Sengoku Rance:Walkthrough

For frequently asked questions, see the FAQ.

In terms of commanders, this article is designed to give you an idea of when you will encounter each commander, a brief summary of what to expect from them, and info on 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.

General stuff

 * 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 by turn 10 at the latest (it usually happens on turn 10 exactly but conquering/vassaling the Ashikaga House can bring it forward). 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 waiting for gourds to break by selecting the 'Feed Toukichirou (Hasten events)' event. A few turns after selecting that event, a gourd will break as if it was turn 30/50/70/90, hastening events. However, as this event is a Turn Restricted Event, it can temporarily be blocked by some other specific events, most of which are character clear steps.
 * 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 (from levies), items, 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).
 * Note: Once you have become able to demand that a house surrenders, you will usually not lose the ability to make that demand even if you no longer satisfy the conditions to unlock it.
 * 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. The exact mechanics are explained here. 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. However, he cannot join the Imagawa House, the Dokuganryuu House, or the Miko Institute and will not equip his +20% damage sword until you have recruited him. 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

 * 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
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 a start of turn event where Kouhime goes missing. 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. However, you can defend normally and recover land in your own provinces, and your Battle Permits will still work. You only have 4 turns to find her or else you get a Game Over on the start of the fourth turn after the turn where she went missing. 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 this turn and you will be placed under some restrictions. Once again, you will not be allowed to attack any house, but you can defend normally and recover land in your own provinces, and your Battle Permits will still work. These restrictions will last 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. You are free to choose when to attack Honnouji, giving you effectively unlimited time to prepare for this event.

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.

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.
 * 1) 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.
 * 2) 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.
 * 3) *One tactic is to have Suzume switch out Sill until the battle ends.
 * 4) Next is a commander battle against a transformed Apostle Rengoku, the differences from the previous fight are:
 * 5) *This battle is untimed.
 * 6) *This battle in winnable (your damage matters now).
 * 7) *Rengoku's standard attack takes an action from the target.
 * 8) *He has a delayed magical attack that hits everyone for high damage and requires 3 shurikens to cancel.
 * 9) 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.

Oda House

 * Provinces
 * 尾張 (Owari)


 * Basics
 * Visit the prison to unlock the chance of capturing enemy commanders. Note that the prison is automatically unlocked on the turn following the automatic capture of a unit (for example, the capture of Hara Shouji from conquering the Hara House) and will also be unlocked by breaking the first gourd.
 * 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.
 * As this event is a Turn Restricted Event, it can temporarily be blocked by some other specific events, most of which are character clear steps.
 * This event is also temporarily disabled during key storyline events (While looking for Hirami lemons, while Miki or Kou go missing or while the Hanny are planning their trip to Kyo
 * 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.
 * The following commanders can be recruited from the map once you have done the first 'Dango princess: Kouhime' event (an event where Kouhime tells Rance about how much she loves Owari). This event requires Kouhime, but is automatically marked as completed once the first gourd is broken.
 * Hachisuka Muneyana - A foot solider commander who is notable for his high Const stat. Requires 6 Neg to recruit.
 * Takigawa Kazumasu - A ninja commander who is notable for his high Search stat. Requires 6 Neg to recruit.
 * Tamagushi Fuuka - A miko commander who us required to unlock the Orochi dungeon (see Objectives). She requires 4 Neg to recruit, and will become unrecruitable as soon as the event where the third gourd is broken has been seen. Unlike the other two commanders in this list, she is a fully unique unit, has multiple events, and can give you SAT.
 * Students - from the (repeatable) 'Force a student to become a commander' event. They cannot be recruited if the player more than 11 commanders or if the player has less than 1 free NP. They are always female, have 50 troops, and can either be Warriors, Foot Soldiers, or Archers (player decides). They typically have combat stats below 3, but may spawn with a single non-combat stat as high as 7. They may also spawn with a fifth skill and typically have between two and four actions, but appear to never have anything but the lowest level of skills that their unit type can acquire.
 * Gracia - Replaces Akechi Mitsuhide after using a Satisfaction Bonus on him twice. Their names (before and after upgrade) are on the game progress report. Gracia has no event for taking her from Trust to Love, which makes her unclearable. However, she can still receive the affection bonus. This can lead to a harmless graphical glitch.
 * Maeda Keiji - Replaces 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 makes her first appearance and gives +5 SAT on the start of turn 5 if you have vassaled Ashikaga and on the start of turn 6 otherwise. If you first saw her on turn 6, then she joins on turn 8 if you have not started any wars yet and joins on turn 7 if you have. If you first saw her on turn 5, then she will join at the start of turn 6.
 * Kopa mercenaries - A female foot soldier with no stats worthy of mention. Aside from how she is recruited, she is only notable for her guaranteed troop count of 1,200 and for appearing to be impossible to clear (she has no event for taking her from Trust to Love, but still receives the affection bonus). To recruit her, you must, during the event in which you are given Battle Permits, have less than 28 commanders in your roster and have no foot soldiers with 1,000 or more total troops. If you satisfy these conditions, her joining is not optional and will happen even if you do not have enough NP.
 * 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!



Hara House

 * Provinces
 * 伊勢 (Ise)


 * Basics
 * You can declare war on the Hara House as early as turn 2 (taking 10 Neg).
 * If you do not declare war on them, but you are at war with the Ashikaga House, then they will have a 50% chance at the end of each turn to declare war on you. Reloading can change the outcome of this.
 * Be warned that if the three following points are satisfied then some Hara remnants may appear in Ise, automatically conquer it, generate their own army of generics with +2 to all combat stats, and declare war on the Oda House.
 * The player is either in the Isoroku route and has not seen the event where Rance is told that Keikoku has given birth or the player is in the Ran route and hasn't seen the event where both Keikoku and Houjou Souun are discovered to be missing.
 * Either Cairo is in the control of either the Oda House or a vassal of the Oda House, or both the Takeda House and the Mouri House are neither at war with the Oda House nor in a state where their provinces appear yellow on the map.
 * The Hara House has been conquered and Ise is ruled by the Oda House,
 * NB: These remnants can only appear once per playthrough and cannot appear if the Iga remnants have appeared earlier on in the same playthrough. They are impossible to vassal.
 * You can demand their surrender for 18 Neg after seeing an event where Akihime claims to be on her period. Said event only triggers if you are at war with them, they do not have two or more of the territories in Ise, and you have not seen the event before. After their surrender, they will have a one in three chance of sending you an Archer unit as reinforcements when you are attacking. Once unlocked, you will never lose the ability to demand their surrender.


 * 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.



Ashikaga House

 * Provinces
 * 京 (Kyo), まむし油田 (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 where the Ashikaga House is not at war with the Oda House, the Ashikaga House will demand gold from you. If you refuse to pay, they will declare war on you.
 * The amount of money that the Askikaga House will demand from you will be the lowest of either your current total amount of gold or the product of the Oda House's current NP and the current turn count.
 * NB: This event will not trigger if the Oda House either does not have any gold or does not have Kouhime. Furthermore, prior to turn 5 there is a 50/50 chance that this event will not trigger, even when there have been no other events which have taken priority over it. Usually, this means that at the end of turn 3, if you are not at war with the Ashikaga House then you will either get this event or Yamanaka Kojika's first event, each with equal probabilities.
 * 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).
 * If you are at war with the Ashikaga House, it is possible for an event to trigger in which the (unvassaled) Hara House will declare war on you.
 * After seeing an event where Choushin writes a letter to all of the feudal lords in Japan to ask for help, you can demand their surrender for 18 Neg. Said event only triggers if you're at war with them, they only own one province, and you have not seen the event before. After their surrender they will have a one in three chance of sending you Miko units as reinforcements when you are attacking and these units will always know Miko Dance but will never know any other special Miko skills. Once unlocked, you will never lose the ability to demand their surrender.
 * The exact details of this have not been investigated, but if you are at war with them and they only own one province, then it appears that it is possible for the Ashikaga House to become able to attack a random Oda-owned province that they can reach as a hidden one-off end of turn event. These are the lowest priority end of turn events for this house and they can only happen once and only if they have no higher priority events.
 * This attack will feature Ashikaga Choushin at his max troop count in the back row. In the front row, there will be a ninja unit and a very high troop count warrior unit and foot solder unit, all generated specifically for this fight.
 * It is unknown if the two remaining back row slots can be filled with any other units. However, the three new units that are made for this fight will cease to exist afterwards and any seemingly-identical units that appear later are in fact remade from scratch.
 * As it is an end of turn event, theoretically this attack will happen after any other attacks from this house and will ignore political turmoil.
 * After this attack, if you are still at war with them then there are two more hidden end of turn events that can happen on following turns. The first has the Ashikaga House attempt to recruit three new units (either by spawning them or from the pool of units who have left their house) and the last has them attempt to recruit two.
 * Conquering the Ashikaga House will cause the first gourd to be broken to be broken in a start of turn event. This requires the cherry blossom event to be viewed first and may be pushed back by other events.
 * 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, this event will result in her automatically being 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 containing more than 20 units, 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 therefore 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.
 * *** If you have more than 20 units in your prison, this should drop down to a 50% probability of capture. If you have more than 25, the probability is 0.
 * 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. See here for details. 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. After using it three times, it will be replaced by Battle Strategy 1.
 * 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 the Mamushi Oil Field is conquered, then they can be recruited from the map for 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 is 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.



Iga House

 * Provinces
 * 大和 (Yamato)


 * Basics
 * You can declare war on them for 15 Neg any time after Inukai has been told about Suzume's defection. Said event is often an end of turn event and can only trigger after Suzume has joined. As the earliest Suzume that can join is the start of turn 7, this means that the earliest that you can declare war on Iga is turn 8.
 * Iga will not declare war unless you are not at war with anyone, it is after turn 29, and the event where Inukai learns that Nobunaga is not sick has been seen. This is an end of turn event.
 * 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.
 * The conditions for the Tenshi Sect to declare war will usually be satisfied before the conditions for the Iga House to declare war, often meaning that the Tenshi Sect must be conquered or vassaled before the Iga House can declare war.
 * If the Iga House is neither conquered nor vassaled and there are no higher priority start of turn events, then on every turn after turn 55 the game will attempt to trigger a low priority start of turn event. This event has no content whatsoever and therefore it will appear to the player as if they have not gotten any start of turn event on that turn. However, as this event is not coded to mark itself as being completed, it will always attempt to trigger, blocking lower priority start of turn events.
 * To prevent this, either conquer or vassal the Iga House or arrange for it to be conquered by another house (e.g. Xavier can conquer them).
 * Notably, this start of turn event takes priority over the events that lower the difficulty of finding the Akashita Dog and the event that unlocks the option to H Komatsu when she is in prison.
 * To be completely clear: This event is invisible. If you get it, you will be losing start of turn events without knowing why.
 * If more than one end of turn phases has passed since the war between the Iga House and the Oda House has begun, and if the Oda House controls at least one territory in Yamato, then provided that you are still at war with the Iga House and Inukai is their leader, an event ('Get information on Iga from Suzume') will be made available. Afterwards, provided that you are still at war with the Iga House and Inukai is still their leader, a purple event ('Dirty plan (What's Inukai's is mine)') will be available which gives you 2000 gold. Despite what the event implies, this does not weaken Iga's army.
 * If have not yet entered a route and you conquer Iga by conquering their last territory with a group that does not include Suzume [This is on the Clear Game Report], around 11-13 turns after you have conquered Iga, Inukai will lead a revolt and take Yamato back from you [This is on the Clear Game Report]. 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 [This is not on the Clear Game Report].
 * In Second Games, regardless of how the war has (re)started, if you have 3 spare national power a 35 Search points event in Yamato will appear around 3 turns after the war has begun. This event has Rance duel with Inukai (level 42, 260HP) and his 3 dogs (level 5, 100HP).
 * For Rance to win this fight, the recommended level is 51 or above, although with either luck or some of the contributing factors listed below, it is possible for Rance to win with a lower level.
 * As Inukai is in the back row and therefore shielded by his 3 dogs, Rance must have a minimum of 4 actions in order to win this fight.
 * 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.
 * As Rance's Spd stat contributes to the turn order in this fight, increasing it will increase your probability of winning, particularly if you pay close attention to the order that Inukai's dogs have been attacking you in.
 * Losing is an instant Game Over.
 * Winning the duel takes over Iga and recruits Inukai.
 * The game doesn't count as a normal conquer, so you can still invade other provinces on the turn in which you have done this event.
 * 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.
 * Be warned that if the following three points are satisfied then some Iga remnants may appear in Yamato, automatically conquer it, generate their own army of generics with +2 to all combat stats, and declare war on the Oda House.
 * The player is either in the Isoroku route and has not seen the event where Rance is told that Keikoku has given birth or the player is in the Ran route and hasn't seen the event where both Keikoku and Houjou Souun are discovered to be missing.
 * Either Cairo is under the control of either the Oda House or a vassal of the Oda House, or both the Takeda House and the Mouri House are neither at war with the Oda House nor in a state where their provinces appear yellow on the map.
 * The Iga House has been conquered and Yamato is ruled by the Oda House.
 * NB: These remnants can only appear once per playthrough and cannot appear if the Hara remnants have appeared earlier on in the same playthrough. They are impossible to vassal.
 * Since these remnants do not include Inukai, they cannot cause Inukai to lead a revolt.
 * This is not on the Clear Game Report.
 * Once you are at war with the Iga House, you can vassal them for 18 Neg if you have either conquered or vassaled four provinces adjacent to Yamato (including Owari). Once vassaled, they will have a one in three chance of sending you Ninja units as reinforcements when you are being attacked. Once unlocked, you will never lose the ability to demand their surrender.
 * 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.
 * Kashinkoji - An uncapturable generic ninja with Assassinate 2 and +2 to his Atk, Def, Int, and Spd stats. This should make him the only generic ninja in the game with an instant kill skill.
 * 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.
 * Haniwa Nyorai - Can be recruited in Yamato with 15 Negotiation points. A monk with 7 Atk, Large propaganda effect and Clay Figure Smasher, a skill that deals 6,000 damage to Haniwa units.



