level up by 10 (e.g.,
Level 1 -> Level 11). This can be done until Kenshin's level exceeds 39.

After Kenshin's level has been reduced, every time you talk to her, she will gain 2
Levels until she reaches Level 60 or 61. However, once she becomes the Emperor,
she will no longer gain levels through this method.

It is possible to have Kenshin bugged so that she will gain 2 levels with no
restriction, until she reaches her level cap. One possible method to do this is to
have Kenshin get to level 8 before using 4 sat bonuses on her to bring her level up
to 48, and then just leveling her up by talking to her and with affection bonuses.

The event to decrease Kenshin's Level can be suppressed by having other events
trigger instead. It appears to be relatively low-priority and it's possible to win the
Emperor Race without dropping to Level 1. To do so, do not conquer the
territories which house the participants. Instead, conquer territories like Naniwa
and Saitama, which house two independent racers.

Recruiting Nozomi, defeating Tanegashima, Takuga, and two independent


participants while you have 4 SAT bonuses saved is probably the easiest and most
direct route of winning the race. If you have Nozomi recruited, plus Yuzumi,
Ryouma and Gon in prison before the Emperor race starts, with the Ryuuguu
Sword Urashimaru equipped on Kenshin, the Emperor Race can be ended in five
turns after you entered it.

If you are not fighting any house with race participants, the first two beginning-
of-turn events after the race starts will be Suzume finding Suzutani Musou in
Naniwa and Naoe Ai finding Kumano Gorou in Saitama. After this, you can win
after doing these steps:

Fight Suzutani Musou and Kumano Gorou in the same turn (Kenshin's Actions, but
not HP, are restored between fights).

Recruit Gon and Yuzumi from prison.

The next two turns will send Kenshin to level 1, after this, use Rance's Satisfaction
Bonuses to raise Kenshin to level 41.

Defeat Gon, Yuzumi and Nozomi (Kenshin can easily win the against them if she is
at level 41 with the Ryuuguu Sword Urashimaru equipped).

After a set amount of time, Keikoku will cause neutral neighbouring houses to
declare war on you. Houses can be convinced to attack you within mere turns of
each other, denying you enough time to finish one off. However, if you are at war
with 3+ houses, she will wait until your enemies decrease.

Once the race starts, you can't conquer the last Takeda territory until either
Kenshin or Xavier defeat Baba (but defeating Takeda before the race starts makes
it much easier). The option to fight Baba shows up only after the four Takeda
generals have done their blitz attack, and Baba does far more damage than
Kenshin; you need to be at Level 62 with the Protection Paper equipped to stand
a decent chance of winning, and sometimes you will lose because Baba can get
two turns in a row. If you equipped an item that cannot be removed, you may
need to level Kenshin up to her max level or reload. Another option is to use the
2nd game bonuses to buy either the Guts Armor (which will greatly reduce the
damage Kenshin will receive) or the Ryuuguu Sword Urashimaru that adds 100
damage.

After receiving 100 points, Kenshin will get the Power of the Emperor skill (see
the skills section), afterwards she can also automatically vassal any hostile house
with the exception of the Demon Army because they're not from JAPAN.
Note that unfortunately, the vassaling is practically little more than a formality
and an excuse to get the endgame started - you won't get any unique
reinforcements from houses that are usually impossible to vassal and event like
the Tokugawa House betraying you won't happen.

Once Kenshin becomes the emperor, if you conquer a Demon Army province, the
entire Demon Army will be conquered (so you can recruit a few extra units for the
final battle and/or clear them for points beforehand, if you feel like it), and soon
after you will get a scene where Xavier will go into the Orochi Dungeon in
Yamatai.

Note that you cannot enter the Orochi Dungeon without defeating the Miko
Institute (although by this point in the game, this is easy, simply declare war on
them followed by using Kenshin to demand their surrender).

If you take more than 5 turns to enter the dungeon and defeat Xavier , Orochi will
awaken and you will receive a GAME OVER.

Note that each turn, Xavier will go deeper into the temple. Depending on how
deep he's gone, you will encounter him, and begin the final boss battle (a
commander battle against Xavier and Toukichirou) passing floor 8/10/15/18/20
of the Orochi Dungeon.

The fight, Xavier and Toukichirou are almost identical to what they are in the True
and Isoroku routes, however there is one small difference - Xavier has 2050HP
and is level 100 in this route, otherwise, everything else is the same.

All commanders' actions (but not HP) will be restored when the fight starts.
Additionally, you will be able to choose the commanders present at the start of
the fight. What commanders are present on the final floor do not matter.

Making use of Sill's actions to heal any damaged commanders during the climb is
advisable, as her actions will be restored for the boss fight.

Be warned that since Ogawa Kentarou does not join you on this route you will
have to make sure you have a Diviner/Yin Yang ready to shield Rance repeatedly
during the fight.

Winning this battle finishes the route.

WARNING : It is possible to end up in a situation where you are stuck with


insufficient points to win the Emperor Race by eliminating contenders. This will
happen if you dismiss participants before the race starts (confirmed with Yuzuru
and Okita), which causes them to be disqualified, as well as picking a lot of house
bonuses to disqualify them. When left with four remaining contenders and
Kenshin has less than 80 points, Kenshin will defeat the last contender
(Xavier/Keikoku do not count), and then Keikoku will poison Kenshin and kill her,
becoming the emperor and causing a game over. Your only option at this point is
to gain points via winning or losing battles with Kenshin till you have at least 80
points so that you will get 100 points immediately after defeating the last
contender.
If you start the race with only Xavier, Keikoku, Kazuhisa, Suzutani, Kumano and
Kenshin as participants, then you will be locked into a game over unless you can
farm points by having Kenshin win or lose troop battles. This is because Kenshin
can only defeat Kazuhisa, Suzutani and Kumano before Keikoku kills her.

Kill the Monkey route (KTM)Edit

In order to enter this route, choose the option 'Can Kill Toukichirou' in the Family
Bonus section (costing 10 points) before starting the game. Then, beginning on
turn 7, the 'Kill Toukichirou' option will appear in Owari and you will enter the
route upon choosing this option. This event will be available until the first gourd
breaks.

The route is notorious for its unique (and somewhat weird) properties:

This route is recognized by the game as a route when you save progress, but it
isn't quite a real route; there isn't a story attached to it and it is more of a
Sandbox Mode than anything else.

The main uses of this route are getting points and watching obscure events
without being interrupted by the game's storyline and the events caused by it.
This makes this route very popular for obtaining Family Bonuses.

Much like the Demon King route, you do not get any bonus points for clearing this
route.

All events related to Xavier will no longer occur, although it should be noticed
that Suzaku will appear if you visit the Oil Dungeon when looking for Houjou
Souun, so this particular plotline follows the True route rather than the Ran
route.

Note that, as Souun cannot fight Suzaku for revenge, you will not be able to clear
him.

Ogawa Kentarou doesn't appear or join in this route.

Kobayakawa Chinu does not die in this route either, so you can use and clear her.

Sill, Kouhime, and any other characters who would disappear in various other
routes will all remain in this route.

Kouhime will not join you as a footsoldier unit (or Shibata Katsuie for +1000
troops).

The Shimazu brothers will act just like they do in the Ran route, however - they
will not absorb other houses, they will only steal your female commanders.

Be warned as this route does not follow the plot of any other routes, several
events that occur between, or due to different Houses will often occur at odd
times, or not at all. For example, if you simply pay off Ashikaga and wait in Owari
without attacking or declaring war on anyone for 200 turns, the Takeda House
will never be introduced and even despite their countdown to war starting on
turn 72, they will neither declare war on your nor conquer Satiama until after
their introduction.
Naturally, this causes several weird occurrences and possible glitches. There have
even been (unconfirmed) reports of players having Nanjo Ran and Houjou Sounn
recruited simultaneously.

A number of events which are usually controlled only by the turn count have also
been known to not occur. For example, both the events where a Hanny gives you
the Popularity Staff and where you are given the Battle Permits do not occur in
the KTM route.

The route ends when you defeat every country on the map and end your turn.

As mentioned above, it is quite easy to obtain 'unlimited time' in this route, if you
so wish, there is nothing stopping you from paying off Ashikaga indefinitely and
staying peacefully in Owari forever, allowing you to abuse SAT bonuses to make a
very strong army out of your starting units. Used correctly, these exploits can
rapidly decrease the difficulty of the route. Somewhat humorously, if you do this,
the only house which will declare war on you prior to you declaring war on
anyone else is Asai-Asakura.

Anyone who does use an exploit like this should be warned of the potential for a
chain of bad events to trigger upon the introduction of other houses (e.g.
Takeda's conquering of Saitama along with declarations of war from Mouri,
Takeda, Tokugawa and later Uesugi).

Demon King route Edit

WARNING: If you have entered this route, the game is unwinnable - a Game Over
is guaranteed.

You will enter this route if you fail to get the Hirami Lemons for Miki or if you fail
to find her after her disappearance (see the relevant sections for more details).

This route has some unique properties:

You are told to restart the game because it is impossible to win. The closest you
can come to winning is to obtain a Game Over via conquering all of the provinces
possessed by the Demon Army.

Warning: If you have closed the gate on Takuga and Xavier has then conquered
them (prior to Miki taking over the Demon Army), you will not be able to 'win' the
Demon King route due to the closed gate making the final province impossible to
conquer.

You do not get any points for clearing the Demon King route as it is not a real
route.

When you conquer all of the Demon Army provinces, you will get an event where
Rance confronts Miki and Kentarou. In this event, Kentarou accuses Rance of
cheating and then Rance tries to attack Miki but the duo disappear. It ends with
Rance complaining he is too tired and the game then ends with the 'Game Over'
screen (the credits do not play, because you have not beat the a real route).
Unlike other routes, two units can be disabled by the Soul Binder's curse per turn.

Miki will appear in army battles, she has a special unit which fights alone (similar
to cursed Mouri) and possesses a HP bar rather than a troop count. This unit will
only use an extremely powerful physical attack which targets one unit in any row
and kills 9000 troops per use (note that as this attack is physical, Guard Shikigami
can block it and guarding Foot Soldiers can half the damage taken by it). It
appears to be the case that nothing can harm Miki (even Rance).

Xavier will appear in army battles. Strangely, his unit can be annihilated despite
the fact that his unit should be like Demon Kentarou's, due to Xavier being a
demon.

Similarly, Ogawa Kenatrou's unit will be stolen from you and it cannot be
annihilated by any means (even Rance). Fortunately, since Kentarou has left, his
sword will be returned to your inventory, allowing anyone to wield it.

Many Demon Army units will appear who have an invisible ability that causes all
units on their side in the battle to be given all 4 buffs (at unknown power) at the
start of the battle.

Fortunately, castle battles in the original 4 Shimazu provinces will be completely


unchanged from how they were in the True Route, that is, Miki will not appear
and the enemy units will not spawn with all 4 buffs.

The Demon Army will gain a large number of troops and commanders every turn,
making their numbers effectively infinite.

Even if this route was entered via the True route, provided that you still have
your Battle Permits, they will never be confiscated from you. They will effectively
function the same as they do in the Isoroku route.

In general, if you wish to 'win' the route, the following are required:

Due to the number of troops the Demon Army will be killing every battle and the
costs incurred by Battle Permits (if you have them), it will be almost impossible to
survive without a high income and low outcome.

The best way to obtain this is to conquer most of the map before entering the
Demon King route and to take as many Satisfaction Bonuses that lower troop
replenishment cost as possible.

Skills such as Merchant and Asset Tech, while potentially helpful, are not
required.

A good number of good scouts is required, if you do not have enough good
scouts, you will have to risk unknowingly entering a battle where Miki is present,
which will cause you to lose a large number of troops and possible lose some
commanders. In the Demon King route, you should scout before every battle.

Naturally, you should have access to a large number of the strongest


commanders in the game before attempting to 'win' the route, if you do not have
a strong roster then you may be completely reliant on the Demon Army not
attacking in order for you to make progress and winning without Battle Permits
will be almost impossible. A lack of strong commanders will also substantially
increase the difficulty of any castle battles.

The following strategies are useful if you wish to 'win' the route:

Before entering the route, you may wish to minimise the amount of times you've
fought the Demon Army (although as above, you will want to have conquered
most of the map before entering the route), doing this will maximise the number
of former Shimazu commanders that the Demon Army has, increasing the
probability that you'll face them rather than the significantly tougher Monster
units.

If you still have Battle Permits, use them to take all the territories which you can
and only defend against battles that appear to be winnable (usually, this means
battles in which Miki does not appear), then as soon as you have the opportunity,
attack the last territory of a province that you wish to conquer with your best
troops and repeat this process until you have 'won'. Covert Action may be useful
here, particularly for any province where the Demon Army has no choice but to
defend.

If you do not have Battle Permits, you will have to find alternative means of both
acquiring and defending territory:

Since you can no longer rely on Battle Permits to regain any territory that you
lose due to Miki appearing in a battle, it is necessary to obtain a method of
winning battles in which she appears.

The simplest method is the exploit Initial Time Advance, see here for a guide on
how to acquire it. The basic idea is to exploit the fact that there is no battle in the
game which starts out with more than 25 turns available and the fact that for
every commander in a battle who has Initial Time Advance (or the Underworld
Clock which has the same effect), the battle will last 5 less turns than what it
otherwise would have. This means that if 5 commanders who have Initial Time
Advance are present in the same battle, the battle will end instantly meaning that
whoever started with an advantage in Battle Rating will win. In the overwhelming
majority of battles (i.e. battles where the neither side has Initial Battle Rating, or
a similar ability that changes the Battle Rating at the start of the battle) this
means that the defending side will win, giving a very easy way to win a defensive
battle in which Miki has appeared.

When using this method, it is suggested to have more than 5 commanders who
have Initial Time Advance, since the Soul Binder can disable up to 2 of them per
turn. Although in practice, since this is the fastest and most reliable method in
the game to win any defensive battle, it is suggested to simply acquire as many
commanders with Initial Time Advance as you can.

If possible, you may wish to give Initial Time Advance to your fastest units, the
reason for this is that if you ever find yourself in a situation where you cannot
deploy 5 commanders with Initial Time Advance, you still may be able to
guarantee victory with less than 5 because your fast units are likely to take up the
first few turns, meaning that by the time the battle ends you will have not lost
enough Battle Rating to lose. In these cases, All-Guard Shikigami and Initial Battle
Rating may be helpful.

In obtaining commanders with Initial Time Advance, the 'Increase Everyone's


Affection by 3' Satisfaction Bonus will be very helpful.

If, for whatever reason, you are not happy with a team that will almost always
win on the defense. It is possible to create a team that will never lose when
defending a castle. To form such a team, you need 4 commanders with Initial
Time Advance and 2 commander with Initial Battle Rating. Furthermore, one of
these commanders must be equipped with the Underworld Clock. The end result
of this is that even if you were to enter a battle where all 6 of the enemy
commanders have Initial Battle Rating (and you faced them with the team just
described), the combined force of your Initial Battle Ratings and the castle's
Battle Rating advantage would cancel the enemy's Initial Battle Ratings out,
leaving you with a battle that ends instantly with the Battle Rating being 50/50 to
both sides, making you victorious as the game gives the victory to the defender in
the case of a draw.

Another, less reliable method of winning a battle which includes Miki is to use
skills such as All-Guard Shikigami, Kenshin's Power of the Goddess of War and
Uruza's Accurate shots to minimise the damage that Miki can do, while doing
whatever you can to win the battle.

Note that Due to Miki's high speed, your units with All-Guard Shikigami will have
to be very fast, or else Miki may defeat them, or one of your other important
units, before they can move.

In order to reuse All-Guard Shikigami or Uruza's Accurate Shots, Aburako Dousan


may be helpful.

As for general offense and defense, it is recommended to simply have a strong


group of commanders, if all else fails, you can devout the majority of your roster
to exploiting Initial Time Advance, allowing you to stalemate the Demon Army
with a defensive force that will (almost) never lose while you use your best
offensive commanders to win one or two offensive battles per turn (and simply
retrying the next turn if you lose an offensive battle), until you've 'won' the route.

Unfortunately, this method can still fail if some of your offensive commanders
die, so it is advisable to do everything in your power to prevent your best units
from being defeated in an offensive battle (in particular, if you have the Charm of
the Immortal Fox Deity, make sure you have equipped it to your most valuable
offensive unit).

One suggestion is to use your now unlimited time to acquire enough money to
make the troop counts of your offensive units high enough to reduce any worries
of their unit being defeated in battle.

If things go very badly, and all of your strong offensive commanders die, the only
solution will be to use your unlimited time to upgrade your commanders as much
as possible, until you have a team that's strong enough to win offensive battles.
Although while doing this, you will have to deal with that fact that this will be
very time consuming (so much so that it will likely be faster to just reload a save
from before things went so badly) and may still fail since some of the game's
strongest units like Natori and Omachi are impossible to replace and at this late
stage of the game, you won't have much choice as to what type of units you can
use. In short, if you're unlucky enough to lose all of your good commanders, it is
best to accept defeat.

VH01]

///Version History///

Version 1.11: Added a CG listing and requirements to


unlock them to the end of
the walkthrough.

Version 1.1: Substantial update. The first time play


and 2nd+ game play
walkthroughs were separated due to conflicts in events.
The first time play
walkthrough has been re-worked to be substantially
easier. Ending turn count
has been reduced for a higher ending score. Some early
events in the 2nd+
game walkthrough have been shifted to make the start
easier. A reworking of
the 2nd+ game will be done on the next update to
decrease its difficulty
overall.