Tokugawa House

 * Provinces
 * 三河 (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 them. This happens regardless of if the Tokugawa House is vassaled or not. This will not apply if have taken the Takeda Family Bonus.
 * If and only if they are vassaled, they will declare war on you when the Demon Army appears. They will also conquer Toukaidou and/or Shinano if the Oda House controls them. This will take priority over their Takeda-based declaration of war.
 * Except for the bullet point below, other than being at war with them there are no conditions that need to be satisfied to vassal the Tokugawa House. This can be done for 30 Neg. Afterwards, they will have a one in three chance of sending you Warrior units as reinforcements when you are attacking.
 * It impossible to vassal the Tokugawa house after they have declared war on you by either of the two above methods and it is also 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 immediately after the player takes over two territories of Mikawa, an event will play that makes the Youkai (specifically, Raccoon Dogs) participate in battles as commanders.
 * Any of them who remain uncaptured will defend their house's last territory together. This will make the battle very difficult.
 * The battle becomes significantly easier when most of the Youkai are captured beforehand as they will be replaced with normal human commanders.
 * Ieyasu cannot be captured.
 * Despite the commanders being Youkai, their units do not receive triple damage from Youkai Ward.
 * If the Tokugawa House does not control more than half of Mikawa, then they can have a hidden one-off end of turn event that recruits more commanders for them. As this can only occur as their end of turn event, the check on how much of Mikawa they control will be made after any attacks to or by them.
 * After the above hidden event, the Tokugawa House will become able to attack any Oda-owned province that they can reach as another hidden one-off end of turn event. There will be two such attacks and their targets will be selected randomly.
 * The first attack will have Hattori Hanzou in the back row with a Diviner/Yin Yang and a Footsoldier. The front row will always be two Warriors and another Footsoldier.
 * The second attack will have Sakai Tadatsugu in the back row with a Tactician and Footsolider. The front row will always have a Footsoldier, Warrior, and a Ninja other than Sakai.
 * All of these units will be selected from the Tokugawa House's army and the choice is not restricted to only generics. If they have do not have enough units of the appropriate type, then the game will fill as many slots as it can and leave the remainder empty.
 * If Hattori Hanzou is not in their army, then neither of these attacks will happen. If Sakai Tadatsugu is not in their army, then only the first of these two attacks will happen.
 * As they are end of turn events, these attacks will happen after any other attacks from the Tokugawa House and will ignore political turmoil and any other limits on how many times they can attack in one turn.
 * After winning the battle in their house's final territory, 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), then 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). 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. This will make new purple events appear in Mikawa. Each of these events is a prerequisite for the next and can only be done once.
 * The first of these new events is 'Tease Tokugawa Ieyasu'. Other than add four entries to the ero diary, this does nothing but unlock the second event.
 * The second event, 'Steal heirloom from Tokugawa Ieyasu', will get you the Blue Seal Case. This is an equipable item that reduces the damage received by a unit by 30%. If you already have this item, then you cannot trigger this event and therefore cannot do any event that follows.
 * The third event, 'Go to Tokugawa for ero', will give you 1 satisfaction point and 10 entries in the ero diary.
 * The fourth event, 'Tease Tokugawa Ieyasu even more', requires Ikkyu and does nothing. Note that although Sill appears in this event, she is not required for it.
 * The final event, 'Tokugawa Ieyasu...', will kill off Ieyasu and make Mikawa come under your control without a fight.
 * Neither Senhime nor Tokugawa Ieyasu will be obtained via this conquering method and Senhime's H-scene will not happen. This means that outside of getting the Blue Seal Case and the Tokugawa's Warrior reinforcement units, there is little to gain from vassaling the Tokugawa house unless you are incapable of conquering them normally. In fact, this method of conquering them should take more fans than conquering them normally.
 * 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.
 * Conquering or vassaling Mikawa enables talking to Kaguyahime, who requires three parts to repair her spaceship. After talking to her for the first time, these items can be found randomly in dungeons. See Items for details. Talking to her after finding these three items will allow you to H her for +5 SAT and give you the item Black Tri-Star Doctors. If you to talk her again before completing this quest, she will heal Rance's unit to full troop count whenever you visit (this does not affect his HP), which may be better in some cases. Unfortunately, a one-off event with Maria will take priority over the healing event and gives no rewards whatsoever (not even the free healing).
 * 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. This requires both Sill and Kouhime. Afterwards, when you have taken over the last Tokugawa territory, if Sill is available then you will be offered the choice to either fight Ieyasu or to bring out the tempura. If you choose to bring out the tempura then Ieyasu will give you all of the Tokugawa House's remaining territory without a fight and he will join you at the beginning of a later turn, provided that you have sufficient room in your roster and sufficient NP.
 * Note his joining event seems to have a low priority and therefore may take a while before it triggers. Note also that despite Sill appearing in this event there seems to be no sign in the game's code that she is actually required for it to trigger.
 * Furthermore, note that conquering Tokugawa in this manner will disable all of Senhime's appearances, including the initial +5 Satisfaction H-scene that would normally be triggered when conquering the Tokugawa House.
 * 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.



Tenshi Sect

 * Provinces
 * なにわ (Naniwa), 蜜柑 (Mikan)


 * Basics - Most of 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, but cannot be vassaled.
 * After the event where Nobunaga tells Rance to conquer all of JAPAN, but before war has begun between the Tenshi Sect and the Oda House, a one-off event 'Oppress the Tenshi Sect to get money' will be available. This event will award the player 500 gold and add ten girls to the Ero diary.
 * War breaks out with Tenshi Sect soon after the second gourd is broken. This is a start of turn event that will happen even if you do not have any provinces adjacent to Tenshi Sect.
 * The only requirement for this event to happen is for the start of turn event where Rance first meets Apostle Rengoku to have been seen, which is an event that only requires having seen the second gourd be broken.
 * If you are at war with them, an event will soon trigger that will cause rioters within each of your provinces to accumulate. In the command window you can see the percent of accumulation in any province and by selecting the option that shows that percentage, you can suppress them which resets the accumulation percentage to zero. If the percentage 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.
 * The riots are very easy, so expect to be able to win them with only a single weak unit.
 * A quick look at the game's code suggests that the percentages start at a random value between 0 and 80 percent in any province that Oda owns when the event that starts the riots happens and that the percentages will increase by a random amount of percentages points between 0 and 20 every turn. It also appears to be the case that a riot will not begin until the percentage exceeds 100% or in other words, exactly 100% is not enough to start a riot.
 * A few turns into the war, some of your troops will desert. This will not happen in the KTM route. Commanders with less than 301 troops won't have any troops defecting. The amount of troops lost per commander is a random number between 1 and 1/4th of their troop size and can be changed by reloading.
 * If you are in a second game, possess the outermost territory in Naniwa (i.e. the one that is attacked first), are only at war with the Tenshi Sect, and they do not have a higher priority event, then the Tenshi Sect will attack you as a hidden event in their end of turn phase that does not count towards their normal limits on how many times they can attack you in one turn but does count as their end of turn event. There are three versions of this event, but no more than one can trigger in any given turn and each event will only trigger once.
 * The location of this attack will be in the last province that the Tenshi Sect possesses, but does not fully own. Which province is "last" is determined by starting at the ID number 1 and working up until every province is checked. Province IDs are displayed here, but this will usually make the target Naniwa.
 * Strictly speaking, the check on Naniwa's possession is made by checking if the territory in question has a harm value of 0.
 * Each of these attacks will use normal units from the Tenshi Sect's army. However, the final attack will include the Ero Guru, the second attack will include both him and Guru's Mistress, and the first attack will include those two, Guru's Wallet, and Guru's Sexslave. The Guru will always spawn in the back row and has a Monk unit, the others will always spawn in the front and have Peasant units.
 * As they are end of turn events, these attacks will happen after any other attacks from the Tenshi Sect and will ignore political turmoil.
 * If you conquer them before the first fight with Xavier, you will get +5 SAT.
 * If they have not been defeated after the first fight with Xavier, you will be asked to make peace with them. Doing so will make them a vassal. Continuing the war will unlock the ability to vassal them for 10 Neg, which can never be lost. As a vassal, they will never send you reinforcements.
 * Noteworthy commanders
 * Seigan - Will join in a low priority start of turn event in the True or Kenshin routes after the Tenshi Sect is either conquered or vassaled after the first fight with Xavier. He will never join you if you conquered the Tenshi Sect before entering a route. He requires room in the commander list and at least two spare NP before he will join. Despite Sill's appearance in his joining event, she is not required.
 * Since Seigan's join event is low priority, it may be advisable to remove the battle permits or stop attacking for a few turns to make sure that he joins your army.
 * Genri (言裏) - Will join in a low priority start of turn event if you have Seigan, room in the commander list, and at least two spare NP.
 * The "Three Good siblings," or the Miyoshi Brothers, ( Miyoshi A-kichi (三好Ａ吉)(Foot soldier)、Miyoshi B-ko (三好Ｂ子) (Miko)、Miyoshi C-zou (三好Ｃ藏)(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.

Asai-Asakura House

 * Provinces
 * テキサス (Texas)


 * Basics
 * Anytime after their introduction, you can declare war on them for 13 Neg.
 * The Asai-Asakura House may declare war on the Oda House in three different ways, but all of them will result in the same scene occurring, regardless of any actions taken by the player:
 * If the Asai-Asakura, Tanegashima, and Akashi houses are neither conquered, vassled, nor at war with the Oda House and the Tenshi Sect has been conquered then, provided that the Asai-Asakura House has not already had an end of turn event during this turn, an end of turn event will occur in which Rance meets two envoys from Asai-Asakura. During this event you will be given two options, choosing the second option will cause them to declare war on you and choosing the first option will do nothing other than end the event.
 * Note that this event will not trigger unless you have previously seen the end of turn event in which Yoshikage donates a large amount of money for educational purposes. Said end of turn event will itself only trigger if an Asai-Asakura end of turn event has not already happened in the end of turn phase in question and if at least four end of turn phases have been started since the event which introduced the Asai-Asakura House has played.
 * If nobody is at war with the Oda House, and if the Asai-Asakura, Tanegashima, Akashi, and Imagawa houses are neither conquered or vassled by the Oda House, and if at least 20 end of turn phases have been started since the event which introduced the Asai-Asakura House has played, then an event will play in which they declare war on the Oda House.
 * At any point during the Isoroku or Ran route, while you are at war with less than three houses, the Asai-Asakura house will declare war.
 * 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, you can demand their surrender for 15 Neg. This event will only happen if they do not control every territory in Texas. After their surrender, they will have a one in three chance of sending you Monk units as reinforcements when you are being attacked.
 * The event where surrender is considered is Asai-Asakura's lowest priority event. This means that it will not trigger until after seeing the scene that ends with Hakkin Dasan taking off his mask and telling Yukihime to leave.
 * Once unlocked, you will never lose the ability to demand their surrender.
 * 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, (this seems to not work, when recruited on the turn you took their final castle, so only after Yukihime's event took place where she hides from a Oda subordinate) raising his relationship to Normal, and doing an exploration command in Texas for 15 Search points before the house declares war. 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 currently not understood, it is known that Yukihime can only make one of the four houses listed below go to war with you and can only do so if their introduction event has played. In addition, she can only cause a war if the house in question is neither vassaled nor at war with the Oda House.
 * Tanegashima House
 * Uesugi House
 * Takeda House
 * Mouri House
 * Note that these are the only houses that Yukihime can make declare war on you. If all of these houses are already in a state where they cannot declare war, then she will stay in her findable state forever.
 * From what is understood of Yukihime's mechanics, it appears that the choice of which house that she causes a war with is not made in a totally random way. Experience has shown that, where possible, she seems to favour the Tangashima and Uesugi houses.
 * If you wish to savescum Yukihime's choice of house, it appears to be the case that you must reload to the turn before the turn that contained her causing the war. This means that the autosave alone will not be sufficient to savescum her choice of house. Furthermore, as her choice of house is not made totally randomly, it may be impossible to savescum her in to making any particular choice. For example, it is known that she will not cause a war with a house that would have already had an end of turn event in the end of turn phase in which she will cause a war.