Version 1.0: Initial walkthrough release.

[IN01]

///Introduction///

This is a True History Route walkthrough for the


unofficial v1.0 English patch
of Alice Soft's Sengoku Rance (Rance 7). The first time
player walkthrough has
been separated from the 2nd+ play walkthrough in this
revision. The first time
play walkthrough will appear first. If you have beaten
the game at least once,
please skip down to the 2nd+ play version. If you
follow this walkthrough you
will unlock the following at completion:

For first time players:

1. Mouri family bonus.


2. 82 CGs (84 if you include the opening and ending CGs
for the game).
For 2nd+ game players:
3. An ending score of at least 36. (You can get an
additional 10 score for the
300 women achievement and an additonal 2 score for
every commander with
end-game points in your control at the end of the
game.)
4. Completion of the True History Route, unlocking 2nd+
game routes.

For 2nd+ game players:

1. Mouri family bonus.


2. Dokuganryuu family bonus (Also known as the One-Eye
house).
3. 83 CGs (85 if you include the opening and ending CGs
for the game).
4. An ending score of at least 33. (You can get an
additional 10 score for the
300 women achievement and an additonal 2 score for
every commander with
end-game points in your control at the end of the
game.)

[IM01]

///IMPORTANT!!! DO NOT SKIP THIS SECTION BEFORE


BEGINNING WALKTHROUGH!!!///
There are certain things to remember in general while
following this
walkthrough. While failing to do these things may only
make events more
difficult in some cases, others may affect the choices
given on a turn making
them differ from the walkthrough. Remember these things
when playing:

DO NOT:

1. Do not use any affection items unless told to do so.


This is VERY IMPORTANT
since these are used at specific times for character
clearing. There is a
chance to acquire these items when capturing enemy
commanders in battle, as
well as the normal dungeon drops. For the majority of
this walkthrough I did
not use a commander with the "Defeated warrior hunt"
skill. If you are
concerned about running out, give this skill to one or
more of your commanders
and you should have more than enough affection items
when prompted to use
them.
2. Do not allow a house to retake any of the sections
of a territory before
you conquer it. A partially taken territory must be
taken completely, unless
you are specificly told that the house can retake
something that turn (Mouri
is allowed to do so at least twice, but each time is
noted). Failure to defend
partially taken territories will invalidate the
walkthrough. Be sure to save
before ending your turn to be safe.
3. Do not allow a house to completely take over one of
your territories.
Losing a territory can invalidate the walkthrough. That
being said, you can
allow a house to partially take the areas in your
territories as long as they
do not completely take them over. It is beneficial to
allow it in many cases
and necessary in others when facing multiples houses.
Use this to your
advantage when you need to commit extra commanders to
offensive action.
4. Do not take an action that is not listed in the
walkthrough if you intend
to follow it to the end. You are free to stop following
this walkthrough at
any point, but once you do so your end result will
differ from the one
produced by this walkthrough. If you fall behind
somehow, there are certain
points called "Free actions" in the first play
walkthrough that can be used
to either perform a specific action if it did not
happen between turns, impose
a levy, or catch up on something else. You can treat
the Impose a levy actions
in the 2nd+ game as free actions as well.
5. Do not increase the troop size of the first 5
generic commanders recruited
at the beginning of the walkthrough. They are there for
negotiation and
scouting purposes to keep your useful commanders
available for battle.
The starting foot soldiers may be needed to defend
briefly at the beginning
and will be needed for the Kyo dungeon, but increasing
their troop size is
not necessary.
6. Do not let your prison fill up completely. Your
prison will hold a
maximum of 30 prisoners. Be sure to release them 5 at a
time regularly to get
Happy Pokkuru to level commanders and to be sure that
you can capture enemy
commanders in battle. Having a nearly full prison can
also make capturing
enemy commanders difficult as well.

Remember to:

1. Make sure to use stat scrolls that you acquire


through battle, dungeons, or
levies. Use the beginning scrolls on Rance. Raising as
many of his stats to 6
as possible before using his satisfaction bonus to
increase all 4 of his stats
will immensely help during the later game.
2. Save often. I recommend making a save at the
beginning and end of each turn
at a minimum. Saving before attacking a territory is
advisable as well as
after capturing a commander.
3. At several points in the walkthrough, you are told
to dismiss a specific
commander. Before doing so, make sure to reduce that
commander's troops down
to 1. This will give you some extra cash before
dismissing the commander. You
can never again recruit a commander that has been
dismissed, so do not worry
about ruining the unit by lowering the maximum troop
amount.
4. Use all Happy Pokkuru acquired during the game to
level Rance only.
5. Heal the troops on operation permit holders after
they attack. Failure to
do so will prevent them from attack on the following
turn.
6. If a commander has a conversation or scene between
turns that is mentioned
as an action later in the guide, the mentioned action
may be treated as a free
action to make up a missed action or impose a levy.
7. In the event that you are not able to make up an
action, non-story line
dungeons can be skipped. It is best to do them for the
commander levels and
items they give, so only skip them if absolutely
necessary.

[GN01]

///Game Mechanics, General Clarifications, and Tips///


[This section is
optional, but recommended, particularly for new
players]

1. Triggering and Postponing House Wars:

Alice Soft created many triggers in the game to help


move the story along.
Some of these cannot be avoided, but some can be
postponed or entirely avoided
by taking certain actions. Here are the primary
examples that can be found in
this walkthrough:

a. By keeping the Hara House around, the Iga House will


not declare war on
you.
b. The Uesugi House normally will declare war on you if
you conquer a certain
number of territories based on the difficulty level you
are playing on (I
believe normal difficulty to be 9 conquered). This war
declaration event can
be postponed simply by remaining at war when you end
your turn. Kenshin will
ONLY declare war on you if you are not at war with
anyone when your turn ends.
*Note: Some rules are slightly different on for first-
time plays. Uesugi will
still declare war when you are at war with another
house on a first time play
when you defeat the Asai-Asakura family.
c. Normally I advise to conquer the Hara House and to
leave the Ashikaga House
around until it is close to turn 30. This is due to the
Tenshi Sect massacre
which occurs shortly after the 2nd gourd is broken. By
keeping the Ashikaga
House around until close to the time that a gourd is
automaticly broken, you
can postpone a Tenshi Sect war until you are better
prepared. Unfortunately,
I based this walkthrough on the need to quickly acquire
a 3rd action fan and
the early conquering of the Ashikaga House is required
for additional
satisfaction points.
d. The Hanny's will only help you invade Southern
Takuga territory if you have
both driven the Shinsengumi from Kyo and triggered
Yamanaka Kojika's events up
to the point of meeting Mouri's men. One early event
only triggers when a war
with the Tenshi Sect is triggered, so a late war with
them or missing one
entirely can prevent the Hanny's aid.

2. Imposing Levies:

After taking a territory, you are given the option to


impose a levy. When
imposing a levy, you are given 2000 gold + 100
additional gold for every turn
you have controlled that territory. In addition, you
are also given one first
level stat scroll. In certain areas of this walkthrough
you are told to impose
levies, primarily for funds needed to heal massive
troop damage.

3. Stat scrolls:

There are two types of stat scrolls. 1st level and 2nd
level. The 1st level
scrolls will increase a specific stat by 1 point, but
only if that stat is
below 6. The 2nd level scrolls will do the same, but
will increase up to the
maximum of 9. Under no circumstances should you use a
2nd level scroll on a
stat below 6. Additionally, the use of a 2nd level stat
scroll to raise a stat
above 7 will not increase the cost of maintaining a
unit, unlike doing so
through leveling a character. I recommend using the 1st
level stat scrolls on
Rance when possible since his stats start low.

4. Increasing troop size:

Unit attack strength receives diminishing returns from


additions made to troop
sizes past certain points. Additionally, you will
notice that troop cost will
also increase starting after 500 troops, and again at
1000 troops. Ideally,
you will want to focus on raising multiple units to
1000 troop size over
pumping up a single unit over 1000 as troop cost
doubles at 1000. There are
two exceptions to the rule. The first is raising your
primary foot soldier
unit (I recommend Mouri Teru due to her counter attack
2 special ability). The
second is Rance. He is one of your primary attack units
and the game will end
if he dies. After the majority of your units are around
1000 troops, you may
consider increasing another foot soldier's troop count.

5. Commander precedence:

You will notice that certain commanders will have


precedence over other's for
certain events. These include pre-battle affection
increasing scenes with
cleared commanders as well as the first round of visits
to Rance's room for
satisfaction bonuses. As such, when you are instructed
to visit Rance's room,
the name listed next to the visit will be the commander
that appears in the
scene.

6. End-game points:

Giving a commander end-game points as a special skill


when leveling will give
you a score of +2 for each commander possessing that
skill upon finishing the
game. This only applies to commanders still with you
when you finish the game.
This skill can only be given to commanders that do not
already have a special
skill. If you give a commander that is eligable for
end-game points an
alternate skill, they cannot take end-game points at a
later time.

7. Happy Pokkuru:

Happy Pokkuru is an item given when you release at


least 5 captured units at
once from your prison. This item will increase the
level of one of your
commanders by 1. To take full advantage of this, only
release 5 units at once.
Also, do not release any special commanders from
prison. Many of these will be
recruited during this walkthrough. For the course of
this walkthrough, use all
Happy Pokkuru received from releasing captives to level
Rance.

8. Defeated warrior hunt and light attack:

Defeated warrior hunt and light attack both increase


the chance of capturing
enemy units defeated in battle. With Defeated warrior
hunt, you will will be
more likely to capture units than kill them. Light
attack increases the chance
to capture the specific unit it is used on if that unit
is defeated. Light
attack has a cumulative effect, so using it more than
once will increase the
capture chance even further. Some units are immune to
capture, so it will not
work on everything.

9. 300 woman bonus

If Rance's ero diary reaches at least the 300 woman


mark by the end of the
game, you will receive an additional +10 score. While
you will get the
majority of this by conquering houses and triggering
scenes, the remainder can
only be acquired by capturing female commanders while
Rance is in combat. To
do this, you need to have a commander with the defeated
warrior hunt skill in
battle with Rance. Niwa Nagahide can be used for this
at the beginning of the
game. Leila is a good candidate for the middle game.
You will find little use
for defeated warrior hunt in the late game on the True
History Route since the
only commander in the Demon Army you will be capturing
is Agireda.

[WTH01]

///First time play True History Route Walkthrough///

The first 12 turns of this walkthrough were based on


the 13 turn +1 action fan
guide found at:

http://alicesoft.wikia.com/wiki/Sengoku_Rance under the


extreme games section.

Different actions were selected at turn 13, causing the


additional action fan
to be delayed until the 14th turn. This was necessary
to maintain a state of
war to prevent a declaration of war by the Iga house.
!!!IMPORTANT!!! Do not recruit commanders unless
instructed to do so that
turn. Doing so can cause Zeth and Leazus reinforcements
to not join
automatically when scheduled to and will force you to
waste an action fan to
accept their units.

!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!IMPORTANT!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!
!Do not use this section of the guide if you have
beaten the game at least !
!once. Instead, skip down to the 2nd+ walkthrough. This
section is only for!
!first time players!
!
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!!!!!!!!!!!

Turn 1 [True]
(Owari) Prison (Capture enemy commanders).
(Owari) Dango princess: Kouhime.
End Turn

Turn 2 [True]
Declare war on the Hara House.
Attack Hara House - make sure to capture an enemy unit
(preferably foot
soldier).
End Turn

(CG#001) +5 sat.

Turn 3 [True]
Recruit a foot soldier from prison. You may need to
defend with the foot
soldier and will need it for an early dungeon battle.
The higher negotiation
and search skill, the better. Try to get two of your
first three generic
recruits with 3 negotiation skill. If you are unable to
do so, don't worry
about it; it will just be a little rougher recruiting
and declaring war in the
beginning.
Attack Hara House.
Attack Hara House - try to capture another commander
(preferably a foot
soldier again).
<save>
End Turn

Make sure that the Ashikaga House declares war on you


on their turn. Reload if
they do not.

Turn 4 [True]
Recruit a commander from prison. If you were not able
to recruit a foot
soldier last turn, do so now. Otherwise, try to get a
recruit with a good
negotiation/scout skill, preferably with a cost of 1.
Attack Mamushi Oil Field.
Attack Mamushi Oil Field.
End turn

Turn 5 [True]
Recruit a commander from prison. The same as last turn.
Try to find a
commander with decent negotiation/scout skill with a
low cost.
Attack Mamushi Oil Field - taken (CG#101) +3 sat.
(Miko Institute) Hear Yamatai's pink rumor from 3G.
End Turn

(CG#009) +5 sat.

Turn 6 [True]
Recruit a commander from prison. The same as last turn.
Try to find a
commander with decent negotiation/scout skill with a
low cost.
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured.
(Miko Institute) Have sex with miko - CG#089 +5 sat.
End Turn

(CG#026)
Suzume joins.

Turn 7 [True]
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured.
(Owari) Genius Kunoichi: Suzume.
End Turn

(CG#025)

Turn 8 [True]
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured - taken (CG#043) +5
sat.
(Owari) Genius Kunoichi: Suzume +5 sat.
Recruit Yamamoto Isoroku if you have the negotiation
available. If not, wait
until next turn.
End Turn
(CG#010)

Turn 9 [True]
Recruit Yamamoto Isoroku if you did not last turn.
Use items on Suzume to 7/7
(Owari) Genius Kunoichi - level up - choose Dungeon
Scout.
(Kyo) Search for dungeon.
End Turn

(CG#027)

Turn 10 [True]
(Owari) Genius Kunoichi - CG#007 +5 sat.
(Miko Institute) Have sex with miko +1 sat.
End Turn

Turn 11 [True]
(Kyo) Kachikachi Dungeon Search +1 sat.

*Front row: Rance - Generic foot soldier 1 - Generic


foot soldier 2.
*Back row: Suzume - Yamamoto Isoroku - Generic archer
(Use Niwa if you did
*not recruit a ranged).
*First battle: Suzume & Rance stay on standby.
*Second battle: Rance and Suzume both attack once.
Finish using generics.
*Remember to use their strong attacks when they have 1
action point remaining
*for extra damage. Switch them out when they run out of
action points with
*Suzume and Rance.
*Third battle: Attack with Rance and Suzume normally.
Try to save an action
*point with Suzume for the final fight.
*Final fight: have Sill heal Rance to restore action
points. Take out the
*Freedoms with weaker commanders first and work on the
back caterpillars with
*ranged that you may have left.

(Owari) My slave: Sill +5 sat.


End Turn

Turn 12 [True]
(Owari) Plan for Dragon Palace game with Suzume.
(Kyo) Kachikachi Dungeon Search +5 sat.

Turn 13 [True]
(Owari) Search for dungeon
(Owari) Miso Katsu Dungeon Search
End Turn

Turn 14 [True]
(Owari) Genius Kunoichi +5 (CG#008) sat.
Rance's satisfaction bonus (10) - Increase number of
action fans.
End Turn

Turn 15 [True]
Rance's satisfaction bonus (20) - Call for
reinforcements (Zeth).
(Owari) Scout: Tamagushi Fuuka.

*Note: If you do not see the scout option then you do


not have enough free
*national power. If you recruited someone not in the
guide, consider
*dismissing that commander. If you did not, you may
have to dismiss a generic
*commander. You should have enough to scout unless you
recruited too many
*generics with the cost of 2.

(Owari) Miko without a memory: Tamagushi Fuuka.


End Turn

Turn 16 [True]
Declare war on Tokugawa House.
Attack Mikawa.
(Kyo) Scout: Kuge Kiyoko.

*Note: If you do not see the scout option then you do


not have enough free
*national power. If you recruited someone not in the
guide, consider
*dismissing that commander. If you did not, you may
have to dismiss a generic
*commander. You should have enough to scout unless you
recruited too many
*generics with the cost of 2.

End Turn

Turn 17 [True]
Dismiss all troops and fire one of the smaller
previously recruited generic
commanders. Preferably at least a cost of 2.
Rance's satisfaction bonus (30) - Rance attack.
Attack Mikawa.
(Kyo) Beautiful archer: Yamamoto Isoroku.
End Turn

Turn 18 [True]
(Kyo) Beautiful archer: Yamamoto Isoroku.

*Note: If you have enough national power available,


Isoroku may have 2 archers
*join you when you speak to her. You have two options
when this occurs. You
*can either outright dismiss them, or dismiss some of
your generic commanders
*instead. Keep in mind that the closer you are to your
max national power, the
*less likely reinforcements will auto-join you when
they are ready. Also,
*certain events such as scouting commanders will not
appear if you do not have
*sufficient national power available to recruit them.
These commanders have
*slightly more cost than some generics, so if you have
to choose between them,
*take the one with the 6 negotiation ability.

(Mamushi Oil Field) impose levy.


Attack Mikawa.
End Turn

Tenshi sect declares war.

Turn 19 [True]

[Optional: <save>. Use negotiations to make Tokugawa


surrender. Do the
following 2 purple events in Mikawa and you will
receive the Blue Seal Case
(reduces unit damage by 30%). End your turn. At the
beginning of the
following turn, save and then reload to your previous
save and continue the
walkthrough. The Blue Seal Case will be available at
2nd+ games to be chosen
as a starting bonus after this.]

(Kyo) impose levy.