 * Noteworthy commanders
 * Asakura Yoshikage - Automatically captured upon taking over Texas. Particularly notable for the NP and affection boosts that come with his character clear.
 * 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.



Miko Institute

 * Provinces:
 * 邪馬台 (Yamatai)


 * Basics
 * Before you can declare war on them, you have to do 3 events at Yamatai. The first gives no SAT, the second gives 5, and the third gives 1. The first of these events is a Turn Restricted Event and can therefore temporarily be blocked by some other specific events, most of which are character clear steps.
 * 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.
 * If Oda is in control of Yamatai, Sill is available, and Natori's recruitment event has been played, then the 'Take Sill to miko mansion' purple event will be available for +5 SAT.


 * 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 (see here for the requirements), he gets an affection bonus.
 * Souma Hayate - Can join the Miko Institute after 2 territories 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.



Imagawa House

 * Provinces
 * 東海道 (Toukaidou)


 * Basics
 * If the Oda House or a vassal controls Mikawa, then the Hannies will declare war on the Oda House. This will normally occur after conquering the Tokugawa House.
 * This event may be delayed if some of the Imagawa introduction events are still being processed. The final event prior to this is the Hannies attempting to play soccer.
 * This event cannot happen if Miki or Kou are missing, if there is a hirami lemon shortage, or if the System Info menu reports that 'Imagawa family is heading to the capital (Aiyaaa)'.
 * On the flip side, you can actually delay Miki going missing or the hirami lemon shortage, since they cannot start after the Hannies plan their trip to Kyo, until the Hannies actually are seen in Kyo (or are refused passage, or you declare war on them, or conquer them)
 * Delaying only applies to Miki's events, Kou will go missing regardless, and actually cancel all unseen Hanny in Kyo events if you break 5 gourds while it is in progress (making Nozomi unrecruitable)
 * You can declare war on them after their introduction for 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 their introduction and a following event where they pick names, there will be numerous events with the Hanny Shinsengumi. These tend to happen once per end of turn.
 * If any of the conditions that would prevent them from declaring war (listed above) are satisfied at any point during this progression, then, with the possible exception of the first event, none of these events will play for the rest of the playthrough. Declaring war on them will also stop this progression.
 * The first event has a journey to the capital suggested and permitted.
 * After the first event, if Tokugawa has not been conquered then there will be an event about the journey through their lands. If Tokugawa has been conquered, then no event will play but the game will still spend their turn marking this event as having been seen.
 * After this second event, there will be an event where they will try to cross through your land to get to Kyo. You will be given a choice.
 * If you do not let them pass through, they will declare war and end this chain of events.
 * If you let them pass through, they will not declare war and you will meet a requirement for recruiting Okita Nozomi.
 * After the third event, if you did not declare war then there will be an event in Kyo where the Hannies celebrate the successful journey. The ending of this event will change depending on who controls Kyo, but this does not affect anything.
 * 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 (two?) special purple events in Kyo, the option to recruit her will become available (also in Kyo). Nozomi's 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 is convenient for Kenshin's route. There are various ways that this recruit event can be canceled or blocked:
 * If you declare war on the Hannies before they reach Kyo, you can't recruit her.
 * If Kou goes missing (5th gourd broken) while the Hannies still haven't been seen in Kyo after their trip, you can't recruit her.
 * If you don't have Sill, same thing
 * If you don't have national power, it will temporarily not appear, just get more NP and it will appear



Uesugi House

 * Provinces
 * 佐渡 (Sado), MAZO (MAZO)


 * Basics
 * As mentioned earlier, Kenshin's unit may appear to assist other houses (including Oda) if the Oda House has never been at war with the Uesugi House. The exact mechanics are explained here.
 * The Uesugi House will declare war at the end of turn 101 if they are still standing. They will also declare war a few turns after you have conquered or vassaled the Asai-Asakura House while you are currently not at war with the Tenshi Sect or the Demon Army. Finally, in Second Games, Yukihime can persuade them to declare war (as described in the Asai-Asakura House's section). Otherwise, you can declare war on them for 20 Neg.
 * NB: The second method of starting a war is similar to the Iga House's method, so depending on which house has its event first, they may declare war on you before the Uesugi House does.
 * Once you start fighting the Uesugi house, you will get an automatic victory whenever Rance and Uesugi Kenshin face each other on the battlefield.
 * In First Games, if the player go to war against the Houjou House, then the Takeda House will quickly conquer the Uesugi House. This can be prevented by either declaring war on Takeda or by going to war with both Uesugi and Houjou.
 * If the Uesugi House is down to their last province and have not had a coup yet (see below), then whenever they do not control all of their final province, they will immediately reconquer one territory in that province. These night raids make it impossible to advance in their final province until they have a coup.
 * Before the coup can trigger, the following one-off end of turn events must be seen. Each event in this list requires having seen the events below it and only one of these events can happen per turn. Furthermore, these events will only trigger if the Uesugi House and the Oda House are at war.
 * Kenshin returns from training in the mountains. This only triggers if the Uesugi House has exactly one province.
 * Kenshin tries to date.
 * Ai notices that Kenshin is not sleeping properly. This requires having seen the automatic victory event that happens when Rance and Kenshin first meet on the battlefield.
 * If the Uesugi House is down to its last province and you have seen a night raid and have seen Kenshin return from the mountains, then the Uesugi House's next turn will trigger a coup. You may force them to have a turn by winning a battle in their last province (even by Battle Permits). In this coup, Kenshin's uncle will take over and his messenger will offer to give you Kenshin in exchange for peace.
 * The coup event takes priority over any night raid.
 * You will only be given this offer once.
 * The first option, slaying the messenger on the spot, lets you continue to conquer the Uesugi House normally.
 * The second option, accepting the deal, will make the Uesugi House your vassal. After this, they will have a one in three chance of sending you Warrior units as reinforcements when you are being attacked. This is the only way to vassal the Uesugi House.
 * If Kenshin's uncle is not defeated within 5 turns of the turn in which you declined his offer, then Kenshin and Ai will be lost forever during an event in the Uesugi House's turn (Kenshin's bad ending). The turn counter for this is increased before the enemy houses take their end of turn actions. As a consequence, Kenshin's bad ending will only trigger as an end of turn event.
 * Because the coup is a Uesugi House's turn event rather than a strictly end of turn event, this counting method means that triggering the coup by attacking them will cause Kenshin's bad ending to occur one turn earlier than expected. For example, if the coup is triggered by your Battle Permits during the end of turn 50, then the earliest that Kenshin's bad ending can happen will be turn 54. However, if the coup was instead triggered as part of the Uesugi House's end of turn actions on turn 50, then the earliest that the bad ending can trigger will be turn 55.
 * If you conquer the Uesugi House without having taken their 2nd Game bonus, you will get +5 SAT.
 * 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 boar battle 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 before her bad ending. She can either be recruited directly by a purple event or automatically in a start of turn event. She will stop fighting for the Uesugi House as soon as a truce is offered to the Oda House.
 * Naoe Ai - Will only join you after Kenshin has joined. She can either be recruited directly by a purple event or automatically in a start of turn event. She will stop fighting for the Uesugi House as soon as a truce is offered to the Oda House.
 * In older versions of the game, if you picked the Uesugi House 2nd Game bonus, it was possible to get 2 copies of Naoe Ai (one from the 2nd Game bonus and one from the purple event).
 * Torako and Katsuko - Can only be captured in battle after you have conquered the Uesugi House and they have been recruited by another house. They will stop fighting for the Uesugi House as soon as a truce is offered to the Oda House. If you start the game with the Uesugi House 2nd Game bonus, they will not join another house after Uesugi is conquered. Their maximum levels are random and their names are on the game progress report.
 * Irobu Eroko - Can be captured in battles. Her name is on the game progress report.



Takeda House

 * Provinces
 * 信濃 (Shinano), 貝 (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 affect 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).
 * In Second Games, Yukihime can persuade them to declare war (as described in the Asai-Asakura House's section).
 * 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.
 * 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 an end of turn event. This does not 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. At the end of some turns after this, the four generals will lead a consecutive blitz charge, attacking you four times in the same turn.
 * Before each blitz, a message saying that the 'Takeda army is gathering' must be seen. This message will always appear on the end of turn phase before their blitz attack during the end of the next turn. Displaying this message will be the Takeda House's only action during the end of turn where it shows. You cannot get this message again until its corresponding blitz has happened.
 * This message can only display if you have seen the event where the generals agree to celebrate their lords' arrival with a victory and either:
 * The turn count gives a remainder of 3 upon division by 4 (i.e. turns 3, 7, 11...) and the Takeda House's army has more than 29 commanders who have not acted this turn and are at more than 59% of their max troop counts.
 * You have not seen the event that is shown at the start of Kousaka Yoshikage's attack during the blitz.
 * The blitz attacks will not be attempted if Kurohime has saved Baba Shouen's life in the Kenshin route. After a blitz has failed to happen for this reason, they will no longer gather their army for blitzs.
 * If the Takeda House cannot attack anywhere that is owned by the Oda House, then the current blitz will be skipped and they will need to gather their army again.
 * 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. As a general note, it is 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. If all else fails, read the section on the Demon King route and copy some of the strategies from there.
 * The generals attack in the following order:
 * Kousaka Yoshikage (Ninja)
 * Sanada Tourin (Tactician)
 * Baba Shouen (Cavalry)
 * Yamagata Masakage (Cavalry)
 * If you decline the final battle, an alternate event will play where Shingen talks about the Takeda cavalry's might. This is simply an alternate event, there is no way to actually battle Shingen.
 * Unless you intend to win the blitz, it is strongly advised that you defeat the Takeda House before its generals become active. They are scripted to appear in some of the final battles in their provinces, making those battles much more difficult.
 * For 40 points of Search, a green exploration command to assassinate Takeda Shingen becomes available once you have seen a start of turn event where Rance and Suzume discuss how Shingen has not appeared yet but should be their target. This start of turn event will not trigger unless you have seen the event where Takeda's generals comment on Oda's successful defense of their blitz attack. This last event will happen after the blitz attack if the following two conditions are met:
 * The player has previously conquered the Takeda House normally and let the game auto-save. This can have been done in an earlier playthrough and can also be done in the current game if you reload after auto-saving.
 * In the current game you have successfully blocked all 4 consecutive attacks in a single blitz.
 * To clarify, the start of turn event with Rance and Suzume can occur on a different turn than the turn following the blocking of all 4 consecutive attacks. You only ever need to block one blitz. This applies even if you fail to block a blitz after blocking an earlier one.
 * The Takeda House automatically falls after the assassination, and Sanada Tourin will be captured, details on the other generals are found below.
 * Finishing a battle against the Takeda House while Shinano and Kai/Shell are under the control of the Oda House or one of its vassals (or have just became that way due to winning the battle) will conquer the Takeda House regardless of what other provinces they own.
 * This is a 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 conquer them by battle, 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 strength and has at least 4 actions, but Baba's Commander Charge and Yamagata's action-removing Onrush can cause trouble. 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.
 * 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.
 * After the assassination, the three uncaptured generals (Baba Shouen, Yamagata Masakage and Kousaka Yoshikage) will become refugees who can be hired by other houses, making them captureable. 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.



Houjou House

 * Provinces
 * 江戸 (Edo), 上総２０００ (Kazusa 2000), さいたま (Saitama), 死国 (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 or H the Diviner/Yin Yang girl mentioned below.
 * If the Oda House or one of its vassals has control of Tokaido and if the Houjou, Uesugi, Takeda, and Mouri houses are not at war with the Oda House then there will eventually be an end of turn event where a Diviner/Yin Yang girl 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 look at her underwear or rape her. Raping her will make the Houjou House automatically declare war on the Oda House and looking at her underwear will do nothing but end the event. Note that you will not gain any SAT 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, after you have been at war with the Houjou House for more than two turns, an end of turn event can trigger where Nanjou Ran acquires a magical attack called Summon Suzaku. This move will use all of her actions, but will hit all of your units without preparation and with a 2.0x damage modifier. These turns appear to be counted in the same way that they are for the Mouri House's events. That is, the game will check if more than 2 end of turn phases have started since the Houjou House and the Oda House have went to war.
 * Subject to some restrictions based on the current condition of her unit (e.g. how damaged it is and if it is "available" for use in this battle), from the point where the event where Ran obtains Suzaku has been seen onwards, each time that the Houjou House attacks the Oda House, the game will automatically add Ran and two Nanjou Guard units (i.e. randomly generated, uncapturable but insta-killable, Footsoldier units) to the battle. Practically speaking, this often means that from Ran's obtaining of Suzaku onwards, she will be in the first Houjou group to attack the Oda House during the end of each turn.
 * Theoretically, this means that if you don't do anything that might harm Ran's unit during your part of the turn (e.g. attacking the Houjou House), then you should be able to force her to appear in the end phase of your turn, putting her in a reasonable position to be captured.
 * Eventually there will be a Houjou's turn event where Souun tells Ran where she is summoning Suzaku from and convinces her to stop using it. Immediately after seeing this event, the Summon Suzaku move will be removed from her unit. This event can only happen when the Houjou House controls less than three provinces or when the turn count gives a remainder of two upon division by four (i.e. turns 6, 10, 14, 18, ...). Furthermore, this event cannot happen unless the following sequence of Houjou's turn events have been seen (each event in this list requires the previous one to have been seen):
 * The event described above where Ran first uses Suzaku.
 * Either version of the event where Ran argues with Souun about the risks of summoning the apostle Suzaku.
 * The event where Ran uses Suzaku against Oda's troops, and feels weird afterwards. Note that this event doesn't do anything to harm your army.
 * Generally speaking, It's best to scout and avoid Ran 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.
 * If, prior to Ran stopping her use of Suzaku, the Oda House or one of its vassals controls Edo, then at the end of each turn where the Houjou House has not had an end of turn event (this does not count post-battle events that have happened during the end phase), the Houjou House may attack you with a special group in place of their end of turn event. These attacks are not announced by any special scenes or messages, and will ignore limits such as political turmoil or the maximum number of attacks that your difficulty usually allows, but will stop if you no longer satisfy the requirements for the attacks to start. There are three of these attacks, none of which will ever be repeated or occur during the same turn:
 * The first attack will include Houjou Souun, two Houjou Guard units, and up to three generics.
 * The second attack will include Ran, Houjou Souun, two Houjou Guard units, and up to two generics.
 * The final attack will include Daidouji Komatsu, Ran, Houjou Souun, two Houjou Guard units, and at most one generic.
 * The 'Houjou Guard' units are the same as the Nanjou Guard units which were described above. That is, they are randomly generated and uncapturable but insta-killable, Footsoldier units.
 * It may be the case that if one of these battles is "pulled back", it will be skipped entirely.
 * As they are end of turn events, these attacks will happen after any other attacks from the Houjou House.
 * 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 the True route or a Demon King route entered via the True route, if Souun has not left the Houjou House, you are at war with the Houjou House, and the Demon Army has appeared, then Souun will offer to make peace with Oda.
 * Declining the offer will continue the war as normal.
 * If you accept, the Houjou House will return to their pre-war state of not being conquered or vassaled. In addition, no houses will lose or gain any territory after you have done this event. If the Houjou House had any territory in any of your provinces before you accepted, the territory will be impossible for you to attack except by Battle Permits. If a different enemy house attacks and wins on a province where you have Houjou territory, they will take all of that Houjou territory in addition to the one territory that they won.
 * Although Souun says that he will come up with a plan against the demon, there are no scenes of this afterwards. Instead, the Demon Army will interact with the Houjou House as normal.
 * After accepting the offer, you will not be able to declare war on them again and they will not declare war on you if you conquer the Takeda House. However, H-ing the Diviner/Yin Yang girl who falls over will restart the war.
 * This offer is never repeated.
 * They cannot be vassaled.
 * Noteworthy commanders
 * Houjou Souun - To recruit him, go as far as the game will allow into the Oil Dungeon 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 requires the Houjou House to have been conquered).
 * Note: If you wait too long between seeing these events and getting to the bottom of the dungeon, a start of turn event will happen where Ran leaves the Oda House forever. This can be triggered as early as 7 turns after H-ing her, but can be delayed by other events with higher priority. This will not happen in the KTM route.
 * 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).
 * If you follow the rest of this guide without satisfying this condition, you will start the Ran Route instead of making Souun recruitable.
 * 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, which as mentioned above, will trigger a series of events that can cause her to leave the Oda House forever.
 * As with Isoroku, the event that makes her capturable also makes her vulnerable to instant kill attacks. Furthermore, as she is a route heroine, this event will result in her automatically being 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 containing more than 20 units, 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 event which makes her capturable, capture her unit by sending Suzume alone in to a battle against her, allowing Suzume to assassinate and therefore 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).
 * * If you have more than 20 units in your prison, this should drop down to a 50% probability of capture. If you have more than 25, the probability is 0.
 * 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 lengthy 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 is in prison, a start of turn event where her fans will demand her release can trigger. This non-random event has an extremely low priority, much lower than even notoriously low priority events like the recruitment events for Houjou Souun or Ieyasu. As noted in the Iga House's section, they have an invisible and repeatable start of turn event that always takes priority over this event.
 * After the event above, an option to violate her will become available in Owari. Choosing this event will give +5 SAT and send her to Rance's harem, making her impossible to recruit.
 * Tsukahara Bokuden - Can be captured in battles. His name is on the game progress report.
 * Toujou Hidegi - An uncapturable generic Diviner/Yin Yang with the First Move skill. As this skill is glitched for Diviners/Yin Yangs, she should not be a concern.
 * 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.



One Eyed House

 * Provinces
 * エゾ (Ezo), 奥州 (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 and have not taken the second game bonus that gives you them, you can end the war with them by doing the event 'Make peace with Dokuganryuu Masamune'.
 * This event is not related to the trigger for any events. As a consequence, this event is repeatable and you will be able to declare war again (for 13 Neg) after you have done it. Once you have declared war again, the game's events will act as if there was never peace.
 * No houses will lose or gain any territory after you have done this event. In addition, the One Eyed House will return to their pre-war state of not being conquered or vassaled. If they had any territory in one of your provinces before you did this event, it will be impossible for you to attack except by Battle Permits. If a different enemy house attacks and wins on a province where you have One Eye territory, they will take all of the One Eye territory in addition to the one territory that they won.
 * They cannot be vassaled.
 * 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). In this duel, whenever his HP drops under 50% Masamune will have at least an 80% chance to use a move which heals him to full health by using his eyedrops (he may also randomly choose to use this move at other times, but the probability is much lower). To counter this, first recruit Nogiku, Orime, and Noir, as well as annihilate Omachi's unit in battle (and trigger the event after that 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. Note that it is possible to defeat Masamune without recruiting his wives and triggering their event and note also that losing the fight will send you to the Alice Mansion, but will not put you in any position to make the fight easier.
 * The lowest level at which Rance can realistically defeat Masamune is 49 with Rance Attack and 51 without it. This can only be achieved by Rance having a high speed stat (7+), so that one can manage to hit three times with Rance and once with Sill. More realistic is two hits from Rance and one from Sill, which is enough to defeat Masamune when Rance is at level 54 with Rance Attack and 57 without it.
 * NB: If he is fought by Kenshin in the Kenshin route, Masamune will not use his eyedrops.
 * 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 from the One Eyed House, the Hannies will say that "Oda conquered Tokugawa" despite that not really being the case. This shows that the Imagawa House declares war as soon as Oda takes Mikawa - they don't seem to actually care about Tokugawa.


 * Noteworthy commanders
 * Dokuganryuu Masamune - After Rance defeats him in a duel, he may join 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.
 * Note that he will not join you if he is beaten by Kenshin in the Emperor Race. However, you can still recruit him in the Kenshin route if you conquer his house either before or after the Emperor Race has happened, i.e. you have Rance duel him instead of Kenshin.
 * In 1.04 and later, 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 about these moves but note that the only reliable ways to annihilate her unit are either: to use 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). Annihilate her unit in battle and win the battle in order to get an event where she turns to stone. After Masamune joins you, clear him to recruit her (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. The first comes from the 2nd Game bonus and the second copy is acquired when 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.
 * Notably slow in dungeons due to having S Fire Blast as her main attack rather than the faster but otherwise identical S Shikigami attack.
 * Nogiku - Annihilate her unit in a battle in which you win and she will be captured in an event following the battle (provided that you have enough room in your prison). She's one of the best Foot Soldiers in the game and comes with All Guard.
 * Requirement: You have to recruit Akashi Kazemaru and have seen the event which gives him Hibachi as a passive skill before she can be captured, but note that he does not need to attend the battle for you to capture her (although he does still need to be in your roster).
 * A reason for this might lie in 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.
 * Orime - Annihilate her unit in a battle in which you win and she will be captured in an event following the battle (provided that you have enough room in your prison), she is a fairly standard Ninja unit with very good stats.
 * Noir - Annihilate her unit in a battle in which you win and she will be captured in an event following the battle (provided that you have enough room in your prison), 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 not annihilated and present in the battle. Furthermore, nothing has been found in the game's decompiled code to suggest that these units are relevant to the wives' captures.
 * 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. The game's decompiled code also fails to support this view.
 * Some players believe that the failures to capture the wives are due to a glitch. Inspecting the game's decompiled code reveals that the capturing event should always play if, when the player has adequate room in their prison, a battle has been won with the wife's troop count reduced to 1 (at the end of a battle, units with 0 remaining troops get healed back to 1 troop). The players in this group argue that, due to some code that runs after a battle has finished but before the game checks for event triggers, it is possible for the wife's unit to gain new troops and therefore no longer have a troop count of 1 when the game checks whether or not it should play the event.
 * To be specific, this code that adds new troops to all units which are in the control of the enemy house appears to only run if the player is not in normal (0 star) difficulty, has killed more than 3,000 enemy troops during the battle, and if a tenth of the total number of troops that the enemy has lost during the battle is greater than the total number of troops that the player has lost during the battle.
 * NB: There is currently no evidence to suggest that healing units will make the lost troops no longer count.
 * Put simply, to avoid the glitch on difficulties above 0 star, you have to focus your efforts towards damaging only the wife while your units take enough damage to make the code in question not run, but also not enough damage to render them useless. Skills such as All Guard Shikigami, Accurate Shots, and either of Kenshin's unique skills should help towards this goal and it is recommended that using hit-all skills such as Miko Storm 2 and Death's Scythe are avoided.
 * A quick review of the relevant code also seems to suggest that the glitch will only happen if the player's army is the attacking force. In-game tests confirm this.
 * Note also that if multiple wives attend the same battle and if more than one of them is put in to a state where they should be captured, only one of them will be. Specifically:
 * Omachi will never be captured (or in this case, petrified) if another wife is also put in to a state where they should be captured.
 * Noir will never be captured if Orime or Nogiku are also put in to a state where they should be captured.
 * Orime will never be captured if Nogiku is also put in to a state where she should be captured.
 * Moscow Fuyushougun - A foot soldier commander with a very large troops size. He can be captured in battles, but this will make his troop size will revert to 1000. This, along with his high cost, makes him quite useless. His name is on the game progress report.

Tanegashima House

 * Provinces
 * 丹波 (Tamba)


 * Basics
 * Will not declare war on the player, unless persuaded by Yukihime to do so in Second Games (as described in the Asai-Asakura House's section).
 * Any time after their introduction, you can declare war on them for 16 Neg.
 * You may demand their surrender for 20 Neg if you have captured Yuzuhara Yuzumi or if she has died as part of the Kenshin route. They will never send you reinforcements. Once unlocked, you will never lose the ability to demand their surrender. However, this ability will not unlock until the game has tried to trigger an event for them. That is, they either need to reach the end of their turn or lose a battle in a way that has you win one of the territories in one of their provinces.
 * All of their events can trigger either as post-battle events for them (i.e. triggered when you or one of your Battle Permits conquers a territory in one of their provinces) or as end of turn events for them.
 * Yuzuhara Yuzumi will not be able to fight for them until you have seen an event where she is asked to do so. This event is their highest priority event and becomes able to trigger after they have started their first turn after becoming at war with the Oda House. In other words, it should always be their first end of turn event.
 * While at war with the Tanegashima House, if you are also at war with the Tenshi Sect, the Akashi House, the Asai-Asakura House, or the Houjou House, and they have lost at least one territory in Tamba, an event will play that generates three generic musket units for that other house. When they are down to their last territory in Tamba, a similar event will play with the same effect. If you are at war with several of these houses, the units will be generated for the house that is furthest down the list just given. This rule still applies even if the house that gained the units in the first event is conquered; The second event will generate the units for the next house up on the list that is at war with you.
 * In a First Game, if you go to war against the Akashi House while the Tanegashima House is neither at war with the Oda House, nor conquered nor vassaled, the Mouri House will conquer the Tanegashima House.
 * In Second Games, if you begin the Isoroku or Ran routes with the Tanegashima House neither at war with the Oda House, nor conquered nor vassaled, the Mouri House will conquer the Tanegashima House.