Attack Mikawa - Tokugawa House conquered (CG#088) +5
sat.
(Mikawa) Recruit: Senhime (You must send her into
battle regularly until
cleared or she will leave you.)
End Turn

Turn 20 [True]
Attack Naniwa.
(Owari) Miko without memory: Tamagushi Fuuka (CG#091)
+5 sat.
(Mikawa) Shining god, Kaguyahime.
End Turn

Leave them alone.

Turn 21 [True]
Accept reinforcements.
Attack Naniwa.
Rance's satisfaction bonus (40) - Call for
reinforcements (Zeth).
End Turn

Turn 22 [True]
Attack Naniwa - taken +3 sat.
(Owari) I won't be tricked: Rizna.
(Kyo) Check up on Shinsengumi.
End Turn

(CG#029)

Turn 23 [True]
Use items on Yamamoto Isoroku to 7/7 if needed.
(Kyo) Beautiful archer: Yamamoto Isoroku - level up -
choose Yamamoto sweeping
fire. Equip her with Ryuuguu Sword Urashimaru to
maximize damage.
Attack Mikan.
Attack Mikan - Tenshi sect conquered (CG#058) +5 sat.
End Turn

Touch her boobs.


Asai-Asakura declares war.

*Note: The turn for the declaration of war may vary. If


it does not happen
*this turn, don't worry.

Turn 24 [True]
Attack Hara House - conquered - (CG057) +5 sat.

*If you have trouble with this fight, try leaving Hara
Shouji alone until the
*end. Concentrate on the weaker units. If you do not
completely destroy
*Kentarou's unit, leave it alone and he will be
eliminated when he attacks
*with around 50ish troops remaining.

(Kyo) Recruit: Kuge Kyouko.

*Note: If you do not see the scout option then you do


not have enough free
*national power. If you recruited someone not in the
guide, consider
*dismissing that commander. If you did not, you may
have to dismiss a generic
*commander. You should have enough to scout unless you
recruited too many
*generics with the cost of 2.

(Kyo) Beautiful archer: Yamamoto Isoroku (CG#041) +5


sat.
End Turn

Turn 25 [True]
Declare war on Miko Institute. Use the generic and
weaker units to declare
war. Save Suzume to search for the dungeon later this
turn.
Attack Miko Institute.
(Hara House territory) Search for dungeon.
End Turn

Hanny's declare war.

Turn 26 [True]
Attack Miko Institute.
(Toukaidou) Collect hanny's information.
(Toukaidou) Meet Imagawa Yoshimoto secretly - Keep
secret.
End Turn

If Asai-Asakura attacks one of your territories, it is


fine to let them win if
you do not have enough units to defend. Save your best
ready units to defend
against the Miko Institute.
Uruza joins.

Turn 27 [True]
Attack Toukaidou.
Rance's satisfaction bonus (50) - Call for
reinforcements (Zeth).
(Owari) I won't be tricked: Rizna.
End Turn

Turn 28 [True]
Dismiss a generic unit with a cost of 2.
(Kyo) Eat at a popular restaurant in Kyo.
Attack Miko Institute - conquered (CG#090) Rance level
up +5 sat.
Recruit Natori.
Rance's satisfaction bonus (60) - Replace troops with
elites.
End Turn

Okita Nozomi joins.

Turn 29 [True]
Rance's satisfaction bonus (70) - Action point +1.
Attack Toukaidou.
Attack Toukaidou - Imagawa House conquered (CG#044) +5
sat.
End Turn

*A note on Ranmaru and Shibata Katsuie. Be sure to


deploy them together
*early on to trigger their scene where Rance notices
Ranmaru's feelings for
*Katsuie. The majority of Ranmaru's actions will happen
at random times
*between turns, but this scene is needed for them to
occur. No direct
*conversation is taken with Ranmaru until Turn 82, so
don't worry about her
*not progressing fast enough.
Turn 30 [True]
Rance's satisfaction bonus (80) - Troop replenishment
cost -1.
Declare war on Tanegashima House.
Attack Tanegashima family.
End Turn

Look at her underwear.

Turn 31 [True]
(Miko Institute) Take Sill to miko mansion (CG#004) +5
sat.
Declare war on Akashi family.
Attack Tanegashima House.
End turn

Turn 32 [True]
(Texas) Dirty plan (Send fake relief supplies).

*Note: If Asai-Asakura has not declared war on you yet,


declare war on them
*in place of the Dirty plan action.

Attack Tanegashima House.


Attack Tanegashima House - conquered (CG#060).
End Turn

Magic joins

Turn 33 [True]
[Free action - If magic did not join, go to Owari and
Accept reinforcements.
If she did join, you may impose a levy instead.]
Rance's Satisfaction bonus (90) - Call for
reinforcements (Leazus).
Attack Texas - (Accept the counter attack on you with
no units deployed).
End Turn

(CG#093)

Turn 34 [True]
Attack Texas. (Scout before attacking. If there are
only 5 defenders, Kenshin
will probably help them. Send Rance with the attack to
prevent her from
joining the defense if there are 5 defenders.)
Attack Texas.
(Owari) Zeth princess: Magic.
End Turn

Sill scene (CG#002) +5 sat. (If you did not get this,
make it up at the
free action on Turn 39.)

Turn 35 [True]
Use items on Uruza to 7/7
(Owari) Zeth Big Four: Uruza - level up - choose
Accurate shots.
Attack Texas - Asai-Asakura conquered (CG#094) +5 sat.
(Owari) Zeth princess: Magic.

*Note: If Magic does not have a purple event flag,


switch her action with
*the turn 37 leveling Senhime action.

End Turn

Uesugi family declares war.

Turn 36 [True]
Declare war on Houjou family.
Attack Mazo with Rance only. Reload if Kenshin scene is
not seen. (CG#036)
Attack Mazo.
End Turn

Turn 37 [True]
Attack Mazo with Rance only. Reload if Kenshin scene is
not seen -
taken +3 sat
Rance's satisfaction bonus (100) - Action point +1.
Use items on Senhime to 7/7 if needed.
(Mikawa) Nickname, war princess: Senhime - level up.
End turn

(CG#031)

*Note: If Kenshin leads an attack against you between


turns, she will not
*be there to defend on turn 38. If you would like an
easy fight next turn,
*reload to the end of turn 37 if you see Kenshin when
you scout Uesugui's
*attack to get another attacking group without her
which will allow her to
*defend on turn 38. (Thanks to Arz for pointing this
out.)

Turn 38 [True]
(Owari) Zeth princess: Magic (CG#085) +5 sat.
Attack Sado. Scout and send Rance alone if Kenshin is
seen. Attack normally
otherwise.
Recruit Asakura Yoshikage.
(Texas) Former Asakura lord: Asakura Yoshikage.
End turn

First Suzaku summon scene. (CG#064)


Kentou Kanami joins

Turn 39 [True]
[Free action - If Kanami did not join, choose Accept
Reinforcements in Owari.
If Sill's (CG#002) "Sailor" scene has not appeared yet,
do (Owari) My slave:
Sill.]
Rance's satisfaction bonus (110) - Call for
reinforcements - Leazus.
(Hara family territory) Pearl Dungeon Search.
<save>
End Turn

Kill the messenger.

[When Kenshin and Ai are taken prisoner you can choose


to reconcile and wait
a few turns to get a purple event in Owari for CG#037
with Ai. If you do this,
be sure to reload to the end of turn 39 and choose Kill
the messenger after
unlocking the CG.]

First Souun x Ran Suzaku conversation.


Auto Sill scene from dungeon +5 sat.

Turn 40 [True]
Attack Sado.
(Owari) Zeth princess: Magic (CG#100) +5 sat.
[Free action - if you did not get Sill's scene at the
start of the turn
automatically, choose My slave: Sill now. Otherwise,
impose a levy.]
End Turn

Second Suzaku summoning scene.

Turn 41 [True]
Attack Sado.
(Owari) I won't be tricked: Rizna.
(Kyo) Harassed swordsman: Okita Nozomi.
End Turn

Turn 42 [True]
Attack Sado - Uesugi conquered (CG#039) +5 sat.
(Sado) Recruit: Uesugi Kenshin.
(Sado) Recruit: Naoe Ai.
End Turn

*Note: If you scout Houjou's attacks on you after


ending turn 42 and Ran is
*in them she will not be in the defending group when
you attack Houjou on turn
*43. You can either reload the end of turn 42 to try
and get an attack she is
*not in, or wait until she attacks again after you end
turn 43 to capture her.

Second Souun x Ran Suzaku conversation.


3rd gourd broken.
Turn 43 [True]
Use items on Magic to 7/7.
(Owari) Zeth princess: Magic - cleared +5 sat - Rance's
love acquired.
Equip Rance's Love to Senhime.
Attack Edo - Capture Ran. (Using Kuge Kyouko for light
attack may be
necessary. I used Rance, Kuge Kyouko, Uesugi Kenshin,
Natori, Yamamoto
Isoroku, and Uruza for an easy fight. Be sure to wait
on killing Ran until
attacking her with light attack. If you cannot capture
Ran, check to
make sure that you have room in your prison for her.)

*Note: If you cannot get Ran to appear this turn, you


do not need to
*capture her immediately. If she attacked you the
previous turn, she will not
*be available to defend against you this turn. Look for
her by in Houjou's
*attacks on you instead. Try to have her captured by
turn 46 if possible. Some
*time is needed for Souun to leave after Ran is
captured and the sooner Souun
*leaves, the easier the remaining fights will be
against Houjou.

(Texas) Search for dungeon.


End Turn

(CG#015)

Turn 44 [True]
Attack Edo.
Attack Edo - taken (Save your stronger units for this
attack. Be sure to
include Natori) - Souun leaves for dungeon.
(Edo) Challenge golden bear - Power Golden Bear
acquired.
End turn

Maria Custard joins

Turn 45 [True]
[Free action - If Maria Custard did not join at the
start of turn, choose
Accept reinforcements in Owari. Otherwise, impose a
levy.]
Rance's satisfaction bonus (120) - Call for
reinforcements - Leazus.
Attack Kazusa 2000.
End Turn

Turn 46 [True]
Use items on Rizna to 7/7 if needed.
(Owari) I won't be tricked: Rizna (CG#083) +5 sat.
(Owari) Super advanced technology girl: Maria - sex
ticket acquired.
Attack Kazusa 2000.
End Turn

Turn 47 [True]
(Mikawa) Nickname, war princess: Senhime - level up.
(Mikawa) Nickname, war princess: Senhime
Attack Kazusa 2000 - taken.
End Turn

Turn 48 [True]
(Owari) Super advanced technology girl: Maria (CG#081)
+5 sat.
Attack Saitama - send Senhime alone to lose. Reload if
she dies. Defeat 1/3
for clear.
Attack Saitama.
End Turn

Turn 49 [True]
Attack Saitama - send Senhime alone to lose. Reload if
she dies. Defeat 2/3
for clear.
Attack Saitama.
(Sado) Goddess of War: Uesugi Kenshin.
End Turn

Turn 50 [True]
(Owari) Unlucky ninja: Kanami (CG#079) +5 sat (If you
already saw this scene
between turns, use this as a free action and impose a
levy.)
Attack Saitama.
Attack Saitama - Houjou conquered (CG#066) +5 sat.

*Note: Leave Komatsu in prison. There is an extremely


small random chance that
*her followers will show up and demand her release. If
you see this scene at
*the beginning of your turn, save and then choose her
purple event in Owari to
*trigger CG#068. The event with her followers can take
anywhere from a few
*turns to hundreds if you are unlucky. If you trigger
her CG, you can reload
*to before it was triggered and continue on with the
walkthrough with the CG
*still unlocked.

End Turn

4th gourd broken.


Leila Glainie joins

Turn 51 [True]
[Free action - If Leila Glainie did not join, choose
Accept reinforcements in
Owari. Otherwise, impose a levy.]
Declare war on Mouri family.
Attack Izumo.
End Turn

Sill scene (CG#005) +5 sat (If you did not see this
seen this turn, it will
happen eventually).

Turn 52 [True]
Attack Izumo - send Senhime alone to lose. Reload if
she dies. Defeat 3/3
for clear.
(Mikawa) Nickname, war princess: Senhime - level up -
cleared.
Attack Izumo.
End Turn.

Turn 53 [True]
Attack Izumo - taken.

*This fight will require you to kill at least 5 of the


6 defenders to win.
*I used Rance, Leila, Uesugi Kenshin (equipped with
Power Golden Bear) front
*Natori, Yamamoto Isoroku, Uruza in back.
*Have Natori Miko Storm 2 and Uruza use accurate shots.
That should remove a
*good chunk of the moves for the defenders and make the
battle winnable.

(Izumo) Zeth Big Four: Uruza.


(Texas) Study Dungeon Search.
End Turn

(CG#030)
Sill scene from dungeon +5 sat.

Turn 54 [True]
(Owari) My slave: Sill - level up (If you did not get
the scene at the start
of this turn, it will trigger by selecting this.)
Rance's satisfaction bonus (130) - Increase number of
action fans.
Declare war on Takuga family.
End Turn

Uruza scene (CG#084).

Turn 55 [True]
[Free action - If you did not see Uruza's festival
scene at the start of this
turn, choose Zeth Big Four: Uruza. Otherwise, impose a
levy.]
Attack Takuga family - Deploy Rance and Uruza together
(CG#099) +5 sat.
Uruza cleared.
(Dokuganryuu family territory) Investigate the youkai
empire.
(Owari) Zeth princess: Magic - level up - choose White
destruction beam.
End Turn

Turn 56 [True]
(Mikawa) Nickname, war princess: Senhime - level up.
This action can be used
as a free action if needed.
Use items on Leila to 7/7.
(Owari) Leazus Royal Guard: Leila - level up.

*Note: Defeated warrior hunt can be useful for Leila


since she will be with
*Rance for the middle of the game. Female commanders
captured with Rance in
*battle are added to the list in Rance's ero diary and
count towards the 300
*woman +10 score bonus at the end of the game.

Attack Takuga family - taken.


(Izumo) Search for dungeon.
Recruit Tanegashima Shigehiko from prison.
End Turn

Kasumi joins through random Maria event. She is not


critical and will be
dismissed eventually, so do not worry if she did not
join you.

Turn 57 [True]
(Southern Takuga family territory) Support Shinsengumi
terrorists -
Give 3000 Gold.
Rance's satisfaction bonus (140) - Troop replenishment
cost -1.
(Mazo) Search for dungeon.
(Mazo) S&M Dungeon Search (Make sure that you have
finished collecting the
coil, iron pipe, and tape by the end of the dungeon if
you have not already).
End Turn

Hanny's take one area of Takuga.

Turn 58 [True]
(Senkan Nagato) Invitation for battle - Accept - taken.

*Rance, Leila, Uesugi Kenshin in front.


*Natori, Yamamoto Isoroku, Uruza in back.
*Should be an easy win, but you may lose one of your
back units. Reload if
*someone is killed. Take Mouri Motonari out with your
melee attackers before
*Teru can put up her guard. Each of them should do the
max of half his health
*per attack.

(Start trying to capture Kiku now. She can only be


cleared if she is captured
before Motonari is decursed.)
Recruit Yuzuhara Yuzumi.
(Mikawa) Shining god, Kaguyahime (CG#087) +5 sat -
Black Tri-Star Doctors
acquired.
(Sado) Search for dungeon.
(Sado) Sado Gold Mine Search.
<save>
End Turn

Reload and try to get Chinu's poisoning scene if it


does not appear when Mouri
attacks. You will only encounter the scene once and it
is an automatic loss.
Send a single weaker unit to defend against her and
save the others to defend
against Takuga.

Turn 59 [True]
Attack Akaheru. Scout and reload and capture one of the
Mouri sisters. Using
Kuge Kyouko's light attack may be required.
(Mikawa) Nickname, war princess: Senhime - level up.
This action can be used
as a free action if needed.
Recruit captured Mouri sister - I recruited Kikkawa
Kiku (CG#049).
Rance's satisfaction bonus (150) - Increase everyone's
affection by 3.
(Owari) Leazus Royal Guard: Leila (A purple event
should have appeared after
the satisfaction bonus for Leila and Kenshin's duel).
End Turn

Try to capture another Mouri sister when you are


attacked. Try to have Kiku
captured for next turn if you have not recruited her
already.
Hanny's take one area of Takuga.

Turn 60 [True]
Dismiss Kasumi if she joined you.
Recruit captured Mouri sister from defending battle if
you have one.
[Free action - Talk to Kiku in Mouri territory if you
did not get an
automatic conversation with her at the beginning of
this turn. Otherwise,
impose a levy.]
Attack Takuga family - conquered (CG#071).
Recruit Sakamoto Ryo from prison.
(Takuga family territory) Ask Ryouma about Motonari.
(Owari) Leazus Royal Guard: Leila (CG#082) +5 sat -
cleared.
End Turn

Operation permits should be given now or soon after.

Turn 61 [True]
Use items on Uesugi Kenshin to 7/7 if needed.
(Sado) Goddess of War: Uesugi Kenshin - level up.
Rance's satisfaction bonus (160) - Increase everyone's
affection by 3.
Use items on Kikkawa Kiku if needed.
(Izumo) Cooking devil: Kikkawa Kiku - level up.
(Izumo) Road to Hades Search - You may leave after
defeating Daidaara on
floor 7/18 or continue on. Be sure to leave before
reaching 18/18. Your
commanders will not be strong enough to defeat the 7777
health boss.
End Turn

Deploy Rance and Kenshin together while defending.