 * Noteworthy commanders
 * Yuzuhara Yuzumi - Can be captured in battle, but will be automatically captured when the Tanegashima House is conquered. When she is fighting for them, she always has a troop count that is nearly double Tanegashima's average and is fully healed every time that the game tries to trigger an event for them (see above). Be warned that she has a move called 'Aim and Shoot' which has a chance of instantly killing the commander that it hits on top of doing normal damage.
 * Tanegashima Shigehiko - Automatically captured when the Tanegashima House is conquered. Always has a troop count that is over double Tanegashima's average.
 * Kikan Juutarou and Saika Mako - Can be recruited in Tamba after recruiting Tanegashima Shigehiko. Kikan is notable for his three actions, poor combat stats, and high Const while Saika is notable for her average combat stats and starting with Penetration Shot.

Akashi House

 * Provinces
 * 姫路 (Himeji)


 * Basics
 * You can declare war on them for 13 Neg at anytime after Akashi Kazemaru has been introduced. Provided that Oda currently has either Tamba or Naniwa either conquered or vassaled, he will be introduced at the end of the turn after the Mouri family has been introduced.
 * If the Akashi House is neither at war with the Oda House, nor conquered nor vassaled, then if any of the following two conditions are true, 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.
 * The player is not in a First Game, the Mouri House has been conquered, and the first gourd has been broken, but either Kouhime is not missing or a route has not been entered.
 * The game is in at least 2 Star difficulty, and the Akashi House has been introduced.
 * 5 turns after this preparation has begun, if the they are still neither at war with the Oda House, nor conquered nor vassaled, then 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 this war never increases.
 * NB: 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.
 * In a First Game, if you go to war against the Akashi House while the Tanegashima House is neither at war with the Oda House, nor conquered nor vassaled, the Mouri House will conquer the Tanegashima House.
 * 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.
 * Will occur as an end of turn event, only after Kazemaru has been introduced.
 * Will occur even if Mouri has no provinces adjacent to Akashi.
 * If the Mouri House is still standing but is either at war with the Oda House or has never been at war with them and if the Akashi House is still standing and has never been at war with the Oda House, then the Akashi House will declare war on the Oda House if any of the following are true:
 * It is after turn 50, the Oda House is not at war with anyone, and the Tenshi Sect is either conquered or vassaled.
 * The Oda House is currently at war with less than three houses and you are either in the Isoroku or Ran route.
 * With no conditions, you can vassal them for 30 Neg. They do not send reinforcements. Once unlocked, you will never lose the ability to demand their surrender.
 * 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.
 * After any battles in the end of turn phase, if the Akashi House only has one territory left in Himeji and if they have no higher priority end of turn events, then you will be told in the enemy country information (even if it is turned off) that 'Many patriotic children join the army'. This generates up to 19 capturable generic commanders in the youngest age bracket with troop sizes between 11 and 20 for Akashi. This will only happen once.


 * Noteworthy commanders
 * Akashi Kazemaru - He only becomes recruitable if you choose to imprison him after conquering the Akashi house. 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.



Takuga

 * Provinces
 * 死国 (Death Country/Shikoku), 中っ国 (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 中っ国 (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 死国 (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 become available in Takuga's territory. You will be given the option to fund the Hannies with various amount of gold. Giving them nothing achieves nothing. Otherwise, regardless of the amount of gold, giving them some gold will cause the Hannies to take one Takuga-controlled territory every other turn for the Oda House. They will not conquer the final territory of any province.
 * If Death Country is Takuga's last province and you do not own any of it, you may pick a purple event 'Close the gate and shut Takuga out?'. If you do this event and select the first choice, you will shut them there and they will not be able to attack you or be attacked by you in any way (even by Battle Permits). The only exception is that you will still be able to attack any territory that they have in the provinces that you own.
 * If you do this you will not be able to recruit Sakamoto Ryouma. However, other Takuga commanders, some of whom may not be recruitable (see below), can still be captured if you attack a Takuga-owned territory in a province that you own.
 * If you wish to keep these territories available, make sure that in these territories you: lose every battle with Takuga, never use Battle Permits, and do not lose a battle to any other faction.
 * This event requires that you have seen either version of the event where Takuga flees back to Death Country.
 * Said event requires you to conquer Takuga's last territory in Mid Earth/Nakakkuni, but does not require them to control or not control any other particular areas. This means that the event where they flee to Death Country can happen even if they control most of the map.
 * This event will not be able to trigger if you control any of Death Country or are in the KTM route.
 * Choosing not to shut the gate will prevent you from trying to shut it again.
 * 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 - A fairly normal Ninja unit. Automatically captured when Takuga is conquered, but cannot be captured, killed, or instant-killed until then.
 * Takuga's other founders:
 * They can all be captured in battle and will be automatically captured when Takuga is conquered. They are not recruitable unless Sakamoto Ryouma is in your army, in which case they are recruitable for 5 Neg.
 * Gon - A very good Foot Soldier with Fellow Troops' Revenge and Ally Guard+. Suffers from only having 3 Int. If spoken to either directly or as a start of turn event, he will leave if Ryouma is no longer in your army and had not been assigned a gender before leaving.
 * Kawanoe Yuzuru and Kawanoe Mine  - Both fairly average Warrior units with access to Charge and the unique but unremarkable Gamble Charge. Their army combat stats are on the same level as a good generic, but their level and non-combat stats can be worthwhile.
 * Shoutoku Taishi - Can be captured in battle. His name is on the game progress report. He comes with a monstrous 9 Atk and 5 actions, but only 4 Spd, 0 Def, and 0 Int. His high action count and level cap of 45 can make him valuable in commander battles.



Mouri House

 * Provinces
 * 出雲 (Izumo), 戦艦長門 (Battleship Nagato/Senkan Nagato), 赤ヘル (Red Helmet/Akaheru), 中っ国 (Mid Earth/Nakakkuni)


 * Basics
 * You can declare war on them for 12 Neg anytime after their battle with the Akashi House, which happens either at the end of any turn that you have conquered or vassaled at least one of Tamba or Naniwa, or after the scene where the fourth gourd is broken.
 * 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 either being persuaded by Yukihime to do so (as described in the Asai-Asakura House's section) or 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.
 * If more than 5 end of turn phases have started since the Mouri House and the Oda House have went to war, the Mouri House has more than one province, Mouri Teru and Kikkawa Kiku are in the Mouri House's army, and Mouri Motonari is still cursed, then if the Mouri House is at war with the Oda House, an event in Mouri's turn (that is, either during the end phase or after a battle with them) can happen where he will come up with the idea of an all-out battle.
 * NB: For the all-out battle, the way that the game checks if the Mouri House and the Oda House are at war is somewhat strange. It seems to care about what provinces are at war with the Mouri House rather than what houses are at war with them. For example, if the Mouri House has no way to attack a province which is owned by the Oda House (as opposed to say, owned by one of Oda's unattackable vassals), then it appears that this event will never trigger.
 * To take the challenge, you must do a purple event in a province owned by the Mouri House called 'Invitation for battle' and then choose to accept. Note that if any of the conditions which were required for Mouri to be able to have the idea of the all-out battle (see above) are no longer satisfied, then you will not be able to do the purple event.
 * Declining the challenge restores the action fan that you spent on the event and does not prevent you from trying to take the challenge again, unless you capture either Mouri Teru or Kikkawa Kiku after declining.
 * If you chose to either accept or decline, Mouri's three daughters will be marked as unimportant and therefore become captureable and vulnerable to instant-kill attacks.
 * By taking the challenge, the player will fight all the following commanders of the Mouri House in one army battle:
 * 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)
 * Mouri Teru and Kikkawa Kiku will have their troop counts fully restored before this battle, whereas Mouri Motonari will only have a fifth of his max HP restored (rounded down). The other three units are created specifically for this battle and therefore have their full troop counts.
 * Note that Kobayakawa Chinu does not attend this battle, meaning that she cannot cause an automatic defeat (see below).
 * This battle has some special properties:
 * It is impossible to scout against.
 * Pre-battle events, such as Gekkou's autowin event, do not trigger.
 * The battlefield effect starts at 0% and cannot be influenced by preparing for the battle.
 * At the end of this battle, the game does not run any of the code that is usually ran at the end of a battle. Of note:
 * The troop counts of the commanders on the winning side will not increase.
 * No units on either side of the battle will be captured or killed. This includes Rance, Kouhime, and Mouri's daughters.
 * Other than the event that shows the victory, no post-battle events will play.
 * Winning the fight automatically gives the Oda House one of the Mouri House's provinces.
 * The priorities are as follows, the Oda House will be given the first province on this list which is under the control of the Mouri House. If none of the items on this list are under the control of the Mouri House then winning the fight will not give the Oda House any of the Mouri House's provinces.
 * Himeji
 * 中っ国/Mid Earth
 * Izumo
 * Senkan Nagato
 * Akaheru
 * Despite the fact that you will acquire a province by winning this fight, it isn't counted as a conquering so you can still invade other provinces on the turn in which you win the fight.
 * After the battle, some changes will be made to how Mouri and his daughters are deployed in battles with the Mouri House. In any such battle:
 * The game will pick a random whole number between 1 and 4 (inclusive). If the result is a 1, Mouri Teru joins the battle in the first spot on the front row. If the result is a 3, Kobayakawa Chinu joins in the middle spot on the back row. Otherwise, Kikkawa Kiku joins in the middle spot on the back row, giving her a higher chance of joining than any of her sisters.
 * If the Mouri House is attacking, Mouri Motonari will join the battle in the middle spot on the front row.
 * If the unit in question is not able to join the battle - for example, if they have already been used during this turn, are already in the battle, or have 50% or less of their troops alive (HP is irrelevant) - then they will not, regardless of the above conditions. The game does not re-attempt the above process.
 * Losing will cause a Game Over.
 * Contrary to popular believe, none of the events relating to the all-out battle require Rance to have met Mouri Motonari, nor do they require you to have won a battle against him.
 * 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.
 * In a First Game, the Mouri House will conquer either the Tanegashima House or the Akashi House. In Second Games, they can conquer the Tanegashima House in the Isoroku and Ran routes. See the corresponding sections for details.
 * When you take the final province of the Mouri House, or when a battle against the Mouri House ends* with all four of the Mouri House's original provinces under the control of the Oda House and/or its vassals, you will fight a commander battle against Mouri and his two bodyguards.
 * If Mouri is cursed he will be level 50 with 1200HP and if he is uncursed he will be level 50 with 450HP. In both states he will have two attacks, one that does 200 damage and one that does a 1.5x a normal warrior attack's damage.
 * His two bodyguards are both level 25 and have 250HP.
 * Losing sends you to the Alice Mansion which will heal your commanders, but aside from this the Mansion doesn't make the fight any easier.
 * Winning this fight will conquer the Mouri House. If Mouri is cursed then he will be killed and if he is uncursed then he will be captured.
 * * to be clear, you do not have to win. As long as the battles ends with the map as specified, the boss battle will trigger.
 * To lift Mouri Motonari's curse either take the Mouri family bonus at the start of the game, or do the following:
 * Defeat the Takuga House and recruit Sakamoto Ryouma. Do not let her leave your army until you have at least completed step 4.
 * Search for the dungeon in Izumo (requires Kouhime and Sill). This may be done before step 1.
 * While you are at war with the Mouri House, select the event 'Ask Ryouma about Motonari'. This event will be available in any of the Mouri/Takuga House's original provinces that you control at least one territory of.
 * Note that this event will not be available until you have fulfilled at least one of the following conditions:
 * The Oda House has been at war with the Mouri House for more than 5 turns. These turns are counted in the same way as they are for the event where the all-out battle is proposed.
 * You have seen the post-battle event where Mouri considers having Teru marry Rance. Provided that Teru is a member of the Mouri House then, unless some other post-battle event takes the place of this one, this event will trigger after an army battle which has both Rance and the cursed Mouri Motonari present.
 * Go through the dungeon in Izumo until you fight an enemy called Daidaara (だいだーら) on the 7th floor. After winning this fight you will have an event and if you wish, you can leave the dungeon immediately after this.
 * When it is 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 Mouri's 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 never 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 (both forms)
 * As noted above, after the all-out battle, he will appear more frequently when the Mouri House is attacking you.
 * As with most plot-critical units, he cannot be captured, killed, or affected by instant kill moves.
 * Unless the player has recruited him and changed it, he always has the Initial Battle Rating passive skill, even if the scouting menu does not show it.
 * 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. It is impossible to reduce his health to 0 in one hit; the maximum amount of damage that 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 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.
 * 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 on this form and how to attain it). 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.
 * 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 (commander) battles against the Mouri House, he will have 1,000HP in commander battles when you recruit him.
 * Mouri's three daughters.
 * They are all automatically captured when the Mouri House is defeated.
 * Until the all-out battle has been either accepted or declined, they will all be immune to instant kill attacks such as Assassinate and cannot be captured or killed.
 * As noted above, they will appear in normal battles more frequently after 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 best fought with units that are immune to instant kill moves (in the latest patches, that means any unit that you cannot fire e.g. Rance). She also has access to Leaves Hiding, which gives her such a big defensive buff that, particularly with an item like the Guts Armour, makes her tougher than most Foot Soldiers. Note that if you wish to H Kiku or clear her, she must be recruited 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 for the full details.
 * 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 - She does not fight for the Mouri House but if her H-scene played when you conquered the Mouri House and if you have 1 NP spare, you will be able to recruit her with a purple event in Izumo. In order to get her H-scene to play, you must have seen all of the following events before conquering the Mouri House by any method. Note that each of these events requires the previous one to have played and none of these events will play if the relevant house is no longer standing. Some of these events are also blocked by the Mouri Family's Second Game bonus.
 * The event where Kojika appears, wanting to see Ashikaga Choushin.
 * Warning: The event where the Ashikaga House demands money from the Oda House can often take priority over this, so if you want to trigger Kojika's event it can be helpful to make sure that Ashikaga's event can't trigger (e.g. by either being at war with the Ashikaga House or by not having any gold).
 * The event where Kojika and her subordinates are trying to see Inukai. This event requires either the turn count to be greater than six or for the Iga House to be at war with the Oda House.
 * The event where Kojika asks Seigan for help. This event requires the Oda House to be at war with the Tenshi Sect.
 * The event where Kojika tries to hand herself over to Rance, who rejects her because she looks like a kid. This event requires the Oda House to not have conquered the Mouri House.
 * The event where Purupet collects what he is owed by Kojika. This event requires the Oda House to not have conquered the Mouri House and either the Oda House to be at war with the Mouri House or either for Kouhime to be missing or for the player to have entered a non-KTM route.
 * The event where Kojika tries to ambush Mouri Motonari with nine of her subordinates. This requires Mouri Motonari to still be cursed and for the event where he comes up with the idea of an all-out battle to have been seen.
 * Seeing this event prevents the event where Kojika meets the Shinsengumi. Said event with the Shinsengumi is not required to recruit her, but is required for the events between the Shinsengumi and the Takuga House. To see it, Mouri Motonari must still be cursed and his house must still be standing. You must also have seen the event where Kojika tries to hand herself over to Rance (above) and have either seen the event where Okita Nozomi is rescued from the Shinsengumi or the event where Xavier duels her in the Kenshin route.
 * The event where Kojika is hiding her identity and working at a tea house. This event requires the Mouri House to only be in control of one province.
 * 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, which is notable for being stronger but much slower than regular Shikigami.