Mouri Motonari is decursed after battle.

Turn 62 [True]
Use items on Naoe Ai to 7/7 if needed.
Dismiss one of your generic units.
Attack Akaheru (Save Rance, Leila, Uesugi Kenshin,
Natori, Yamamoto Isoroku,
and Uruza for the next attack. Use your next best
attackers for this attack).
Attack Akaheru - Mouri conquered (CG#053) +5 sat.

*Rance, Leila, Uesugi Kenshin in front.


*Natori, Yamamoto Isoroku, Uruza in back.
*You will need to eliminate 4 or 5 defenders to win
this fight.
*Have Natori Miko Storm 2. Have Uruza use accurate
shots to eliminate action
*points. Concentrate your melee attacks the first round
on Mouri Motonari to
*lower his troop size before he uses his commander's
charge ability. Have
*Leila concentrate on units larger than her own like
the foot soldier to deal
*extra damage. Use Yamamoto sweeping fire as needed to
eliminate back units
*while damaging front units. I have replayed this fight
using this strategy 3
*times and have won each time. If you happen to lose,
reload and try again.

Recruit any remaining Mouri sister that you captured.


(Izumo) Cooking devil: Kikkawa Kiku (CG#050) +5 sat.
(Sado) Kenshin's staff officer: Naoe Ai - level up.
End Turn

5th gourd is broken.

Turn 63 [True]
Use items on Kanami to 7/7 if needed.
(Owari) Unlucky ninja: Kanami - level up.
(Edo) Have Kanami scout (CG#080).
Choose a foot soldier and a warrior with at least 1000
troops and equip them
with operation permits. Do not use them to search this
turn.
Begin working Naoe Ai's unit up to 1000 troops if she
is not at that already.
Rance's satisfaction bonus (170) Increase everyone's
affection by 3.
(Owari) Search full force for missing Kou (CG#013).
End Turn

Operation permit holders retake any territory lost to


Akashi. If one attacks
Himeji itself, the first Nuhe will be released.
Defending against Akashi
retaking their territory will be an automatic loss
until the Nuhe are
exhausted. Be sure to include at least 1 unit in your
defense to trigger the
event.

Turn 64 [True]
(Tanegashima family territrory) Musketeer girl:
Yuzuhara Yuzumi - level up.
(Tanegashima family territrory) Cube blacksmith:
Tanegashima Shigehiko -
level up.
Use items on Mouri Teru to 7/7 if needed.
(Izumo) Cleaning queen: Mouri Teru - level up.
(Mikan) Treasure: Dragonfly Cutter - equip to Mouri
Teru.
End Turn

Operation permit holders attack Himeji this turn if


they did not last turn.
Be sure to defend against Akashi's retaking of their
territory to trigger the
Nuhe events.

Turn 65 [True]
Equip Naoe Ai with an operation permit.
Use items on Uesugi Kenshin to 7/7.
(Sado) Goddess of War: Uesugi Kenshin (CG#034) - level
up.
(Sado) Kenshin's staff officer: Naoe Ai.
(Izumo) Treasure: Recruit Discount Ticket. Do not use
any operation permit
holders.
Declare war on Iga. Do not use any operation permit
holders.
End Turn

Operation permit holders attack. Be sure to defend


against all attacks. A
single unit can trigger the Nuhe scene when Himeji is
attacked.

Choose Wait.

Turn 66 [True]
Use extra gold to increase the maximum troop size of
one of your ninjas. You
will need one at 1000 troop size by turn 70.
Rance's satisfaction bonus (180) - Increase everyone's
affection by 3.
(Sado) Kenshin's staff officer: Naoe Ai (CG#033) +5 sat
- level up.
Use items on Kobayakawa Chinu to 7/7.
(Izumo) Poisonous lady: Kobayakawa Chinu (CG#051) -
level up.
Dismiss your last generic recruit.
Dismiss Tamagushi Fuuka.
Dismiss Maeda Toshii.
Recruit Gon from prison.
Recruit Kawanoe Yuzuru from prison.
Recruit Kawanoe Mine from prison.
(Izumo) Violent one: Sakamoto Ryouma - level up.
End Turn

Operation permit holders attack. Be sure to defend all


attacks.
Deploy Rance defending against Iga to trigger a scene.
This should be the final Nuhe attack on you if you did
not encounter it
last turn.
Hibachi released.

Turn 67 [True]
Dismiss Niwa Nagahide.
Recruit Nanjou Ran from prison.
(Edo) Souun's fiancee: Nanjou Ran.
(Owari) Traveling carnival is here - 3G +3 score.
(Tanegashima family territory) Cube blacksmith:
Tanegashima Shigehiko.
Rance's satisfaction bonus (190) - Increase everyone's
affection by 3.
End Turn

Operation permit holders attack.


Deploy Rance and Yuzuhara Yuzumi in the same defending
battle.
Deploy Suzume against Iga while defending.

Choose Wait.
Turn 68 [True]
(Edo) Souun's fiancee: Nanjou Ran (CG#061) +5 sat -
level up.
Lower Nanjou Ran's troops to 1.
Use items on Mouri Teru to 7/7 if needed.
(Izumo) Cleaning queen: Mouri Teru - level up.
(Mamushi Oil Field) Treasure: Murasame.
Put the Murasame on Uesugi Kenshin and move the Power
Golden Bear to Leila.
(Mamushi Oil Field) Oil Dungeon Search - Ran dies.
End turn

Turn 69 [True]
Recruit Mouri Motonari from prison.
(Tanegashima family territory) Cube blacksmith:
Tanegashima Shigehiko -
level up - cleared.
(Owari) Super advanced technology girl: Maria (CG#096)
+5 sat.
(Owari) Unlucky ninja: Kanami - level up.
(Saitama) Seiita Shogun: Sakanoue no Tamuramaro - Seal
of Approval acquired.
End Turn

Choose Wait.

Turn 70 [True]
Equip a ninja with an Operation permit.
(Owari) Super advanced technology girl: Maria - level
up - choose Tulip
rapid-fire - cleared.
(Izumo) Cooking devil: Kikkawa Kiku - level up -
cleared.
(Mamushi Oil Field) Oil Dungeon Search - make sure to
obtain a
hallucinogen of death.
Declare war on the Dokuganryuu family - Do not use any
Mouri family members
or Operation permit holders to declare war.
End Turn

First Operation permit holder attacks (CG#


After the 4th Operation permit holder attacks, Nogiku
will deploy (you cannot
capture her yet).
Deploy all 4 Mouri family members in a defending battle
to unlock Mouri family
bonus.
Allow the Dokuganryuu family to reclaim one of their
areas. Your Operation
permit holders will relaim it next turn.

Turn 71 [True]
Use items on Yuzuhara Yuzumi to 7/7 if needed.
(Tanegashima family territory) Musketeer girl: Yuzuhara
Yuzumi - level up.
(Owari) Traveling carnival is here - Suzume +3 score.
Rance's satisfaction bonus (200) - Increase everyone's
affection by 3.
Use items on Mouri Teru to 7/7.
(Izumo) Cleaning queen: Mouri Teru (CG#047 & CG#048) +5
sat - level up -
cleared.
<save>
End Turn

First Operation permit holder attacks - Orime deployed.


Third Operation permit holder attacks - Noir deployed.
Scout the Dokuganryuu family attacks. If Noir or Orime
are deployed, defend
and make sure to eliminate their units to capture them
automatically. If you
see Nogiku, reload and try to get one of the other two.
Nogiku cannot be
captured yet. I captured Orime (CG#078).

Choose Wait.

Turn 72 [True]
Dismiss Akechi Mitsuhide.
Recruit Orime from prison (choose Noir instead if you
captured her).
(Izumo) Foursome with the 3 sisters (CG#052) +5 sat.
(Sado) Kenshin's staff officer: Naoe Ai - level up -
cleared.
Declare war on the Takeda family.
(Owari) Visit Honnouji (Nobunaga) - Attack using all of
Oda's troops (CG#011).
Heal all troops before ending turn.

*Note: Chinu can be safely dismissed if needed at any


point in future turns,
*or you can follow the walkthrough exactly to see her
death scene. If Souun
*joins early before she dies, you will need to dismiss
her early in order to
*recruit commanders according to the walkthrough.

End Turn

Operation permit holders take 4 areas in Takeda


territory.
Let Takeda retake an area if they attack. You will
retake it with Operation
permit holders next turn.

Turn 73 [True]
Dismiss Tanegashima Shigehiko.
Attack Himeji - Akashi conquered - Take him as prisoner
(CG#056) +3 sat -
Do not use Operation permit holders in the attack.
(Kyo) Harassed swordsman: Okita Nozomi - level up +1
sat.
(Miko Institute) Miko of death: Natori - level up.
(Izumo) Violent one: Sakamoto Ryouma.
End Turn

Operation permit holders take remaining areas in Takeda


territory.
Allow Takeda to retake an area if they attack. Defend
against the others.
Ogawa Kentarou joins.

Turn 74 [True]
Dismiss Kuge Kiyoko.
Recruit Akashi Kazemaru from prison.
Attack Dokuganryuu family - Southern area taken -
Omachi deployed.
(Himeji) Go to hot spring (^o^) (CG#003) +5 sat.
(Texas) Former Asakura lord: Asakura Yoshikage - level
up.
(Southern Takuga family territory) Search for and
defeat ogres.
End Turn

Operation permit holders retake territory and take new


Dokuganryuu areas.
Be sure to defend against Iga's attack. You may allow
the others to retake
areas if you cannot defend against them.

Turn 75 [True]
(Owari) Traveling carnival is here - Sill +3 score.
Use items on Akashi Kazemaru to 7/7.
(Himeji) Search for Akashi's secret, Nuhe (CG#055) +5
sat.
(Himeji) Kid ruler: Akashi Kazemaru - level up.
Attack Iga family - include Rance and Suzume in the
attack - conquered
(CG#028) +5 sat.
End Turn

Defend against Takeda's attack this turn. The


Dokuganryuu family can retake
an area if they attack this turn.

Turn 76 [True]
Use items on Akashi Kazemaru to 7/7.
(Himeji) Kid ruler: Akashi Kazemaru - level up -
Hibachi obtained (You can now
capture Nogiku when her unit is eliminated in battle.
Once Nogiku is captured,
dismiss Akashi Kazemaru).
Attack Shinano - taken.

*Rance, Mouri Teru, Kenshin in front.


*Natori, Gon (or another foot soldier), Uruza in back.
*Concentrate melee attacks on the smaller cavalry units
first.
*Have Natori use Miko storm 2 and Uruza use accurate
shots. Once these happen
*Yamagata Masakage should run out of actions on his
next attack. It should be
*an easy win at this point.

(Owari) Demon King couple: Kentarou, Miki - Wait and


see.
(Owari) Demon King couple: Kentarou, Miki.
End Turn

Turn 77 [True]
Remove Operation permits from all units.
Attack Kai - Takeda family conquered.

*Same as last attack's line up:


*Rance, Mouri Teru, Kenshin in front.
*Natori, Gon (or another foot soldier), Uruza in back.
*This fight should be easier than the last, but do the
same actions.
*Have Natori use Miko storm 2 and Uruza use accurate
shots. You may lose
*one of your foot soldiers while defending, but you
should have no problem
*winning. Reload if one of them is killed when
eliminated.

(Owari) Tonight at Rance's place - Suzume +1 sat.


(Owari) Tonight at Rance's place - Maria Custard +1
sat.
(Owari) Tonight at Rance's place - Magic +1 sat.
End Turn

Allow Dokuganryuu family to retake territory. Reload if


they do not attack you
this turn. If you scout their attack and a guardian is
in the attack group,
that guardian will not be defending next turn. You can
either try to capture
the guardian now and treat the attack next turn as a
free action, or reload
and force a change in their attack group.

Turn 78 [True]
Dismiss Mouri Motonari.
Do not deploy Kuge Kyouko in combat.
Do not use Asakura Yoshikage in battle or recruiting
this turn.
Attack Ezo - capture one of the remaining guardians - I
captured Nogiku
(CG#076).
Recruit the guardian that you just captured. If you
defeated Omachi, skip this
recruitment step. Dismiss Kuge Kyouko to make room.
Rance's satisfaction bonus (210) - Increase everyone's
affection by 3.
Use items on Asakura Yoshikage to 7/7.
(Texas) Former Asakura lord: Asakura Yoshikage - level
up - cleared
(Max NP increases from 118 to 144).
(Owari) Tonight at Rance's place - Rizna +1 sat (You
can now find the sec
medicine in dungeons for Rizna's clear).
End Turn

Allow Dokuganryuu family to retake territory. Reload if


they do not attack you
this turn. If you scout their attack and a guardian is
in the attack group,
that guardian will not be defending next turn. You can
either try to capture
the guardian now and treat the attack next turn as a
free action, or reload
and force a change in their attack group.

Turn 79 [True]
If you dismissed Kuge Kyouko last turn, do not use
Kawanoe Mine this turn. If
you captured Omachi last turn, do not use Kuge Kyouko
this turn.
Attack Ezo - Be sure to eliminate the defending
guardian to capture her.
If you captured have captured a recruitable guardian
this turn, recruit the
guardian that you just captured. If you defeated
Omachi, skip this recruitment
step. If dismiss Kuge Kyouko if you did not last turn
to make room. If you
dismissed her last turn, dismiss Kawanoe Mine instead.
(Owari) Traveling carnival is here - Kouhime +3 score.
(Kai) Search for dungeon.
(Kai) Kaizuka Search +15 sat.
End Turn

Allow Dokuganryuu family to retake territory. Reload if


they do not attack you
this turn. If you scout their attack and a guardian is
in the attack group,
that guardian will not be defending next turn. You can
either try to capture
the guardian now and treat the attack next turn as a
free action, or reload
and force a change in their attack group.

Demon Army appears.

Turn 80 [True]
Lower Chinu's max troop size to 1.
If you did not dismiss Kawanoe Mine last turn, dismiss
her this turn.
Attack Ezo - Be sure to eliminate the defending
guardian to capture her - I
captured Noir (CG#077).
Recruit the last recruitable guardian if you have not
done so already.
(Owari) *Ask about Masamune.
(Southern Takuga territory) Kentarou's great adventure
(Shikoku).
(Mazo) Kentarou's great adventure (Mazo).
Dismiss Akashi Kazemaru if you have not already done
so.
End Turn

Do not let the Dokuganryuu family retake territory this


turn.
Chinu dies.
Kouhime joins.

Turn 81 [True]
If you allowed the Demon army to win a battle against
you last turn, equip
one Operation permit only to retake that area. Do not
equip more than is
required to retake your own territory this turn. Do not
use the unit with
the permit equipped this turn.
Attack Ezo - Dokuganryuu family conquered.

*Rance, Mouri Teru, Uesugi Kenshin in front.


*Natori, Kikkawa Kiku, Uruza in back.
*Have Natori use Miko storm 2 and Uruza use accurate
shots.
*Concentrate all attacks on the front row. You need to
eliminate at least
*1, possibly 2 defending unit in addition to the Miko
storm 2 damage to win.
*I eliminated the 3 front units.

(Ezo) Southern guardian: Nogiku.


(Ezo) Eastern guardian: Noir.
(Ezo) Western guardian: Orime.
End Turn

Defend against the Demon Army attack.


Houjou Souun joins (He may join later, don't worry if
he did not join this
turn).

Turn 82 [True]
Equip your remaining Operation permits on your units.
Do not use them this
turn.
(Owari) Dango princess: Kouhime - Protection Paper
acquired - equip to Natori.
(Izumo) Violent one: Sakamoto Ryouma (This may level
Ryouma).
(Owari) Owari's fearsome warrior: Ranmaru - level up
(CG#016) - If this scene
has already happened for you, treat this action as a
free action and impose
a levy.
(Izumo) Sword flash: Kawanoe Yuzuru - level up.
End Turn
After the second operation permit, you will have a
series of 5 attacks. Do
not allow the Demon army to completely take one of your
territories.
Make sure to block the 5th attack to weaken Agireda's
unit, if not capture
her. Block one other attack in addition to hers. The
4th attack is the easiest
to block if you do not need to block before then. Do
not use any of the
remaining Operation permit holders to defend with.

*Note: If you cannot capture Agireda this turn, you


have until turn 91 to
*capture her. Look for her during the Demon Army's
attacks on you between
*turns. Reloading may change which units attack you if
you have trouble
*finding her.

Last 2 Operation permit holders retake territory.


Remaining seals released from Xavier.

Turn 83 [True]
Remove all Operation permits, except for the exact
number of areas in your
territories that the Demon army controls. For example,
if Izumo has 1 red
area, leave one permit equipped. If all of your areas
are completely blue,
do not leave any permits equipped.
Do not use any Operation permit holders this turn for
searching.
Do not use Yuzuhara Yuzumi this turn.
(Iga family territory) Search for dungeon.
(Iga family territory) Heijoukyou Search - Make sure to
obtain the sex
medicine and ero candle in case you are still missing
either.
(Owari) I won't be tricked: Rizna (CG#098) +5 sat.
(Kyo) Harassed swordsman: Okita Nozomi (CG#045) +5 sat.
<save>
End Turn

[Optional - Send Leila in alone and let her unit be


destroyed (CG#097) reload
to the end of turn 83 after unlocking the CG and
continue on.]