The Demon Army / Shimazu House

 * Provinces
 * カイロ (Cairo), モロッコ (Morocco), アマゾン (Amazon), 南アフリカ (South Africa)


 * Basics
 * 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.
 * They cannot be vassaled.
 * 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 (excluding 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, spawning Apostle Madou.
 * Outside of the MangaGamer version, aggressive players can trigger Madou's events before Chinu dies.
 * After the appearance of the Demon Army, Xavier will start having events during his turn. These can occur either after one of your Battle Permits has been used in one of the Demon Army's provinces, at the end of their turn, or after you have taken a territory in one of their provinces by battle. The noteworthy 'Xavier's turn' events are as follows:
 * If you have any non-vassaled provinces adjacent to the Demon Army's, the Shimazu brothers will launch five consecutive attacks on the Oda House. The first four attacks are lead by the brothers, oldest to youngest, and the final attack is lead by Agireda. Each of the brothers will appear on the front row accompanied by a female Warrior and female Footsolder unit, both of which cannot be captured or killed. This only happens once.
 * Unlike the Takeda blitz, there is no reward for winning all of these battles or warning that they are coming. However, the final attack is probably your best chance to capture Agireda, who will always appear on the front row.
 * If you have seen the end of turn event where Apostle Madou goes off to join Xavier (this is usually Kobayakawa Chinu's death scene), then the event where he asks if the Shimazu brothers are really trying and the event where Xavier discusses Kurohime's change of name will take priority over these attacks. In fact, the last of these events is the final Demon Army event that has priority over these attacks, meaning that it can act as your last warning for the approach of these attacks. Note that only the first of these events is only allowed to trigger as an end of turn event.
 * These attacks are treated as events rather than as attacks. Furthermore, unlike the similar event-based attacks of the Tokugawa House or the Ashikaga House, these attacks are not end of turn events. Instead, they are coded as ordinary Demon Army events. This means that these attacks are capable of: happening during your turn, happening at the end of the Demon Army's turn, happening between your usage of Battle Permits, and ignoring political turmoil and any other limits on how many times one house can attack in one turn.
 * If you run out of adjacent provinces for the attacks to hit, they will stop until the next time that you satisfy the conditions required for them to start. The sequence of attackers will continue from where it left off.
 * In the True route only, if are other houses left (vassaled or not) Xavier may directly kill off those houses (one per event) 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
 * 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. This event does not happen in the Kenshin route.
 * Note that since Apostle Gigai appears in this event, it should require him to have been introduced before it can happen.
 * After this event, Leila's unit will be at risk. See here.
 * In one of Xavier's turns after this event, the Soul Binder will be released. This will add Infected units to the Demon Army. These units have one standard attack that will, in addition to doing regular damage to the target, decrease the maximum troop size of any unit that it hits. The magnitude of this decrease will be proportional to the amount of damage that the Infected unit has done, however it should be noted that they cannot 'infect' on a counterattack. These units cannot be captured.
 * NB: In the Kenshin route, although the event where Apostle Madou recommends that Xavier uses forbidden youkai does not occur (likely due to the fact that Apostle Gigai never joins Xavier in the Kenshin route), the event where the Soul Binder is released will still happen. The game's code suggests that the event which begins with Xavier and Apostle Madou discuss how annoying Chaos and the Tenshi Sect are is required instead.
 * Until the Soul Binder is sealed (scroll down for info on how to do it), if the post-battle event where 3G tells Kouhime to isolate the units who have fought against the Infected units (which can only trigger after a battle with said units) has ever been seen, then at the start of every turn the Soul Binder's curse will affect the Oda House's army. This curse will render any affected unit unusable, however this can be fixed by giving them Motivational Paper and will never target a unit which is equipped with the Akashita Dog. Under normal circumstanced only one unit will be disabled per turn. However, if the current turn count is above 100 and the game is not on the lowest possible difficulty, the Soul Binder's curse will instead disable two units per turn.
 * 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 battle of every Demon Army province will always include a unit called 'Time Killer' in the Demon Army's back row. Aside from having the ability to use the Bow attack skill, these units do exactly as their names imply. That is, they have between 2 and 4 Actions (inclusive) and they have the Advance Time skill.
 * 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 that included Rance but not Kouhime and was fought at any point prior to the scene immediately following the defeat of Shogun Isun.
 * Triggering the ambush makes the battle that you have just won no longer count. Even post-battle effects such as removing your dead commanders from your roster, giving you a Game Over from Rance dying, or gaining money from Loot will be forgotten about. This also means that you will not gain any territory that the battle should have won you.
 * There are two circumstances where the ambush can unexpectedly trigger:
 * If the above conditions are satisfied during the battle against Shogun Isun, then the ambush will happen after it without the Shogun's scene triggering. This means that you will eventually have to repeat the battle against the Shogun.
 * Although the ambush can only be planned in the True route, once planned, it can trigger in the Demon King route.
 * The ambush starts with an army battle against all four Shimazu brothers. Prior to this fight all of your units are healed to whatever number of troops that they had at the beginning of the first battle and will have their actions restored. The battle will take place in a field, with no Battlefield Effect advantage to either side, regardless of where the battle that triggered the ambush took place.
 * Losing this fight gives a Game Over.
 * Reinforcement units, such as those from other houses, will not attend this battle or the commander battle that follows.
 * Units, including Rance, will not be captured or killed even if their troops are annihilated.
 * One trick 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. This will let your back row win the battle for you with little risk. However, check the next bullet point before considering this.
 * Afterwards, there will be a commander battle against Shimazu Yoshihisa. He will be level 42 and will have 1158 HP. He is otherwise just like any other Foot Soldier. Be warned that you cannot switch in units during this fight and you therefore only have the commanders that you started the army battle with.
 * Losing this fight gives you the opportunity to retry. Retrying will reduce Yoshihisa's level by 10 per retry, to a minimum of 20.
 * After the fight, Yoshihisa dies. There will also be military chaos which will use up all of your remaining Action Fans. Losing your actions to the ambush can be avoided by triggering it as a result of the Demon Army attacking you.
 * From this point on, events showing the other brothers dying will become able to trigger:
 * Shimazu Toshihisa will die if he attends a battle that the Demon Army loses.
 * After Toshihisa's death, Shimazu Iehisa will be able to die in the same way. His death scene will change if the Soul Binder's curse has been lifted.
 * After the other deaths, if the Soul Binder's curse has been lifted and the second event where Ishijijii is tormented by monsters has been seen, Shimazu Kazuhisa will die in an end of turn event that comes after the Demon Army's end of turn events.
 * Despite now having events that kill them after battles, it does not appear that the three remaining brothers rejoin the Demon Army's army after the ambush. Instead, it appears that they will only attend battles under the following conditions. If the Oda House battles the Demon Army in either Amazon or Morocco in a territory where the harm value is zero (informally, any territory other than that of the Shogun Bepcho and Wispin fights), then:
 * If the event where Shimazu Toshihisa dies has not been seen, then he and two Infected units will appear on the Demon Army's front row.
 * If neither event where Shimazu Iehisa dies has been seen, but the event where Shimazu Toshihisa dies has been seen, then the Demon Army's front row will include Shimazu Kazuhisa and a generic warrior unit called Morocco king and the Demon Army's back row will include Shimazu Iehisa and a generic diviner unit called Monaco king. The Morocco king unit on the front row will have her max troop count increased by 500 twice. This does not affect her current troop count. Presumably, one of these improvements was intended for the diviner.
 * Neither of the two fights above are affected by the harm value.
 * As the two fights above are relatively difficult and Morocco must be conquered before you can finish either the True route or the Demon King route, it may be advisable to avoid both of these fights by never triggering the ambush. The only clear benefits of triggering it are that it is a requirement for Agireda's character clear and that you might find these battles preferable to what the Demon King route can offer.
 * 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 is another of the Demon Army's magic units, but with better stats. Notably, he has the passive skill 'First Move', making the game guaranteed to treat him as if he has 5 more points in his Speed stat at the start of a battle (normally, any given unit only has an about 8% chance of this happening).
 * Note that because of that 8% random chance, if you field 6 characters that are faster in base stats than Madou, you still have ~39% chance of one of those characters moving before Madou, despite him having First Move. (See page comments below for more details on the mathematics)
 * From inspection of the game's code, it appears that in all routes where the Demon Army appears other than the Demon King route, if the Oda House controls Cairo and you have not seen the event where the Soul Binder is released, then many of the Xavier's turn events which related to the Shimazu brothers and the Monster and Infected units joining the Demon Army will happen sooner than they otherwise would have.
 * In theory, this fact could be used to delay some of Xavier's other undesirable events. For example, one could conquer Cario in order to delay the event where Xavier conquers the Takeda House or to prevent the Shimazu brothers' five consecutive attacks.
 * 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.
 * NB: At some levels, if he has Attack Luck and receives its buff during the fight, Kentarou can win this fight without using the Youmeishu, however as this does not work at all levels it is not as reliable of a tactic as giving him an Action Textbook 2.
 * 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.
 * Until Miki is found, you will not be allowed to attack any house, but you can defend normally and recover land in your own provinces, and your Battle Permits will still work.
 * 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 'Attack Tenma Bridge to stop Ishijijii' event in Morocco. As soon as you click on this event, every commander in your roster who is marked as current unavailable will be marked as available, although they will not be healed in any way. As part of this event you will be asked to pick what units you want to use (the game will tell you the all of the relevant information, although you will not be able to add Kouhime to the Xavier fight and anyone who you have chosen for the Xavier fight will marked as unavailable) and you will fight 2 battles.
 * NB: If Miki is missing, Kentarou will stop the event and refund your action fan.
 * The first is an army battle against 6 generated (although not marked as important) Monster units. They will always have a front row consisting of two red monsters and one green monster and they will always have a backrow consisting of one "mage", one green monster, and one blue monster. Losing this battle will send you back to the map (i.e. losing this battle is a waste of an action) and it appears to be the case that none of your units, including units like Kouhime, can be killed in this battle.
 * 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 Xavier 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.
 * Winning will finish the route.
 * If the player conquers South Africa, the event that follows changes based on your route:
 * It should be noted that in all of the winnable 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 reselect your 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 no Action Fans left for the rest of this turn.
 * After this, the event 'Demon's daughter: Kurohime' will become available both on the map and as a start of turn event. It gives +5 SAT and unlocks another one-off event with the same name and mechanics that gives +2 SAT. However, when triggered from the map, both of these event are Turn Restricted and can therefore temporarily be blocked by some other specific events, most of which are character clear steps.
 * In the Isoroku route, you get the same result as in the True route. However, the fight with Apostle Madou does not happen and the 'Demon's daughter: Kurohime' events cannot trigger as start of turn events.
 * Although the first 'Demon's daughter: Kurohime' event changes depending on if you have Kouhime, some of its dialogue will always mention events that do not take place in the Isoroku route.
 * In the Kenshin route, absolutely nothing happens. You cannot even lift the Soul Binder's curse. This also appears to be true in the Demon King route.
 * In the True route only, regardless of who owns the province, attacks on any Demon Army controlled territory in Senkan Nagato, Cairo, Morocco, or Amazon with your Battle Permits will always fail and cause Kouhime to confiscate all of the Battle Permits.
 * Contrary to popular belief, this list does not include South Africa.
 * In the True route on Normal (0 Star) difficulty, if you have satisfied the conditions listed below then you will get a scripted start of turn event which has the Oda House automatically conquer all of the provinces which belong to Demon army, except for the original Shimazu House's provinces (i.e. the four bottom left provinces, "Africa"). This event will also fully heal all of your troops.
 * The conditions for this start of turn event to trigger are as follows.
 * The player must be in the True route on Normal (0 Star) difficulty (e.g. in a First Game).
 * The player must have seen the start of turn event where Kouhime's collapse at the coming-of-age ceremony is discussed. Note that this event's only triggering requirement is that the player must have previously seen the event where the Soul Binder is released.
 * The player must not have seen the event where Kentarou battles Apostle Shikibu (see above for details on how to trigger this event).
 * The turn which has just been started must have an odd number which is greater than 79.
 * The Demon Army must control Senkan Nagato.
 * NB: Houses that are not controlled by either you or the Demon Army will remain after this event meaning that both you and Xavier can still conquer them.
 * NB: This event will only give you Demon Army provinces; It will not automatically recover any territories that you have lost to the Demon Army in the provinces that you owned prior to this event.
 * Strictly speaking, the bare minimum requirements for beating the Demon Army (and therefore the game) in the True route are to conquer Cario and defeat Xavier. Interestingly, since you're still allowed to attack while there is a Hirami Lemon shortage (which always occurs before Apostle Shikibu's duel with Kentarou), 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.
 * This trick has a small extension - rather than entering the end game of the True Route you can instead conquer all of the Demon Army's provinces and wait until the lack of lemons forces you in to the Demon King route. If you are successful in doing this, the event where Miki becomes the Demon King will play and then the game will become genuinely unwinnable and enter something of a sandbox mode. There are two main reasons for this: the first is that, because the Demon Army has no provinces, the regular "win" condition of the Demon King route cannot be satisfied and the second is that, because the Demon Army has no provinces, Miki cannot talk to Xavier and therefore the usual chain of Demon King route events cannot even start. Once you are in this broken version of the route, the only plot event that will play is the event in which the route is entered. Even events such as Kentarou leaving the Oda House will not play and of particular note, Ishijijii's growth counter will freeze.