Be sure to defend against the Demon army attack. Deploy


Rance and Yuzuhara
Yuzumi to trigger her post battle scene if you have not
done so already
(CG#059) +5 sat.

Turn 84 [True]
Rance's satisfaction bonus (220) - Increase number of
action fans.
Remove any Operation permits from your units this turn.
Use items on Yuzuhara Yuzumi to 7/7 if needed.
(Tanegashima family territory) Musketeer girl: Yuzuhara
Yuzumi - level up -
cleared.
Rance's satisfaction bonus (230) - Increase everyone's
affection by 3.
(Mikan) Underground Mandarin Plantation Search. (Search
the dungeon, do not
do the event.)

End Turn

Operation permits taken away.

Turn 85 [True]
Use items on the respective guardians if needed before
choosing their events:
(Ezo) Southern guardian: Nogiku - level up.
(Ezo) Eastern guardian: Noir - level up.
(Ezo) Western guardian: Orime - level up.
Use items on Kentarou to 7/7 if needed.
(Owari) Demon King couple: Kentarou, Miki - level up.
(Owari) Unlucky ninja: Kanami - level up - cleared.
End Turn

Soul binder released.

Turn 86 [True]
(Owari) Demon King couple: Kentarou, Miki.
Rance's satisfaction bonus (240) - Increase everyone's
affection by 3.
Use items on Sakamoto Ryouma to 7/7.
(Izumo) Violent one: Sakamoto Ryouma - level up.
(Kazusa 2000) Youkai Namename: Fight - a woman.
(Izumo) Violent one: Sakamoto Ryouma.
End Turn

Gigai appears.
Senkan Nagato returned.

Turn 87 [True]
(Izumo) Violent one: Sakamoto Ryouma (CG#070) +5 sat -
level up - cleared.
(Izumo) Brave warrior of swords: Gon - level up.
(Akaheru) Search for dungeon.
(Izumo) Brave warrior of swords: Gon.
(Akaheru) Red Wall Dungeon Search - Gon level up -
cleared.
End Turn

(CG#022)
Ogawa Kentarou x Apostle Shikibi fight (CG#012).
*Attack her three times and then select "Use Youmeishu"
by clicking the option
*over Kentarou to recover all action points and health.

Turn 88 [True]
No actions this turn.
End Turn

Turn 89 [True]
(Owari) Search places where Miki may be: 1 (Use 3 units
with 5 search skill,
1 with 3 skill, and 1 with 2 skill).
(Owari) Search places where Miki may be: 2.
(Kyo) Harassed swordsman: Okita Nozomi.
(Southern Takuga territory) Search for and defeat
ogres2.
(Owari) Owari's fearsome warrior: Ranmaru.
End Turn

Turn 90 [True]
(Owari) Owari's fearsome warrior: Ranmaru - level up -
cleared.
Use items on Kawanoe Yuzuru to 7/7 if needed.
(Izumo) Sword flash: Kawanoe Yuzuru - level up -
cleared.
(Kyo) Harassed swordsman: Okita Nozomi.
(Owari) Search for places where Miki may be: 3 (Finish
searching on the
next action).
(Owari) Search for places where Miki may be: 3
(CG#006).
End Turn

Turn 91 [True]
(Owari) Frozen slave: Sill - choose all options - level
up.
Recruit Agireda from prison.
Attack Cairo - Have Ogawa Kentarou fight Gigai.
(Tanegashima family territory) Search for dungeon.
(Tanegashima family territory) Tanba Mine Search.
(Owari) Tonight at Rance's place - Yuzuhara Yuzumi +1
sat.
End Turn

Turn 92 [True]
Recruit Sanada Tourin from prison.

*Note: In some games Masamune may have joined. If he


did, you have two
*options. Either dismiss him to be able to recruit
Sanada Tourin and
*follow the walkthrough to clear his guardians, or you
can clear him to
*recruit Omachi and unlock the Dokuganryuu family
bonus. If you decide to
*clear him, talk to him in place of Sanada Tourin's
actions. You will need
*to talk to him twice for his first two purple events
and then use
*affection items to raise him to 7/7 and speak to him
again to raise to
*trust. Once he is at trust, dismiss Yamamoto Isoroku
and speak to
*Masamune a final time to recruit Omachi. After Omachi
joins, you should
*see a scene the following turn (or soon after) with
all of the
*Dokuganryuu family together. This will unlock the
Dokuganryuu family
*bonus. If you would like to continue following the
walkthrough exactly
*after doing this, reload to the beginning of turn 92
and dismiss
*Masamune to recruit Sanada Tourin. Otherwise, Dismiss
Masamune to be able
*to clear all four of his guardians (doing this will
somewhat alter the
*final turns of the walkthrough, but it can still be
roughly followed).

(Shinano) Quiet cold commander: Sanada Tourin.


Rance's satisfaction bonus (250) - Increase everyone's
affection by 3.
Use items on Agireda to 7/7.
(Cairo) Amazon's warrior: Agireda - level up.
(Owari) Frozen slave: Sill - It's too dangerous.
Attack Cairo - Send a strong group since you will have
an additional field
and commander battle after the first battle.
End Turn

Turn 93 [True]
(Cairo) Amazon's warrior: Agireda (CG#073) +5 sat.
Use items on Houjou Souun to 7/7 if needed.
(Saitama) Most powerful diviner: Houjou Souun - level
up.
Rance's satisfaction bonus (260) - Increase everyone's
affection by 3.
(Cairo) Agireda's tribe gathering.
Attack Cairo.
End Turn

Random Nozomi event. Rance not usable this turn.

Turn 94 [True]
(Owari) Tonight at Rance's place - Mouri Teru +1 sat.
(Owari) Tonight at Rance's place - Agireda +1 sat.
(Owari) Frozen slave: Sill (Rance may level up).
Attack Cairo.
(Ezo) Southern guardian: Nogiku - level up.
End Turn

Have Ogawa Kentarou fight Gigai.


Turn 95 [True]
(Ezo) Eastern guardian Noir - level up.
Use items on Sanada Tourin to 7/7 if needed.
(Shinano) Quiet cold commander: Sanada Tourin - level
up - cleared.
(Ezo) Western guardian: Orime - level up - cleared.
(Miko Institute) Treasure: Sousou Poison Dagger.
Attack Cairo - taken (CG#021) +5 sat.
End Turn

Have Ogawa Kentarou fight Gigai.


Random Nozomi event. Rance not usable this turn.

Turn 96 [True]
(Owari) Frozen slave: Sill.
Rance's satisfaction bonus (270) - Increase everyone's
affection by 3.
Attack Amazon.
(Amazon) Agireda's tribe gathering.
(Cairo) Amazon's warrior: Agireda.
End Turn

Have Ogawa Kentarou fight Gigai.

Turn 97 [True]
(Cairo) Amazon's warrior: Agireda - level up - cleared.
Rance's satisfaction bonus (280) - Increase everyone's
affection by 3.
Use items on Noir to 7/7 if needed.
(Ezo) Eastern guardian Noir - level up - cleared.
Use items on Nogiku to 7/7 if needed.
(Ezo) Southern guardian: Nogiku - level up - cleared.
Attack Amazon.
End turn

Have Ogawa Kentarou fight Gigai.


Random Nozomi scene - Nozomi - level up - cleared (If
she did not clear this
turn for you, she will soon).

Turn 98 [True]
(Toukaidou) Treasure: Half-gold Statue.
(Hara family territory) Item shop (Nimajita Saburou ->
Head-gold Statue ->
All-knowing God. Spend the rest as you like).
Use items on Rance to 7/7 if needed.
(Owari) Frozen slave: Sill - level up.
(Cairo) Kentarou's great adventure (Cairo).
Attack Amazon - taken +1 sat.

*Rance. Mouri Teru, Uesugi Kenshin in front.


*Natori, Houjou Souun, Uruza in back.
*Natori uses Miko storm 2, Souun uses Shikigami, Uruza
uses accurate shots.
*This should be an easy win.

End Turn
Have Ogawa Kentarou fight Gigai.

Turn 99 [True]
(Ezo) Treasure: Action Textbook2.
(Owari) Tonight at Rance's place +1 sat.
(Owari) Tonight at Rance's place +1 sat.
Attack South Africa (Use your second best attack
group).
Attack South Africa (Use your best attack group)
End Turn

Have Ogawa Kentarou fight Gigai.

Turn 100 [True]


(Owari) Demon's daughter: Kurohime (CG#024) +5 sat.
Rance's satisfaction bonus (290) - Get item (Takano
Seven).
(Saitama) Most powerful diviner: Houjou Souun - Souun
and Natori - level up.
Attack Morocco.
Attack Morocco - Have Houjou Souun defeat Gigai.
End Turn

Let her sleep.

Turn 101 [True]


(Saitama) Most powerful diviner: Houjou Souun.
(Saitama) Most powerful diviner: Houjou Souun -
cleared.
Attack Morocco.
Attack Morocco - taken.
(Owari) Demon's daughter: Kurohime +2 sat.
End Turn

(CG#014)

Turn 102 [True]


(Morocco) Attack Tenma Bridge to stop Ishijijii.

*Commander battle:
*Rance, Ogawa Kentarou, Uesugi Kenshin in front.
*Natori, Houjou Souun, Uruza in back.
*Guard Shikigami Rance and Kentarou. Heal with Natori
as needed.
*Kill Toukichirou first so he does not damage your
action points.
*This should be an easy fight.

*Field battle:
*Leila, Agireda, Mouri Teru in front.
*Orime, Yamamoto Isoroku, Sanada Tourin in back.
*The field battle is fairly easy, this is just the
group I used.
(CG#017)
End of True History Route (First time play through)
///First time play Summary///

You should have a score of at least 36 ending with 23


cleared characters. If
you managed to capture enough female commanders with
Rance in battle, you may
have an additional 10 score for 300 or more women. You
will also have 2
additional score for each commander that you had at the
end with End-game
points.

Total CG unlocked (84 of 104):

1-17,21,22,24-31,34-39 (Must have saved and reloaded


for the extra Uesugi
CGs),41,43-53,55-61,64,66,70,71,73-85,87-91,93,94,96-
101 (Must have allowed
Leila to be captured for her extra CG),103,104 (103-104
are the opening and
ending CGs for the game).

[WTH02]

///2nd+ play True History Route Walkthrough///

The first 12 turns of this walkthrough were based on


the 13 turn +1 action fan
guide found at:

http://alicesoft.wikia.com/wiki/Sengoku_Rance under the


extreme games section.

Different actions were selected at turn 13, causing the


additional action fan
to be delayed until the 14th turn. This was necessary
to maintain a state of
war to prevent a declaration of war by the Iga house.

!!!IMPORTANT!!! Do not recruit commanders unless


instructed to do so that
turn. Doing so can cause Zeth and Leazus reinforcements
to not join
automatically when scheduled to and will force you to
waste an action fan to
accept their units.

Turn 1 [True]
(Owari) Prison (Capture enemy commanders).
(Owari) Dango princess: Kouhime.
End Turn

Turn 2 [True]
Declare war on the Hara House.
Attack Hara House - make sure to capture an enemy unit
(preferably foot
soldier).
End Turn

(CG#001) +5 sat.

Turn 3 [True]
Recruit a foot soldier from prison. You may need to
defend with the foot
soldier and will need it for an early dungeon battle.
The higher negotiation
and search skill, the better. Try to get two of your
first three generic
recruits with 3 negotiation skill. If you are unable to
do so, don't worry
about it; it will just be a little rougher recruiting
and declaring war in the
beginning.
Attack Hara House.
Attack Hara House - try to capture another commander
(preferably a foot
soldier again).
<save>
End Turn

Make sure that the Ashikaga House declares war on you


on their turn. Reload if
they do not.

Turn 4 [True]
Recruit a commander from prison. If you were not able
to recruit a foot
soldier last turn, do so now. Otherwise, try to get a
recruit with a good
negotiation/scout skill, preferably with a cost of 1.
Attack Mamushi Oil Field.
Attack Mamushi Oil Field.
End turn

Turn 5 [True]
Recruit a commander from prison. The same as last turn.
Try to find a
commander with decent negotiation/scout skill with a
low cost.
Attack Mamushi Oil Field - taken (CG#101) +3 sat.
(Miko Institute) Hear Yamatai's pink rumor from 3G.
End Turn

(CG#009) +5 sat.

Turn 6 [True]
Recruit a commander from prison. The same as last turn.
Try to find a
commander with decent negotiation/scout skill with a
low cost.
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured.
(Miko Institute) Have sex with miko - CG#089 +5 sat.
End Turn

(CG#026)
Suzume joins.

Turn 7 [True]
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured.
(Owari) Genius Kunoichi: Suzume.
End Turn

(CG#025)

Turn 8 [True]
Attack Kyo without Rance. Do not attack or defend with
Rance against Ashikaga
from this point unless Yamamoto Isoroku has been
captured - taken (CG#043) +5
sat.
(Owari) Genius Kunoichi: Suzume +5 sat.
Recruit Yamamoto Isoroku if you have the negotiation
available. If not, wait
until next turn.
End Turn

(CG#010)

Turn 9 [True]
Recruit Yamamoto Isoroku if you did not last turn.
Use items on Suzume to 7/7
(Owari) Genius Kunoichi - level up - choose Dungeon
Scout.
(Kyo) Search for dungeon.
End Turn

(CG#027)

Turn 10 [True]
(Owari) Genius Kunoichi - CG#007 +5 sat.
(Miko Institute) Have sex with miko +1 sat.
End Turn

Turn 11 [True]
(Kyo) Kachikachi Dungeon Search +1 sat.

*Front row: Rance - Generic foot soldier 1 - Generic


foot soldier 2.
*Back row: Suzume - Yamamoto Isoroku - Generic archer
(Use Niwa if you did
*not recruit a ranged).
*First battle: Suzume & Rance stay on standby.
*Second battle: Rance and Suzume both attack once.
Finish using generics.
*Remember to use their strong attacks when they have 1
action point remaining
*for extra damage. Switch them out when they run out of
action points with
*Suzume and Rance.
*Third battle: Attack with Rance and Suzume normally.
Try to save an action
*point with Suzume for the final fight.
*Final fight: have Sill heal Rance to restore action
points. Take out the
*Freedoms with weaker commanders first and work on the
back caterpillars with
*ranged that you may have left.

(Owari) My slave: Sill +5 sat.


End Turn

Turn 12 [True]
(Owari) Plan for Dragon Palace game with Suzume.
(Kyo) Kachikachi Dungeon Search +5 sat.

Turn 13 [True]
(Owari) Search for dungeon
(Owari) Miso Katsu Dungeon Search
End Turn

Turn 14 [True]
(Owari) Genius Kunoichi +5 (CG#008) sat.
Rance's satisfaction bonus (10) - Increase number of
action fans.
End Turn

Turn 15 [True]
Rance's satisfaction bonus (20) - Call for
reinforcements (Zeth).
(Owari) Scout: Tamagushi Fuuka.
(Owari) Miko without a memory: Tamagushi Fuuka.
End Turn

Turn 16 [True]
Declare war on Tokugawa House.
Attack Mikawa.
(Kyo) Scout: Kuge Kiyoko.
End Turn

Turn 17 [True]
Dismiss all troops and fire one of the smaller
previously recruited generic
commanders. Preferably at least a cost of 2.
Rance's satisfaction bonus (30) - Rance attack.
Attack Mikawa.
(Kyo) Beautiful archer: Yamamoto Isoroku.
End Turn
Turn 18 [True]
(Kyo) Beautiful archer: Yamamoto Isoroku.
(Mamushi Oil Field) impose levy.
Attack Mikawa.
End Turn

Tenshi sect declares war.

Turn 19 [True]

[Optional: <save>. Use negotiations to make Tokugawa


surrender. Do the
following 2 purple events in Mikawa and you will
receive the Blue Seal Case
(reduces unit damage by 30%). End your turn. At the
beginning of the
following turn, save and then reload to your previous
save and continue the
walkthrough. The Blue Seal Case will be available at
2nd+ games to be chosen
as a starting bonus after this.]

(Kyo) impose levy.


Attack Mikawa - Tokugawa House conquered (CG#088) +5
sat.
(Mikawa) Recruit: Senhime (You must send her into
battle regularly until
cleared or she will leave you.)
End Turn

Turn 20 [True]
Attack Naniwa.
(Owari) Miko without memory: Tamagushi Fuuka (CG#091)
+5 sat.
(Mikawa) Shining god, Kaguyahime.
End Turn

Leave them alone.

Turn 21 [True]
Accept reinforcements.
Attack Naniwa.
Rance's satisfaction bonus (40) - Call for
reinforcements (Zeth).
End Turn

Turn 22 [True]
Attack Naniwa - taken +3 sat.
(Owari) I won't be tricked: Rizna.
(Kyo) Check up on Shinsengumi.
End Turn

(CG#029)

Turn 23 [True]
Use items on Yamamoto Isoroku to 7/7 if needed.
(Kyo) Beautiful archer: Yamamoto Isoroku - level up -
choose Yamamoto sweeping
fire. Equip her with Ryuuguu Sword Urashimaru to
maximize damage.
Attack Mikan.
Attack Mikan - Tenshi sect conquered (CG#058) +5 sat.
End Turn

Touch her boobs.


Asai-Asakura declares war.

Turn 24 [True]
Attack Hara House - conquered. Choose "Take her home
and fuck her" (CG057)
+5 sat.