 * 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 who can be captured in battle in some routes. Until the final battle of the Shimazu brothers' five consecutive attacks has started, she is marked as an important until. She therefore cannot be captured in the Ran or KTM routes and can be impossible to capture in the Kenshin route. Furthermore, until that battle, she is not allowed to appear in battles in routes other than Ran or KTM. She can only be character cleared after the Shimazu brother's ambush, which can only be planned in the True route but can also trigger in the Demon King route if it has already been planned, letting her be cleared in either route. It is possible to increase her troop count by 1000 for each of the 2 one-off colorless events available after conquering Cairo and Amazon. The event in Amazon requires the event in Cairo.
 * Ootomo Sourin - A 3 Spd 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. They cannot be used by the Demon Army in battles until their respective part of their five consecutive attacks has happened.
 * 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 deal massive damage. He will not appear in battles during the KTM route.
 * Shimazu Iehisa is probably the least special of the brothers, he's simply a Tactician with very good stats.

General stuff

 * 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)
 * To create a save game which makes you able to go to any non-KTM route in the game, you must arrange things such that conquering the Houjou family will result in the 5th gourd being broken. Such a save can be made after the following has been done. You will need 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:
 * Conquer Ashikaga.
 * Capture Yamamoto Isoroku and see her H-scene.
 * Recruit Kenshin & Ai.
 * Have Kenshin at Trust and have seen the event about her riceballs that happens when she is deployed in a battle with Rance while at Trust.
 * Seen the scene where Xavier is given the Emperor Headband.
 * Recruit Ran, and have spoken to her once (requires Souun's disappearance).
 * 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:
 * Enter the Kenshin route immediately.
 * 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.
 * 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 route

 * To begin the Ran IF route, follow the steps in the Houjou House's section for recruiting Houjou Souun without being in a First Game, having already entered a route, or having already broken 5 gourds.
 * Once this event is finished, you will lose all of your Action Fans for the rest of the turn.
 * A short time after beginning this route, if the Tanegashima House is neither at war with the Oda House, nor conquered nor vassaled, the Mouri House will conquer the Tanegashima House.
 * During this route, remnants from either the Iga or the Hara houses may appear and retake the land that was originally theirs. For details, see the sections of those two houses.
 * At any point during the Ran route, if you reach Asai-Asakura's part of your end of turn while you are at war with less than three houses, then they will declare war. As detailed in their section, the Akashi House has a similar mechanic that also requires the Mouri House to still be standing but either be at war with the Oda House or to have never been at war with them.
 * Not long after entering the route, 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 either release or keep Manmaru. Keeping her will eventually lead to a Game Over.
 * Warning: If you conquer the Tenshi Sect right before being forced into the fight with Xavier (see below), it is possible that the event for releasing Manmaru will not happen before the fight. This will make 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 and Toukichirou is the same as he always is. Once the time is up, if you do not still have Manmaru in your possession, Xavier will be sealed. If you still have her, then 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. With few exceptions (see below), you can let your Battle Permits protect you and hit "end turn" until the game forces you to do something.
 * There are time limits on when Ran's character clear events can be done. See here for details.
 * About twenty turns after starting the Ran route, there will be a new red battle event in up to ten of your provinces. It is called '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, but both act basically the same as Warrior units. To close the hole, you must win the battle.
 * Tip: Diviners/Yin Yangs seem to do four times magical damage to ogres.
 * Except for a wasted Action Fan, there is no penalty for losing the battle. Like some other event-based battles, it appears that nobody, not even Rance, can be killed.
 * Preparing for battle in the location of one of these holes will not give you any benefits during the battle to close the hole.
 * The holes are not spawned randomly. The game will go through the provinces that you own in the order that they appear on this map, starting at number 1 and working up, and put a hole to hell in each one until you have either ran out of provinces without holes or have ten holes. Vassaled provinces do not have holes spawn in them.
 * At the beginning of each turn where any holes remain, a random province with a hole is picked and its NP will be reduced by one if it exceeds one.
 * At the beginning of each turn that is divisible by 4 where any holes remain, a start of turn event can trigger where Owari gets attacked by ogres.
 * These battles will include a Red ogre unit and 2 Blue ogre units on the front line, with another Red ogre unit in the back. The Red ogres start off with a base value of 2000 troops and the Blue ogres start off with 1000. However, before each battle, their troop counts will be multiplied by 1.2 times the number of these battles to have happened so far, including this one.
 * Like the hole fights, preparing for battle does nothing and nobody can die.
 * Losing any of these battles gives a Game Over.
 * Once all of the hole-closing 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 back row. 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)
 * All of your commander's actions will be restored before the fight with Sekimei. Furthermore, despite that fact that none of your active commanders will be healed, all of your defeated commanders 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.
 * Since Xavier is sealed, the Demon Army does not appear. This has three major consequences:
 * Kobayakawa Chinu does not have an event which kills her.
 * 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. They cannot be vassaled.
 * Following this, they will absorb the Mouri House, Takuga, and the Tanegashima House. As a result, they will acquire the unique characters of those houses and will gain most of the land in the southern part of JAPAN.
 * Except for Takuga's four unique commanders and Mouri Motonari, all of the commanders that Shimazu gains in these events can be captured by the player.
 * As these events are Shimazu's, it is likely that they will be triggered sooner if the house is being regularly battled with.
 * The merging events do not happen if the events of the Shimazu house or the targeted house are not finished. Furthermore, they will not happen if the targeted house has been conquered. They can also be prevented by either lifting Motonari's curse or capturing one of the three maids of the Mouri House.
 * At the start of each turn that you are at war with them, the Shimazu brothers can randomly cause one of your female commanders who can be fired and is not at Love to defect. Patch 1.03 lets you keep the commander if she has at least Trust and you are in the Ran route. In KTM, this requires Love.
 * To give the specifics, the game's code suggests that at the start of every turn in which the conditions for the defections to occur have been satisfied*, a random commander will be picked from your roster (with no apparent bias, i.e. each character is equiprobable) and if that character is as specified above, then they will defect (and not defect otherwise, giving a turn without any defections).
 * * Namely:
 * The event where Suzume tells Rance about the Shimazu brothers going after his women has been seen.
 * The event where all four Shimazu brothers read Kurohime's letter and leave the Shimazu House has not been seen.
 * The Shimazu House has less than 60 commanders.
 * The Shimazu House and the Oda House are at war.
 * Although each commander has an equal chance of being selected, it is not truly random because it depends on a global variable that can be changed. For example, it is changed every time that a random commander is picked (e.g. when you engage in an unscripted battle with an enemy and they decide which commanders to use) or when an instant kill attempt is made. This means that you can change the outcome of the defection attempt by either engaging in more or less battles during your previous turn or by using your insta-kill moves more or less.
 * Defected commanders cannot be re-recruited even after you recapture them. According to the game's code, they should not even be capturable or killable.
 * One of the events which is a prerequisite to the defection events, namely the event where Suzume tells Rance about the Shimazu brothers going after his women, can only happen at the start of a turn which is divisible by four. This fact may be used to delay the first defection.
 * Other start of turn events can take priority over defections. One such event is the ogres attacking Owari.
 * 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 (if you have enough space in your prison). Despite this, the Shimazu House will remain hostile under Agireda's leadership.
 * After Kurohime is kidnapped, the defections will stop and a repeatable +2 SAT event called 'Demon's daughter: Kurohime' will be unlocked in all four of the Shimazu House's original provinces.
 * Two different events can happen when the Shimazu House is conquered. If you have all four Shimazu brothers recruited, you will get an event that only gives a CG. If you do not, you will get nothing.
 * Any important commanders that they possess when being conquered will be deleted.
 * Note that there is no special event for conquering the Shimazu House without capturing the brothers. The game only checks for whether or not you have all four recruited.
 * 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 route

 * 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).
 * A short time after beginning this route, if the Tanegashima House is neither at war with the Oda House, nor conquered nor vassaled, the Mouri House will conquer the Tanegashima House.
 * During this route, remnants from either the Iga or the Hara houses may appear and retake the land that was originally theirs. For details, see the sections of those two houses.
 * At any point during the route, if you reach Asai-Asakura's part of your end of turn while you are at war with less than three houses, then they will declare war. As detailed in their section, the Akashi House has a similar mechanic that also requires the Mouri House to still be standing but either be at war with the Oda House or to have never been at war with them.
 * 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 they can (see above), 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 they ever have three or less provinces and you conquer any of them, the Demon Army will instantly take two random provinces away from you in two back-to-back events. This should also add five new generic units to their army. They cannot take Death Country and will only be able to take Owari (giving a Game Over) if it is your last province. 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 at 30% 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 route