*If you have trouble with this fight, try leaving Hara
Shouji alone until the
*end. Concentrate on the weaker units. If you do not
completely destroy
*Kentarou's unit, leave it alone and he will be
eliminated when he attacks
*with around 50ish troops remaining.

(Kyo) Recruit: Kuge Kyouko.


(Kyo) Beautiful archer: Yamamoto Isoroku (CG#041) +5
sat.
End Turn

Turn 25 [True]
Declare war on Miko Institute. Use the generic and
weaker units to declare
war. Save Suzume to search for the dungeon later this
turn.
Attack Miko Institute.
(Hara House territory) Search for dungeon.
End Turn

Hanny's declare war.

Turn 26 [True]
Attack Miko Institute.
(Toukaidou) Collect hanny's information.
(Toukaidou) Meet Imagawa Yoshimoto secretly - Keep
secret.
End Turn

If Asai-Asakura attacks one of your territories, it is


fine to let them win if
you do not have enough units to defend. Save your best
ready units to defend
against the Miko Institute.
Uruza joins.

Turn 27 [True]
Attack Toukaidou.
Rance's satisfaction bonus (50) - Call for
reinforcements (Zeth).
(Owari) I won't be tricked: Rizna.
End Turn

Turn 28 [True]
Dismiss a generic unit with a cost of 2.
(Kyo) Eat at a popular restaurant in Kyo.
Attack Miko Institute - conquered (CG#090) Rance level
up +5 sat.
Recruit Natori.
Rance's satisfaction bonus (60) - Replace troops with
elites.
End Turn

Okita Nozomi joins.

Turn 29 [True]
Rance's satisfaction bonus (70) - Action point +1.
Attack Toukaidou.
Attack Toukaidou - Imagawa House conquered (CG#044) +5
sat.
End Turn

Turn 30 [True]
Declare war on Tanegashima House.
Attack Tanegashima House.
(Owari) I won't be tricked: Rizna.
End Turn

Look at her underwear (option appears for 2nd+ game).

Turn 31 [True]
Rance's satisfaction bonus (80) - Troop replenishment
cost -1.
Attack Tanegashima House.
(Texas) Dirty plan.
End turn

Turn 32 [True]
Attack Tanegashima House.
Attack Tanegashima House - conquered (CG#060).
My slave: Sill (CG#002) +5 sat.
End Turn

Magic joins.

Turn 33 [True]
Rance's Satisfaction bonus (90) - Call for
reinforcements (Leazus).
Declare war on Mouri House.

*Note: If you get Chinu's scene where she poisons your


units while attacking
*or defending reload and try again. This is a scene you
will encounter only
*once. Avoid it for now.
Attack Izumo.
End Turn

Turn 34 [True]
Attack Izumo.
(Owari) Zeth princess: Magic.
(Miko Institute) Take Sill to miko mansion (CG#004) +5
sat.
End Turn

Ranmaru level up - choose light attack (This a random


event that may happen on
another turn for you).

Turn 35 [True]
Use items on Senhime to 7/7.
(Mikawa) Nickname, war princess: Senhime - level up.
Attack Izumo - taken +3 sat.
Rance's satisfaction bonus (100) - Action point +1.
End Turn

*Note: Starting this turn, if you encounter Chinu's


scene where she poisons
*your units and you automatically lose, it is ok to let
it happen. Losing one
*area of Izumo is since you have conquered it, just do
not lose all three
*areas of it. If you do encounter her while defending
before turn 41, impose a
*levy in one of your territories as advised at the
start of turn 41 to make up
*for the extra action.

Turn 36 [True]
Attack Texas.
(Accept the attack on you with no units deployed).
(Owari) Zeth princess: Magic.
(Izumo) Search for dungeon.
End Turn

(CG#093)

Turn 37 [True]
(Owari) Zeth princess: Magic (CG#085) +5 sat.
(Mikawa) Impose levy.
Declare war on Takuga House.
End Turn

Turn 38 [True]
(Owari) Zeth princess: Magic (CG#100) +5 sat.
Attack Takuga House.
Genius Kunoichi: Suzume - level up - Chun chun shuriken
(She should be at 7/7
by now if you deployed her with Rance enough.)
End Turn
Kentou Kanami joins.

Turn 39 [True]
Rance's satisfaction bonus (110) - Call for
reinforcements (Leazus).
Attack Takuga House - taken.
(Naniwa) impose levy (save 3000 for next turn).
End Turn

Turn 40 [True]
(Takuga House territory) Support Shinsengumi terrorists
- Give 3000 gold.
(Senkan Nagato) Invitation for battle - Accept - taken
(Start capturing the
Mouri sisters).
(Mikan) impose levy.
End Turn

Turn 41 [True]
(If you did not defend against Mouri and encounter
Chinu's poisoning event,
attack Akaheru and scout. If Chinu is in the battle,
send a weak unit alone to
trigger the event. Reload if needed to try and get her
event. This will use
one of your action fans when your attack is defeated.
If you already defended
against her, impose a levy instead.)
Attack Akaheru. Scout and try to attack one of the
Mouri sisters for a chance
to capture her. Reload and try again until you capture
one. I captured Kikkawa
Kiku. The following results may vary if you captured
another.
Recruit captured Mouri sister (Kikkawa Kiku recruited
CG#049).
(Any former Mouri territory) Cooking devil: Kikkawa
Kiku.
End turn

Takuga attacked by Hanny.

Turn 42 [True]
Use items on Uruza to 7/7.
(Owari) Zeth Big Four: Uruza - level up - choose
Accurate shots (hits all
enemy units and damages action of each by 1 and cancels
preparation for
shikigama like the shuriken effect.)
Attack Akaheru. Scout and try to capture another Mouri
sister. I captured
Kobayakawa Chinu.
Recruit captured Mouri sister (Kobayakawa Chinu
recruited).
Use items on Kikkawa Kiku to 7/7.
(Any former Mouri territory) Cooking devil: Kikkawa
Kiku (event required
before defeating Mouri for her clear).
End Turn

Let Mouri retake an Akaheru castle if they attack it if


you have not let them
take any of your territory.

Turn 43 [True]
Use items on Rizna to 7/7.
(Owari) I won't be tricked: Rizna (CG#083) +5 sat.
(Izumo) Zeth Big Four: Uruza.
Retake territory from Mouri or attack Akaheru if you
let them retake it last
turn. Try to capture last Mouri sister. If you cannot
capture her, do not
worry. She can be auto-captured later.
End Turn

Takuga attacked by Hanny.

Turn 44 [True]
(Hara House territory) impose levy.
(Owari) Zeth Big Four: Uruza (CG#084).
Attack Takuga House (deploy Uruza with Rance for CG#099
and +5 sat) -
conquered (CG#071).
Recruit Sakamoto Ryouma from prison.
End Turn

Maria Custard joins.

Turn 45 [True]
Rance's satisfaction bonus (120) - Call for
reinforcements (Leazus).
Ask Ryouma about Motonari.
Recruit Gon from prison.
(Izumo) Road to Hades (you can leave any time after
defeating Daidaara. DO NOT
go to final floor. Final boss has 7777 heath).
End Turn

Auto Sill scene from dungeon visit. No new CG. +5 sat.

Turn 46 [True]
Use items on Magic to 7/7.
(Owari) Zeth princess: Magic - acquire Rance's Love +5
sat.
(Owari) Zeth princess: Magic - level up - choose White
destruction beam.
Put Rance's Love on Senhime.
(Owari) Super advanced technology girl: Maria -
acquired Kanami sex ticket.
End Turn

Turn 47 [True]
Attack Akaheru with your second best attack group (I
used Ranmaru, Shibata
Katsuie, Kuge Kyouko, Magic, Kikkawa Kiku, and Suzume.
Ninjas both
assassinated. The goal is to kill as many as possible
and and damage the rest
to soften them for the main attack. Winning with a
single attack will be near
impossible if this is your first game.)
Attack Akaheru with your best attack group (I used
Rance, Senhime, Gon,
Natori, Uruza, and Yamamoto Isoroku. Natori uses Miko
storm 2. Uruza uses
accurate shots. Guard with Gon and when he is injured,
use Fellow troop's
revenge. With everything already injured you should
win. Reload and try again
if you do not.) - Mouri conquered - Mouri Motonari and
any remaining Mouri
sisters are captured (make sure you have Kiku before
doing this if you want to
clear her) (CG#053) +5 sat.
Recruited Mouri Teru.
(Any former Mouri territory) Cooking devil: Kikkawa
Kiku (CG#050) +5 sat.
End Turn

3rd gourd is broken.

Turn 48 [True]
<SAVE HERE IF YOU WANT TO DO A RAN OR KENSHIN ROUTE ON
A 2ND+ GAME. Declare
war on Houjou, Capture Ran and recruit her for Ran
route. Conquer Asai-Asakura
without declaring war on another house for Uesegi house
to declare war on you.
They will only declare war on you if you conquer a
house without having
another house at war with you.>
(Miko Institute) impose levy.
(Izumo) Treasure: Recruit Discount Ticket.
Recruit Mouri Motonari.
(Owari) Super advanced technology girl: Maria (CG#081)
+5 sat.
End Turn

(CG#015)

Turn 49 [True]
(Mikan) Treasure: Dragonfly Cutter (equip to Mouri
Teru).
(Izumo) Mischievous old man: Mouri Motonari.
(Akaheru) Search for Dungeon.
End Turn

Turn 50 [True]
(Mikawa) Nickname, war princess: Senhime - level up.
(Mikawa) Nickname, war princess: Senhime.
(Toukaidou) Treasure: Half-gold Statue.
End Turn

Turn 51 [True]
(Owari) Accept reinforcements - Leila Glainie.
Declare war on Houjou.
Attack Edo (include all four Mouri House members in
battle to unlock family
bonus).
End Turn

Turn 52 [True]
Rance's satisfaction bonus (130) - Troop replenishment
cost -1.
Attack Edo (use second best attack group).
Attack Edo (use best attack group) - taken.
End Turn

Turn 53 [True]
(Mikawa) Nickname, war princess: Senhime - level up.
Attack Kazusa 2000 (average attack force) - Kenshin may
join defenders.
Attack Kazusa 2000 (average attack force).
End Turn

First Suzaku summon scene.

Turn 54 [True]
Use items on Leila to 7/7.
(Owari) Leazus Royal Guard: Leila - level up.
Recruit Kawanoe Mine from prison.
Recruit Kawanoe Yuzuru from prison.
(Any former Takuga territory) Violent one: Sakamoto
Ryouma.
Attack Kazusa 2000 - taken.
First Souun and Ran scene about Suzaku.
End Turn

Second Suzaku summon scene.

Turn 55 [True]
(Any former Takuga territory) Violent one: Sakamoto
Ryouma.
(Any former Takuga territory) No pranks: Kawanoe Mine.
Attack Saitama with Senhime alone. Make sure to lose.
Reload if she is killed.
Defeat 1/3 for clear.
End turn

Second Souun and Ran scene about Suzaku - Ran can now
be captured.
Kentou Kanami sex ticket scene (CG#079) +5 sat.

Turn 56 [True]
Attack Saitama - Be sure to capture Ran.
Attack Saitama - Souun disappears.
Attack Saitama.
End Turn
Turn 57 [True]
Attack Texas.
Attack Texas.
Attack Texas - Asai-Asakura conquered (CG#094) +5 sat.
End Turn

Turn 58 [True]
Attack Saitama - Houjou conquered (CG#066) +5 sat.
Dismiss all troops for last two generic commanders
recruited from prison in
early game and dismiss them.
Recruit Daidouji Komatsu from prison.
Recruit Asakura Yoshikage from prison.
(Edo) Idol commander: Daidouji Komatsu.
(Texas) Former Asakura lord: Asakura Yoshikage.
End Turn

Uesugi declares war.


Akashi declares war.
4th gourd is broken.

Turn 59 [True]
Attack Mazo with Rance only. Reload if Kenshin scene is
not seen. (CG#036)
Use items on Asakura Yoshikage to 7/7.
(Texas) Former Asakura lord: Asakura Yoshikage - level
up.
Dismiss Akechi Mitsuhide and Search for Yukihime in
Texas.
End Turn

First Kenshin and Ai conversation.


Sill scene (CG#005) +5 sat.

Turn 60 [True]
Dismiss all troops for Maeda Toshii and Niwa Nagahide
and dismiss them both.
Recruit Tanegashima Shigehiko from prison.
Recruit Yuzuhara Yuzumi from prison.
Rance's satisfaction bonus (140) - Increase number of
action fans.
Rance's satisfaction bonus (150) - Increase everyone's
affection by 3.
Attack Mazo with Rance only. Reload if Kenshin scene is
not seen.
Use Items on Daidouji Komatsu to 7/7.
(Edo) Idol commander: Daidouji Komatsu - level up.
End Turn

Scout Uesugi attacks. If Kenshin attacks, send Rance to


defend alone.
Second Kenshin and Ai conversation.
Operation permits given. You have until turn 64 to
raise 1 footsoldier and 1
warrior to 1000 troops each.
Turn 61 [True]
Use items on Kentou Kanami to 7/7.
(Owari) Unlucky ninja: Kanami - level up.
(Edo) Have Kanami scout (CG#080).
Attack Mazo. Scout first. If Kenshin is not in battle,
do not deploy Rance in
battle (Kenshin should not be there).
Attack Mazo with Rance only. If Kenshin is not in
battle, reload - taken.
End Turn

Third Kenshin and Ai conversation.


Sakamoto Ryouma - level up (commander may vary).

Turn 62 [True]
Attack Himeji with Senhime alone. Make sure to lose.
Reload if she is killed.
Defeat 2/3 for clear.
Attack Himeji. Do not deploy Rance.
<First Nuhe is released>
Attack Himeji with a single weak unit to trigger first
Nuhe battle.
Attack Himeji with a single weak unit to trigger second
Nuhe battle.
End Turn

Commander conversation (I had Yukihime).

Turn 63 [True]
(Owari) Traveling carnival is here - Sill +3 score.
Attack Himeji with a single weak unit to trigger third
Nuhe final.
Attack Himeji. Do not deploy Rance.
<Hibachi released>
Attack Sado with Rance only. If Kenshin is not in
battle, reload - taken.
<Kenshin retakes Sado with night attack>
<SAVE HERE>
End Turn

[Optional: Choose Reconcile. After a scene with Kenshin


End Turn twice. The
next turn Ai will appear in a scene and a purple event
flag for her will
appear in Owari. Select it for CG#037. Reload to end of
turn 63 and then
choose Kill the messenger instead and continue.]
Random commander conversation (I had Mouri Motonari).

Turn 64 [True]
!!!Important!!! Equip 1 foot soldier (not Senhime) and
1 warrior with
operation permits. Do not use them this turn.
(Mikawa) Nickname, war princess: Senhime - level up.
Attack Sado with Senhime alone. Make sure to lose.
Reload if she is killed.
Defeat 3/3 for clear.
(Mikawa) Nickname, war princess: Senhime - level up and
clear (She will no
longer leave if she does not fight).
(Kyo) Beautiful archer: Yamamoto Isoroku - level up -
choose Whirlwind shot.
End Turn

Operation permit holders take 2 Sado areas.

Turn 65 [True]

[Optional: SAVE HERE. End your turn until Kenshin and


Ai appear in a scene
CG#035. Reload to the save and continue from here.]

!!!Important!!! Make sure to heal both operation permit


holders. Do not use
them this turn. Do not use Suzume.
Dismiss Yukihime.
Dismiss Tamagushi Fuuka (She has no more satisfaction
to give and we will not
go to the Orochi dungeon in this play).
Declare war on Iga.
Attack Sado - Uesugi House conquered (CG#039) +5 sat.
(Sado) Recruit: Uesugi Kenshin.
(Sado) Recruit: Naoe Ai.
End Turn

Operation permit holders take 2 Iga areas.


Do not use Suzume to defend unless against Iga. If Iga
does not attack, reload
to turn 65.
5th gourd is broken. Kou disappears.

Turn 66 [True]
Use items on Daidouji Komatsu to 7/7.
(Edo) Idol commander: Daidouji Komatsu - level up.
(Edo) Idol commander: Daidouji Komatsu - level up.
(Edo) Idol commander: Daidouji Komatsu (CG#069) +5 sat
- cleared.
Dismiss one of the Kuge sisters.
Recruit Nanjou Ran from prison.
(Owari) Search full force for missing Kou (CG#013)
(Choosing Searched for Kou,
but... on a 2nd+ game leads to Isoroku route).
End Turn

Turn 67 [True]
(Owari) Traveling carnival is here - Suzume +3 score.
(Edo) Souun's fiancee: Nanjou Ran.
(Edo) Souun's fiancee: Nanjou Ran (CG#061) +5 sat.
Dismiss other Kuge sister.
(Owari) Visit Honnouji (Nobunaga) - Attack using all of
Oda's troops (CG#011).
End Turn

Turn 68 [True]
Dismiss all troops for Nanjou Ran.
(Mamushi Oil Field) Oil Dungeon Search <Ran dies>.
(Sado) Goddess of War: Uesugi Kenshin.
!!!Important!!! Make sure to heal both operation permit
holders. Do not use
them this turn. Do not use Suzume.
Declare war on Takeda House.
Attack Iga with Rance and Suzume in battle - conquered
(CG#028) +5 sat.
End Turn

Operation permit holders take 2 areas from Takeda


House.
Ogawa Kentarou joins.

Turn 69 [True]
!!!Important!!! Make sure to heal both operation permit
holders. Do not use
them this turn.
<Increase Naoe Ai's troops to at least 1000 if you have
not already. Equip her
with an operation permit. Do not use her this turn.>
Attack Himeji - Akashi conquered - Take him as prisoner
(CG#056) +3 sat.
(Himeji) Search for Akashi's secret, Nuhe (CG#055) +5
sat.
(Himeji) Go to hot spring (^o^) (CG#003) +5 sat.
Investigate the youkai empire.
End Turn

Operation permit holders take 3 remaining areas from


Takeda House.

Turn 70 [True]
<Begin increasing Suzume's troop size to at least 1000.
Don't worry if you
can't get her there yet.>
Attack Kai - taken.
(Kai) Search for dungeon.
(Kai) Kaizuka Search +15 sat by the end of the 4th
floor.
Rance's satisfaction bonus (160) - Increase everyone's
affection by 3.
End Turn

Turn 71 [True]
(Owari) Traveling carnival is here - 3G +3 score.
(Izumo) Cleaning queen: Mouri Teru - level up.
(Izumo) Cooking devil: Kikkawa Kiku - level up -
cleared.
Attack Shinano - Takeda House conquered (try capturing
them on a Ran or monkey
route).
End Turn

Turn 72 [True]
(Izumo) Poisonous lady: Kobayakawa Chinu.
(Owari) Owari's fearsome warrior: Ranmaru - level up.
(Owari) Leazus Royal Guard: Leila.
Use items on Leila to 7/7 if needed.
(Owari) Leazus Royal Guard: Leila (CG#082) +5 sat -
cleared.
End Turn

Turn 73 [True]
<Suzume or another ninja should have at least 1000
troop size. Equip a ninja
with the 4th operation permit.>
Rance's satisfaction bonus (170) - Increase everyone's
affection by 3.
Use items on Mouri Teru to 7/7.
(Izumo) Cleaning Queen Mouri Teru - level up.
(Izumo) Road to Hades - Leave once you finish floor 17.
Make sure you acquire
the Hallicinogen of Death drop and the coil, iron pipe,
and tape if you are
still missing any. These are randomly distributed, so
if you did not get
these, you can reload and try again.
(Texas) Former Asakura lord: Asakura Yoshikage - level
up (total NP should
increase from 115 to 140).
End Turn

Demon Army appears.

Turn 74 [True]
(Takuga territory) Violent one: Sakamoto Ryouma - level
up.
(Tangeshima territory) Cube blacksmith: Tanegashima
Shigehiko - level up.
(Sado) Goddess of War: Uesugi Kenshin - level up.
Use items on Mouri Teru to 7/7.
(Izumo) Cleaning Queen Mouri Teru - level up (CG#047 &
CG#048) +5 sat -
cleared.
(Izumo) Foursome with the 3 sisters (CG#052) +5 sat.
Dismiss all troops for Kobayakawa Chinu.
End Turn

After first operation permit attack, you will be


attacked 5 times. Defend
against at least 2 of those. Do not let them completely
take a territory.
Remaining 3 operation permit attacks will occur and
retake lost territory.
<Kobayakawa Chinu dies>
Operation permits taken back.

Turn 75 [True]
(Owari) Traveling carnival is here - Kouhime +3 score.
(Owari) My slave: Sill +5 sat.
(Owari) Demon King couple: Kentarou, Miki - Wait and
see.
Recruit Akashi Kazemaru from prison.
(Tanegashima territory) Musketeer girl: Yuzuhara Yuzumi
- level up.
<save>
End Turn

Scout when the Demon army attacks. Reload if Agireda is


not in battle (I had
to reload once). Capture her. Include a defeated
warrior hunt and a warrior
with light attack to make it easier. Killing only her
helps as well. If you
cannot capture her this time, you have some time before
you have space to
recruit her.
Kouhime joins.

Turn 76 [True]
(Tanegashima territory) Cube blacksmith: Tanegashima
Shigehiko - level up.
(Tanegashima territory) Cube blacksmith: Tanegashima
Shigehiko.
(Owari) Demon King couple: Kentarou, Miki - level up.
(Owari) Unlucky ninja: Kanami - level up.
End Turn

Turn 77 [True]
(Takuga territory) Sword flash: Kawanoe Yuzuru - level
up.
(Owari) Dango princess: Kouhime - Protection Paper
acquired.
(Kyo) Harassed swordsman: Okita Nozomi - level up +1
sat.
Rance's satisfaction bonus (180) - Increase everyone's
affection by 3.
End Turn

Deploy Rance and Kenshin in a defending battle


together.

Turn 78 [True]
(Mikan) Underground Mandarin Plantation Search (Make
sure to obtain another
Hallucinogen of Death and an Ero candle).
(Texas) Search for dungeon.
(Sado) Kenshin's staff officer: Naoe Ai - level up.
Rance's satisfaction bonus (190) - Increase everyone's
affection by 3.
End Turn

Turn 79 [True]
(Sado) Goddess of War: Uesugi Kenshin - level up
(CG#034) +5 sat.
(Sado) Kenshin's staff officer: Naoe Ai.
(Tanegashima territory) Cube blacksmith: Tanegashima
Shigehiko - level up -
cleared.
(Texas) Study Dungeon Search.
End Turn

Turn 80 [True]

[Optional: <save>. Send Leila alone to attack Senkan


Nagato and let her unit
be annilated. When her unit is destroyed, you will see
an event where she is
captured. End your turn. During the Demon Army's turn
you will see CG#097.
Reload on the following turn and continue with the turn
normally from the
beginning.]

(Owari) Super advanced technology girl: Maria (CG#096)


+5 sat.
(Mikawa) Shining god, Kaguyahime (CG#087) +5 sat -
Black Tri-Star Doctors
acquired.
(Kyo) Harassed swordsman: Okita Nozomi - level up
(CG#045) +5 sat.
(Owari) Owari's fearsome warrior: Ranmaru - level up
(CG#016).
End Turn

Deploy Yuzuhara Yuzumi with Rance in a defending battle


together.

Turn 81 [True]
(Owari) Demon King couple: Kentarou, Miki.
(Owari) Demon King couple: Kentarou, Miki - level up
(choose Attack luck if
you have not already).
Rance's satisfaction bonus (200) - Increase everyone's
affection by 3.
(Tanegashima territory) Musketeer girl: Yuzuhara Yuzumi
- level up.
End Turn

Turn 82 [True]
(Himeji) Kid ruler: Akashi Kazemaru - level up.
(Sado) Kenshin's staff officer: Naoe Ai - level up
(CG#038) +5 sat.
Rance's satisfaction bonus (210) - Increase number of
action fans.
(Saitama) Battle Seiitai Shogun: Sakanoue no Tamuramaro
- Seal of Approval
acquired.
End Turn

Deploy Yuzuhara Yuzumi with Rance in a defending battle


together (CG#059) +5
sat Yuzumi - level up. (CG#022)
Senkan Nagato is automatically retaken.

Turn 83 [True]
Rance's satisfaction bonus (220) - Increase everyone's
affection by 3.
(Himeji) Kid ruler: Akashi Kazemaru - Hibachi obtained.
Declare war on Dokuganryuu House.
Attack Dokuganryuu House (CG#075).
(Kazusa 2000) Battle Youkai Namename: Fight - A woman.
End Turn

Fight between Ogawa Kentarou and Apostle Shikibi.


Attack 3 times, then Use
Youmeishu if you cannot kill her on the 4th attack. If
you picked Attack luck
when leveling Kentarou and have an attack buff, it is
possible to kill her
without using the item if you have the attack buff.
(CG#012)

Turn 84 [True]
Heal troops. No action can be taken this turn.
End Turn

Turn 85 [True]
(Owari) Search places where Miki may be: 1.
(Owari) Search places where Miki may be: 2 (Do not use
your best field units.
The remaining amount can be finished on next action.
(Owari) Search places where Miki may be: 2 (finish
search #2).
(Takuga territory) Violent one: Sakamoto Ryouma - level
up.
(Takuga territory) Violent one: Sakamoto Ryouma - level
up (CG#070) +5 sat -
cleared.
End Turn

Turn 86 [True]
(Takuga territory) Brave warrior of swords: Gon - level
up.
(Takuga territory) Brave warrior of swords: Gon.
(Owari) Search places where Miki may be: 3 (You will be
using 2 actions to do
this, so do not use any of your best field units.)
(Owari) Search places where Miki may be: 3 (CG#006).
(Akaheru) Red Wall Dungeon Search - Gon - level up -
cleared.
End Turn

Turn 87 [True]
Dismiss Tanegashima Shigehiko.
Recruit Agireda from prison.
Attack Dokuganryuu House - Nogiku appears
(Mazo) Search for dungeon.
(Mazo) S&M Dungeon Search.
(Takuga territory) Sword flash: Kawanoe Yuzuru - level
up - cleared.
(Southern Takuga territory) Kentarou's great adventure
(Shikoku).
End Turn

Turn 88 [True]
(Owari) Unlucky ninja: Kanami - level up - cleared.
(Iga Territory) Kentarou's great adventure (Yamato).
(Mazo) Kentarou's great adventure (Mazo).
(Owari) Owari's fearsome warrior: Ranmaru
Attack Cairo - send a good group for both field and
commander battles.
<save>
End Turn

When attacked by Dokuganryuu House, scout and look for


Nogiku's unit. If she
is not in the battle, reload. Make sure to defeat her
unit in battle to
capture her. (CG#076)

*Note: If you cannot get Nogiku to appear attacking


you, attack the
*Dokuganryuu House as your first action on turn 89. It
may be easier to
*find her defending in some games.

Houjou Souun joins.

Turn 89 [True]
Dismiss Akashi Kazemaru (He is no longer needed since
Nogiku has been
captured).
Recruit Nogiku.
(Owari) Super advanced technology girl: Maria - level
up - cleared.
(Owari) Frozen slave: Sill - try all options - Rance
level up - Attack luck.
(Owari) Owari's fearsome warrior: Ranmaru - cleared.
(Dokuganryuu House territory) Southern guardian:
Nogiku.
Attack Dokuganryuu House.
End Turn

Natori - level up (may be another commander


conversation for you).

Turn 90 [True]
Rance's satisfaction bonus (230) - Increase everyone's
affection by 3.
Use items on Houjou Souun to 7/7.
(Saitama) Most powerful diviner: Houjou Souun - level
up.
Use items on Naoe Ai to 7/7 in needed.
(Sado) Kenshin's staff officer: Naoe Ai - level up -
cleared.
Rance's satisfaction bonus (240) - Increase everyone's
affection by 3.
Attack Dokuganryuu House - Orime appears.
<save>
End Turn

When attacked by Dokuganryuu House, scout and look for


Orime's unit. If she is
not in the battle, reload. Make sure to defeat her unit
in battle to capture
her. (CG#078)

*Note: If you cannot get Orime to appear attacking you,


attack the
*Dokuganryuu House as your first action on turn 91. It
may be easier to
*find her defending in some games.

Apostle Gigai appears (Have Ogawa Kentarou fight him to


level when he appears
until you are told otherwise. Then use Houjou Souun to
kill him for his
clear.)
Yuzuhara Yuzumi - level up - cleared (It may be a
different commander
conversation for you.)

Turn 91 [True]
(Dokuganryuu House territory) Southern guardian: Nogiku
- level up.
Dismiss Kawanoe Mine.
Recruit Orime from prison.
Use items on Houjou Souun and Natori if they are not
7/7.
(Saitama) Most powerful diviner: Houjou Souun - Natori
and Souun level both
up.
(Dokuganryuu House territory) Western guardian: Orime.

[Optional: Use items on Rance to 7/7 if needed. I had


extra affection items to
spend. If you are short on them, just talk to Rance and
save them for
character clearing instead.]

(Owari) Frozen slave: Sill - It's too dangerous - Rance


level up (Must do this
this turn or you will lose satisfaction next turn.)
Use items on Rance to 7/7 (If you are short on
affection items, you can skip
this, but it is recommended, particularly if you
skipped the previous time).
Attack Dokuganryuu House.
End Turn

Okita Nozomi conversation - Rance unavaible in field


battle next turn.

Turn 92 [True]
(Owari) Frozen slave: Sill - Rance level up.
(Tanegashima territory) Search for dungeon.
(Tanegashima territory) Tanba Mine Search.
(Texas) Treasure: Working Bee - equip to Yuzuhara
Yuzumi.
Attack Dokuganryuu House - Noir appears.
<save>
End Turn

Have Ogawa Kentarou fight Gigai again.

Turn 93 [True]
Dismiss Mouri Motonari.
(Mamushi Oil Field) Treasure: Murasame.
<save>
Attack Dokuganryuu House. Noir should be defending.
Reload if she is not. Make
sure to defeat her unit in battle to capture her.
(CG#077)
Recruit Noir from prison.
(Dokuganryuu House territory) Eastern guardian Noir.
Rance's satisfaction bonus (250) - Increase everyone's
affection by 3.
(Mamushi Oil Field) Oil Dungeon Search (you will
receive a few +4 affection
items as well as the normal equipment item).
End Turn

Okita Nozomi conversation - Rance unavailable for field


battles next turn.

Turn 94 [True]
Rance's satisfaction bonus (260) - Increase everyone's
affection by 3.
Use items on Orime to 7/7 if needed.
(Dokuganryuu House territory) Western guardian: Orime -
level up.
Use items to 7/7 on Nogiku if needed.
(Dokuganryuu House territory) Southern guardian: Nogiku
- level up.
(Owari) Frozen slave: Sill (This might not level Rance,
but it required to
avoid satisfaction loss next turn.)
Attack Dokuganryuu House - taken - Omachi appears (Do
not use Natori in this
attack).
End Turn

When attacked by Dokuganryuu House, Omachi will be


attacking. Use one good
foot soldier and 5 ranged units including Natori to
knock her down before her
large lightning destroys you.
Have Ogawa Kentarou fight Gigai again.
Okita Nozomi conversation - Rance unavailable for field
battles next turn.

Turn 95 [True]
(Owari) *Ask about Masamune.
Use items to 7/7 on Noir if needed.
(Dokuganryuu House territory) Eastern guardian: Noir -
level up.
Attack Cairo.
(Cairo) Amazon's warrior: Agireda - level up.
(Cairo) Amazon's warrior: Agireda (CG#073) +5 sat.
End Turn

Have Ogawa Kentarou fight Gigai again.


Okita Nozomi conversation - Rance unavailable for field
battles next turn.

Turn 96 [True]
(Saitama) Most powerful diviner: Houjou Souun - level
up.
(Sado) Search for dungeon.
(Owari) Frozen slave: Sill - Rance level up.
(Hara House territory) Pearl Dungeon Search.
Attack Ezo.
End Turn

Turn 97 [True]
(Kyo) Harassed swordsman: Okita Nozomi.
(Kyo) Harassed swordsman: Okita Nozomi - level up -
cleared.
(Cairo) Agireda's tribe gathering.
Attack Ezo.
Attack Ezo (Weaker attack units should work. They
should be running low on
commanders.)
End Turn

Have Ogawa Kentarou fight Gigai again.


Human-headed dog rumor (20 less search needed event).
May be another
conversation for you.

Turn 98 [True]
Dismiss Kawanoe Yuzuru.
Attack Ezo.
Attack Ezo - Dokuganryuu House conquered.
(Owari) Tonight at Rance's place - Suzume +1 sat.
(Owari) Tonight at Rance's place - Yuzuhara Yuzumi +1
sat.
(Owari) Tonight at Rance's place - Daidouji Komatsu +1
sat.
End Turn

Dokuganryuu Masamune joins.

Turn 99 [True]
Dismiss Yamamoro Isoroku.
(Ezo) Youkai king: Masamune.
(Ezo) Youkai king: Masamune.
Attack Cairo - Have Ogawa Kentarou fight Gigai again.
Attack Cairo.
(Owari) Tonight at Rance's place - Mouri Teru +1 sat.
End Turn

Have Ogawa Kentarou fight Gigai again.


Kasumi joins.

Turn 100 [True]


(Owari) Tonight at Rance's place - Agireda +1 sat.
(Cairo) Amazon's warrior: Agireda.
(Owari) Tonight at Rance's place - Maria Custard +1
sat.
(Owari) Tonight at Rance's place - Magic +1 sat.
Attack Cairo - taken (CG#021) +5 sat.
End Turn

Have Ogawa Kentarou fight Gigai again.

Turn 101 [True]


Dismiss Kasumi.
Use items on Dokuganryuu Masamune to 7/7.
(Ezo) Youkai king: Masamune - level up.
(Ezo) Youkai king: Masamune - cleared - Omachi joins.
(Ezo) Northern guardian: Omachi.
Rance's satisfaction bonus (270) - Increase everyone's
affection by 3.
Attack Amazon (Use a very strong offensive group if you
want to minimize
maximum troop loss to infected this battle.)
End Turn

Have Ogawa Kentarou fight Gigai again.

Turn 102 [True]


(Amazon) Agireda's tribe gathering.
(Cairo) Amazon's warrior: Agireda - level up - cleared.
(Owari) Tonight at Rance's place - Agireda +1 sat.
(Owari) Tonight at Rance's place - Rizna +1 sat (can
now find her sex medicine
in a dungeon).
Attack Amazon.
End Turn

Have Ogawa Kentarou fight Gigai again.

Turn 103 [True]


Dismiss Dokuganryuu Masamune.
Recruit Sanada Tourin.
Use items on Omachi to 7/7.
(Ezo) Northern guardian: Omachi - level up.
Use items on Noir to 7/7.
(Ezo) Eastern guardian Noir - level up.
(Shinano) Quiet cold commander: Sanada Tourin.
Dismiss Uesugi Kenshin.
(Izumo) Recruit: Yamanaka Kojika.
<save>
(Sado) Sado Gold Mine Search - Reload if you do not get
Sex medicine by the
end of the dungeon.
End Turn

Rizna - (CG#098) +5 sat - cleared.

Turn 104 [True]


(Izumo) In extreme difficulty: Yamanaka Kojika.
Rance's satisfaction bonus (280) - Increase everyone's
affection by 3.
Rance's satisfaction bonus (290) - Increase everyone's
affection by 3.
(Ezo) Southern guardian: Nogiku - level up - cleared.
Attack Amazon - taken +1 sat - Have Ogawa Kentarou
fight Gigai again.
End Turn

Sanada Tourin - level up - cleared (may be another


commander for you. If so,
talk to Tourin instead of the commander who leveled
this turn.)

Turn 105 [True]


(Ezo) Northen guardian: Omachi - level up.
(Ezo) Western guardian: Orime - level up - cleared.
Use items on Noir to 7/7.
(Ezo) Eastern guardian Noir - level up - cleared.
Attack South Africa.
(Izumo) In extreme difficulty: Yamanaka Kojika - level
up.
End Turn

Turn 106 [True]


Use items on Omachi to 7/7.
(Ezo) Northern guardian: Omachi - level up - cleared.
Use items on Yamanaka Kojika to 7/7.
(Izumo) In extreme difficulty: Yamanaka Kojika - level
up.
(Miko Institute) Sousou Poison Dagger.
(Hara House territory) Item shop - Spend the bones you
collected.
Attack South Africa - taken - Have Houjou Souun kill
Gigai.
End Turn

Let her sleep.

Turn 107 [True]


(Saitama) Most powerful diviner: Houjou Souun - level
up - cleared.
Demon's daughter: Kurohime (CG#024) +5 sat.
(Cairo) Kentarou's great adventure (Cairo).
Rance's satisfaction bonus (300) - Increase everyone's
affection by 3.
Attack Morocco.
End Turn

(CG#014)
Turn 108 [True]
Use items on Yamanaka Kojika to 7/7.
(Izumo) In extreme difficulty: Yamanaka Kojika - level
up - cleared.
Demon's daughter: Kurohime +2 sat.
Attack Morocco (The smaller of the 3 attack groups
should work for the 1st
attack.)
Attack Morocco (The two monster commanders in back can
knock the battle rating
down by hitting all 6 units each. Send Sanada Tourin in
to use Battle rating
down to counter it if it gives you problems.)
Attack Morocco - taken (Save your best attack group for
this. (Rance, Leila,
Mouri Teru, Houjou Souun, Natori, and Omachi make it a
very easy fight.)
End Turn

Turn 109 [True]


Attack Tenma Bridge to stop Ishijijii - (I used Rance,
Kentarou, Nogiku,
Houjou Souun, Natori, and Uruza for the commander
battle. Have Souun guard
Shikigami Rance and Kentarou, Nogiku can guard, and
Natori heals. Uruza does
her random buff and hits fairly hard with attacks as
well. It should be an
easy fight.) (CG#017)
End of True History Route.

///2nd+ play Summary///

You should have a score of at least 33 ending with 25


cleared characters. If
you managed to capture enough female commanders with
Rance in battle, you may
have an additional 10 score for 300 or more women. You
will also have 2
additional score for each commander that you had at the
end with End-game
points.

Total CG unlocked (85 of 104):

1-17,21,22,24-31,34-39 (Must have saved and reloaded


for the extra Uesugi
CGs),41,43-53,55-61,64,66,69-71,73-85,87-91,93,94,96-
101 (Must have allowed
Leila to be captured for her extra CG),103,104 (103-104
are the opening and
ending CGs for the game).

///Credits///

Thanks to Alice Soft for making this addicting game and


also thanks to Yandere
Translations for providing its translation. Also thanks
to the Sengoku Rance
Wiki for its depth of reference for the game. Thanks as
well to all those on
the gamefaqs and Yandere forums who have relayed their
problems with the
original walkthrough.

///Links///

http://alicesoft.wikia.com/wiki/Sengoku_Rance - Sengoku
Rance Wiki
http://yandere.gray7.com - Yandere Translations
(English patch available here)
http://www.erogeshop.com - Buy your copy here or at
your favorite import
store.

[CG01]

///CG Listing///

To view CGs, start the game and click on the bottom


left System button. Select
CG mode on the list that appears to open the CG window.

CG#001 - Sill
CG + scene
First purple event with Sill in any game will trigger
the scene.

CG#002 - Sill
CG + Scene
Second automatic scene with Sill. Progress far enough
and the scene will
trigger.

CG#003 - Sill
CG + scene
Must be triggered at a specific conquered location. It
can be random, so check
around when you conquer territories.

CG#004 - Sill
CG + scene
Conquer the miko institute and then recruit Natori.
Activate Sill's purple
event at the Miko Institute.

CG#005 - Sill
CG + scene
Third automatic scene with Sill. Progress far enough
and the scene will
trigger.

CG#006 - Sill
CG + scene
Automatically acquired on the True route when doing the
final search for Miki.

CG#007 - Suzume
CG + scene
Second scene after Suzume joins. Raise Suzume to love
and then talk to her
again to trigger it.

CG#008 - Suzume
CG + scene
Requires a dungeon event to unlock. Available after
CG#007 is seen.

CG#009 - Suzume
CG + scene
Automatically acquired when meeting Suzume.

CG#010 - Cherry blossom scene


CG + scene
Automatically acquired on all routes.

CG#011 - Honnouji event


CG + scene
Automatically acquired when confronting Xavier for the
first time.

CG#012 - Kentarou & Miki


CG + scene
Acquired when Kentarou fights Shikibu.

CG#013 - Kouhime
CG + scene
Acquired on the True route when you search for Kou when
she disappears when
five gourds are broken.

CG#014 - Kouhime
CG + scene
Acquired near the end of the True route. It appears the
turn after Rance finds
Kou sleeping. Wait for it before attacking the bridge.

CG#015 - Kou's folk tale


CG + scene
Automatically acquired on all routes but monkey.

CG#016 - Ranmaru
CG + scene
Raise Ranmaru's level to trust and make sure to deploy
her and Shibata Katsuie
in the same battle. Scene shown shortly before clearing
Ranmaru.

CG#017 - True History ending


CG + scene
Beat the game for the first time on the True route.
CG#018 - Isoroku ending
CG + scene
Beat the game on Isoroku's route.

CG#019 - Ran ending


CG + scene
Beat the game on Ran's route without character clearing
Ran. Ran must not love
Rance to acquire this CG.

CG#020 - Kenshin ending


CG + scene
Beat the game on Kenshin's route.

CG#021 - Generic captured female commander


CG + scene
Capture a demon army territory after they begin to use
monsters.

CG#022 - Kurohime
CG + scene
Automatically acquired on all route but Ran and monkey.

CG#023 - Kurohime
CG + scene
Kidnap Kurohime on the Ran or monkey route.

CG#024 - Kurohime
CG+scene
Conquer South Africa to capture Kurohime on the True
route before attacking
the Tenma bridge.

CG#025 - Uesugi army


CG + scene
Automatically acquired on all routes.

CG#026 - Takeda army


CG + scene
Automatically acquired on all routes.

CG#027 - Houjou army


CG + scene
Automatically acquired on all routes.

CG#028 - Iga kunoichi ninja


CG + scene
Conquer Iga with Suzume and Rance in the final battle.

CG#029 - Mouri army


CG + scene
Automatically acquired on all routes.

CG#030 - Shimazu army


CG + scene
Automatically acquired on all routes.
CG#031 - Takuga army
CG + scene
Automatically acquired on all routes.

CG#032 - Kenshin
CG + scene
Go on a picnic with Kenshin. Scene begins Kenshin
route.

CG#033 - Kenshin
CG + scene
Acquired on the Kenshin route during the emperor race.

CG#034 - Kenshin
CG + scene
Acquired when talking to Kenshin at 7/7 trust on all
routes but Kenshin route.

CG#035 - Kenshin & Ai


CG + scene
Choose "Kill the messenger" when Kenshin and Naoe Ai
are captured and fail to
conquer Uesugi after several turns to trigger this CG.

CG#036 - Kenshin
CG + scene
Encounter Kenshin in battle with Rance for the first
time on any route.

CG#037 - Ai
CG + scene
Reconcile with the Uesugi family when their messenger
visits. After ending two
turns, a purple event becomes available in Owari to
trigger this scene.

CG#038 - Ai
CG + scene
Talk to Ai at 7/7 normal when Kenshin is at love to
trigger scene.

CG#039 - Katsuko (generic Uesugi commander)


CG + scene
Conquer the Uesugi family.

CG#040 - Isoroku & Keikoku


CG + scene
Automatically acquired on Isoroku route.

CG#041 - Isoroku
CG + scene
Purple event with Isoroku after she is at trust.

CG#042 - Isoroku
CG + scene
Automatically acquired on Isoroku route.
CG#043 - Ashikaga princesses
CG + scene
Conquer Ashikaga family.

CG#044 - Anko
CG + scene
Wait for the scene of Anko trying to see her father
before declaring war on
Imagawa family. Then do both purple events in Toukaidou
before conquering it.
Be sure to keep her father's secret.

CG#045 - Nozomi
CG + scene
Acquire the random dungeon drop ero candle. Nozomi must
be at trust.

CG#046 - Otohime
CG + scene
Second trip through the Kachikachi Dungeon. Must have
unlocked event for
CG#007 during this play.

CG#047 - Teru
CG + scene
Acquire the random dungeon drop hallucination of death.
Teru must be at trust.

CG#048 - Teru
CG + scene
Acquired when CG#047 is activated.

CG#049 - Kiku
CG + scene
Defeat the Mouri family in an all out battle before
capturing Kiku. Recruit
Kiku to activate scene.

CG#050 - Kiku
CG + scene
Defeat decursed Mouri Motonari in the final commander
battle. Talk to Kiku at
7/7 trust.

CG#051 - Chinu
CG + scene
Recruit all members of the Mouri family and deploy them
all in a battle. Talk
to Chinu at 7/7 trust.

CG#052 - Chinu, Kiku, & Teru


CG + scene
Clear all Teru and Kiku and raise Chinu to trust. A
purple event will appear
in Mouri territory that you control.
CG#053 - Kojika
CG + scene
Defeat Mouri family after viewing all of Kojika's
automatic scenes. Will not
appear on monkey route if you do not declare war on
Tenshi to trigger the
earlier event.

CG#054 - Hibachi
CG + scene
Conquer the Akashi family quickly before Hibachi is
released, let Mouri
conquer them and search after conquering Mouri, or
demand their surrender
after declaring war (thanks triAce_Fanboy for the
surrender tip). A purple
event will appear in Himeji.

*Note: To acquire this CG by conquering Akashi


yourself, wait to attack them
*until you have an operation permit set and at least 3
action fans. Equip your
*units with the operation permits and let them take all
but the last area of
*Himeji. If Akashi tries to retake part of Himeji, do
not defend. Wait until
*you control all but the last area of Himeji at the
beginning of your turn
*(You can reload the end of your previous turn to try
to get Akashi to skip
*their attack to speed things up). Then, send a single
unit to attack Himeji
*twice. After the second attack is blocked by a Nuhe,
you will have a single
*chance to attack the last area of Himeji and conquer
Akashi with no Nuhe to
*block your attack.

CG#055 - Hibachi
CG + scene
Conquer the Akashi family after Hibachi is released. A
green search event will
appear in Himeji.

CG#056 - Akashi's widow


CG + scene
Conquer the Akashi family.

CG#057 - Akihime
CG + scene
Capture Aki instead of making her a commander.

CG#058 - Manmaru
CG + scene
Conquer Tenshi sect.

CG#059 - Yuzuhara
CG + scene
Get Yuzuhara to normal. Deploy her and Rance in battle.
Get her to trust.
Deploy her and Rance in battle again to activate scene
after battle.

CG#060 - Tanegashima blacksmiths


CG + scene
Conquer Tanegashima.

CG#061 - Ran
CG + scene
Capture Ran and recruit her after Souun goes missing.
Event triggered when
the entrance to Mamushi Oil Field is revealed.

CG#062 - Ran & Keikoku


CG + scene
Automatically acquired on Ran route.

CG#063 - Ran
CG + scene
Available on the Ran route.

CG#064 - Ran
CG + scene
Automatically acquired on all routes.

CG#065 - Sekimei & Keikoku


CG + scene
Automatically acquired at the end of Ran route.

CG#066 - Houjou diviner girls


CG + scene
Conquer Houjou family.

CG#067 - Ogres raiding


CG + scene
Automatically acquired on Ran route when portals are
opened.

CG#068 - Komatsu
CG + scene
Leave Komatsu in prison for a very long time (it took
over 50 turns for me my
first time). Eventually, her followers will demand her
release. A purple event
will appear in Owari. Choose it to acquire the CG.

*Note: The chance for the event is extremely low, but


if you are lucky you may
*get it almost immediately while she is in prison. In
some games I have gone
*over 150 turns without getting the event as well. Keep
trying until it
*happens.
CG#069 - Komatsu
CG + scene
Talk to Komatsu at 7/7 trust with no diviners recruited
to reach love. A
purple event then appears in Houjou territory.

CG#070 - Ryouma
CG + scene
Change Ryouma to a woman and then talk to her.

CG#071 - Ryouma
CG + scene
Conquer Takuga family.

CG#072 - Mine
CG + scene
Get Mine to trust. Turn Ryouma into a man. Talk to Mine
to trigger.

CG#073 - Agireda
CG + scene
Raise Agireda's affection to trust and then talk to
her.

CG#074 - Agireda
CG + scene
Conquer Shimazu family on Ran or monkey route with all
four Shimazu brothers
recruited.

CG#075 - Nogiku, Noir, Omachi, & Orime


CG + scene
Automatically acquired when fighting the Dokuganryuu
family.

CG#076 - Nogiku
CG + scene
Defeat Nogiku's unit in battle. Must have recruited
Akashi Kazemaru and
combined Hibachi with his unit to capture her.

CG#077 - Noir
CG + scene
Defeat Noir's unit in battle.

CG#078 - Orime
CG + scene
Defeat Orime's unit in battle.

CG#079 - Kanami
CG + scene
Call for reinforcements again after recruiting Kanami
to get Maria. Talk to
Maria to get ticket to unlock purple event with Kanami.

CG#080 - Kanami
CG + scene
Get Kanami to normal. Send her to scout in Houjou
territory to trigger scene.

CG#081 - Maria
CG + scene
Talk to Maria after getting the ticket to trigger
scene.

CG#082 - Leila
CG + scene
Get Leila to trust and have Kenshin recruited. Talk to
Leila at 7/7 trust.

CG#083 - Rizna
CG + scene
Talk to Rizna once per turn after recruiting her to
trigger this scene.

CG#084 - Uruza
CG + scene
Do event in Izumo for Uruza. A purple event will appear
the following turn to
trigger the scene.

CG#085 - Magic
CG + scene
The third purple event with Magic will trigger this
scene.

CG#086 - Mokko
CG + scene
Visit Mokko for a third time after having 3000 or more
cavalry troops.

CG#087 - Kaguyahime
CG + scene
View purple shining god event in Mikawa after
conquering it. Acquire the three
items for Kaguyahime from random dungeon drops and
visit her again.

CG#088 - Senhime
CG + scene
Conquer Tokugawa family.

CG#089 - Kuma
CG + scene
Triggered by the second purple event at the Miko
Institute.

CG#090 - Natori
CG + scene
Conquer the Miko Institute.

CG#091 - Fuuka
CG + scene
Conquer at least 3 territories and speak with Fuuka.
CG#092 - Orochi dungeon
CG + scene
Go to the bottom of the Orochi dungeon. Does not
required defeating Orochi to
unlock.

CG#093 - Yukihime
CG + scene
Triggered after ending your turn after first turn of
attacking Asai-Asakura
family.

CG#094 - Yukihime
CG + scene
Conquer Asai-Asakura family.

CG#095 - Hotate & Yone


CG + scene
Available on Isoroku route. Visit the applicants.

CG#096 - Maria
CG + scene
Available after taking Maria to see Tanegashima
Shigehiko.

CG#097 - Leila
CG + scene
Clear Leila first. Then, let her unit be defeated while
fighting the Demon
Army. You must have seen the scene where Kurohime has
released all of Xavier's
seals to trigger the event. Must be unlocked while
there are still human
commanders (it is too late when monster commanders
appear).

CG#098 - Rizna
CG + scene
After viewing Rizna's first scene, visit her again
randomly in Rance's room.
Search dungeons for sex medicine drop. Talk to Rizna
with the sex medicine.

CG#099 - Uruza
CG + scene
After triggering CG#084, deploy Rance and Uruza in the
same battle.

CG#100 - Magic
CG + scene
Keep talking to Magic after her first scene to activate
this scene.

CG#101 - Nekohime
CG + scene
Conquer first territory without that being the last
territory for a family.

CG#102 - Road to Hell dungeon poster


CG + scene
Finish the Road to Hell dungeon.

CG#103 - Opening movie


CG only
Start the game the first time.

CG#104 - Ending movie


CG only
Beat the game for the first time

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