 * Conditions for entering:
 * Kenshin and Naoe Ai are in your army.
 * The Ashikaga House has been conquered.
 * You have seen the event about Kenshin's riceballs that happens when she is deployed in a battle with Rance while at Trust.
 * You have conquered some or all of Sado.
 * You have not entered another route.
 * Kouhime is not missing.
 * After you have seen the riceball event, conquered the Ashikaga House, and seen Apostle Shikibu's first appearance, an event where Xavier gets the Emperor Headband will become able to trigger. Due to the Shikibu requirement, this seems to happen no earlier than Turn 23.
 * If you have seen the headband scene, have both Kenshin and Ai, are not in another route, and do not have Kouhime missing, then the purple event "Have a picnic with Kenshin" will be available in Sado. Choosing it will start the Kenshin IF route and take all of your actions. On the following turn, Rance will fight Apostle Rengoku with Sill, and there will be an unwinnable timed battle where Kenshin fights Xavier, followed by you losing all of your actions for that turn.
 * Apostle Rengoku is not identical to how he was in the True route. Here, he is only level 40, untransformed, and has 850HP.
 * As you cannot win the Xavier fight, it's best to start the fight by spending all of Kenshin's actions on her best attack.
 * After the Xaiver fight, the route is focused on winning the Emperor Race. Its rules are as follows:
 * To win, Kenshin must have a total of 100 points.
 * You will get a list of twelve characters. Kenshin will gain 20 points for each one that she defeats. See below.
 * If Kenshin loses a duel, you will get a Game Over without the chance to use Alice's Mansion.
 * If Kenshin wins an army battle, she will gain 1 point.
 * If Kenshin loses an army battle while being above level 20, she will gain 3 points.
 * This rule can make sending Kenshin to a losing fight useful, particularly if you are running out of opponents to duel or wish to exploit the Akashita Dog. Using the dog to send Kenshin to many defeats can let you win the race without doing any duels.
 * Abusing this rule and doing duels at the same time can lead to the race being won so quickly that the events stop making sense. For example, you can have Xavier attempt to duel Shimazu Kazuhisa after the race has been won and Kenshin catch mumps after becoming the emperor.
 * As this route involves heavy amounts of one-on-one combat with Kenshin, it is strongly advised that you do not give her an unequippable item, unless you are exploiting the Akashita Dog (see above). The best items for her are likely to be either the Protection Paper, Guts Armor or the Ryuuguu Sword Urashimaru. It is also advisable to leave a few SAT Bonuses unused for when Kenshin loses her levels and to keep a few Happy Pokkuru and/or affection items spare. For extreme optimization, consider increasing her Spd stat and replacing her passive skill with either Attack Luck or Speed Luck. Speed Luck appears to be the most powerful of those two skills (assuming that Kenshin does not run out of actions), but only when you are lucky with both it and the randomness in the turn order algorithm. Attack Luck is more consistent.
 * The twelve participants of the Emperor Race are: Dokuganryuu Masamune (Dokuganryuu), Oda Nobunaga/Xavier (Demon Army), Okita Nozomi (recruitable in Kyo, see the Imagawa House's section), 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).
 * Until Kenshin's level goes down to 1 (see below), you will be unable to fight any participants that are in your army.
 * Okita Nozomi, Gon, and Yuzuhara Yuzumi can only be fought if they are in your army.
 * If you are at war with their corresponding houses and they are still in the race, both Gon and Yuzumi have start of turn events where Kenshin and Rance discuss them. Neither of them are required for anything. Gon's is the third highest priority start of turn event that involves discussing a racer and Yuzumi's is the fourth. Gon's event requires him still being in Takuga's army and Yuzumi's requires having seen the event where Tanegashima Shigehiko asks her to fight in army battles (see their house's section for details).
 * Dokuganryuu Masamune, 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):
 * If they are in the Emperor Race but not in your army, you will trigger Kenshin's 1v1 duels against Dokuganryuu Masamune and Mouri Motonari by conquering their respective houses. These two fights will happen in place of the usual boss fights that occur when their houses are conquered.
 * Being at war with the Dokuganryuu House while Masamune is still in the race will unlock a start of turn event where Kenshin and Rance discuss him. This event is not required for anything. It is the highest priority start of turn event that involves discussing a racer.
 * Being at war with the Mouri House while Mouri Teru is still in their army and Mouri Motonari is still cursed and in the race will unlock a start of turn event where Rance and Kenshin view him. This event is not required for anything. It is the fifth highest priority start of turn event that involves discussing a racer.
 * Conquering the Mouri House while Mouri Motonari is still cursed will cause a Game Over. He will be at Level 50 once his curse is lifted and will be imprisoned when the battle is won. In addition, winning this battle will have the same consequences as it does in any other game. For example, it will allow you to H Kojika and clear Kiku.
 * Unlike in his duel with Rance, Dokuganryuu Masamune will not use his eyedrops when he duels Kenshin. Furthermore, he will not be recruitable if defeated by Kenshin.
 * Mouri Motonari cannot be fought by anyone if he is in his Ghost form.
 * If the Takeda House is still standing, it is impossible for Kenshin to fight Baba Shouen until after the Takeda blitz has occurred. Specifically, he cannot be fought until you have seen the start of turn event where Kenshin and Ai discuss how to start a fight with him, which itself requires you to have seen the event that happens at the end of a blitz where you have not won every battle, showing 3G complaining about the damage caused by the attacks. The start of turn event in question is the second highest priority start of turn event that involves discussing a racer and requires him to still be in the race.
 * Note that although you will not see the required 3G event after winning a blitz, there is nothing stopping you from seeing it by losing the next one (assuming that you have not already seen it; the event can only be seen once).
 * If a blitz is skipped due to Takeda having nowhere to attack, then the 3G event will not trigger.
 * The game will try to prevent you conquering the Takeda House normally if Baba is still in the race. Attempting to attack the last territory of Shinano or Kai/Shell when the Oda House or one of its vassals controls the other province will trigger an event preventing your attack and refunding your action fan. You can still conquer them by assassinating Takeda Shingen or by conquering all of their provinces while someone other than the Oda House or one of its vassals controls Shinano or Kai/Shell.
 * Because conquering the Takeda House by battle will have Rance kill Baba, doing so will prevent Kenshin from dueling him.
 * If the Takeda House has fallen, Baba can only be dueled by Kenshin if you have recruited him. Once Baba is recruited, the above conditions (e.g. needing to have seen 3G complaining about the blitz) no longer apply. The only restrictions on Kenshin's ability to duel him are that he must still be in the race and she must have already lost her levels.
 * Warning: The Baba fight is extremely difficult. He deals far more damage than Kenshin, can sometimes move twice, and has all four buffs. Even with a good item (see the suggestions at the start of this section), she will likely need to be at least level 60 to win. Without one, expect to need her as close to her level cap as you can get and to need to reload.
 * Because of the difficulty of the Baba fight and the inconvenience of needing to take their blitz attack, it is recommended that you either conquer the Takeda House before route entry or try to avoid going to war with them altogether.
 * You will not be able to fight Shimazu Kazuhisa until you have seen the start of turn event telling you his location. This event, the sixth highest priority start of turn event that involves discussing a racer, requires him still being in the race and can only be triggered after seeing the event where he flees the Demon Army (see below) and only if the Oda House or one of its vassals controls Mid Earth/Nakakkuni. After seeing the start of turn event, he can be fought in Izumo if the Oda House controls some or all of it or if a vassal controls it. To fight him, you also need to have at least one free space in your roster and at least one free point of NP. Despite this condition, he cannot be recruited in this route.
 * You will not be able to fight Suzutani Musou or Kumano Gorou until you have seen the corresponding start of turn event telling you their location, allowing you to use a 15 Search command to fight Suzutani Musou (in Naniwa) and Kumano Gorou (in Saitama) if the Oda House or one of its vassals controls the relevant province.
 * Suzutani Musou's start of turn event will not trigger unless Kenshin is above level 29 and Kumano Gorou's needs at least level 39. They cannot trigger if the corresponding racer is no longer in the race.
 * Both of their events are of a lower priority than the six other start of turn events that discuss racers (see above), all of which, among other things, require being at war with the corresponding racer's house. This means that these two duels can be unlocked quickly by not being at war with many houses that have racers and by avoiding the event where Kenshin loses her levels.
 * Suzutani Musou's start of turn event is a higher priority than Kumano Gorou's. This makes Musou's event the seventh highest priority start of turn event that involves discussing a racer and Gorou's the eighth and lowest priority such event.
 * Nobody can fight Xavier or Keikoku in any way that will earn them points.
 * In Second Games, if you chose a family bonus that give you a racer (e.g. Takeda's gives Baba Shouen and Mouri's give Mouri Motonari), they are disqualified from the Emperor Race. Kenshin and Masamune are exempt from this rule.
 * Participants either released from your prison, killed, or dismissed from your army are also disqualified. However, unless you open your prison menu, it takes a turn for game to recognize new disqualifications.
 * Once the race has finished, it will become impossible for Kenshin to duel any of the race's participants.
 * Xavier and the Demon Army act very similar to how they do in the True route, however the following should be noted:
 * After seeing the event where Xavier mentions that Kurohime changed her name, an extremely high priority end of turn event for Xavier where Shimazu Kazuhisa flees the Demon Army will become able to trigger. This second event permanently removes all of the Shimazu brothers and Agireda from the Demon Army.
 * This makes Agireda difficult to recruit in this route.
 * If the second event happens before the Shimazu brothers' five consecutive attacks occur, then they will never happen. However, stalling through this many of the Demon Army's events will take about five turns of carefully avoiding interaction with the Demon Army.
 * To see the event where Kurohime's name change is discussed, you will need to have seen the event where Apostle Madou talks to the Shimazu brothers and the event where Apostle Madou joins the Demon Army. The last of these is the Demon Army's first end of turn event after the Demon Army is formed. Both the name event and the talking event can be triggered as post-battle events, meaning that you can accelerate Kazuhisa's fleeing by taking territories in the Demon Army's provinces. However, doing so is certain to trigger the brothers' attacks.
 * Xavier will start killing racers at the end of his turn, even those in your army and prison. His killings follow the rules below:
 * With the exception of the event where Shimazu Kazuhisa flees the Demon Army, after each attempt at one of these kills, Xavier will make another attempt exactly six turns later. Said event with Kazuhisa resets the game's counter for this and will always trigger before Xavier is able to attempt to kill any other racers.
 * Xavier picks a racer from the following list, giving everyone an equal (1 in 7) chance, even if they are disqualified, already dead, or in another state where he cannot kill them, and attempts to kill them: Dokuganryuu Masamune, Okita Nozomi, Baba Shouen, Gon, Yuzuhara Yuzumi, Mouri Motonari, Shimazu Kazuhisa.
 * Xavier cannot kill disqualified racers.
 * Xavier cannot kill Masamune if he is in your army.
 * As long as Baba Shouen is not disqualified, Xavier can duel him and win, but he will not always kill him. See the details about how Xavier conquers houses in this route below.
 * Xavier will only kill Suzutani Musou if he randomly selected a racer that he could not kill, e.g. if he randomly selected a disqualified Gon.
 * Xavier will only kill Kumano Gorou if he randomly selected a racer that he could not kill and if Suzutani Musou is no longer in the race.
 * Xavier cannot kill Keikoku, but can infinitely trigger an event where he tries. He will only try to kill her if both Suzutani Musou and Kumano Gorou are no longer in the race and if he randomly selected a racer that he could not kill.
 * An identical repeatable event where Xavier tries to kill Keikoku also exists. It runs on the same six turn cycle as his other racer fights, but is delayed by three turns and does not affect these fights.
 * Xavier cannot kill Kenshin.
 * If Xavier kills someone who you would like alive, reloading can make him change his choice.
 * Once most of the Demon Army's events are done, whenever a territory in one of their provinces is taken (even by Battle Permits) or when they have a turn with no end of turn event, a counter that starts at zero is increased by one. When this counter reaches two, an NPC samurai dies, resetting the counter to zero. This is repeatable. Killing this samurai grants Xavier 2 points, increasing to 3 after turn 80 and 5 after turn 100. Some repeatable events, such as Xavier trying to kill Keikoku, take priority over increasing this counter.
 * Combining the facts that it takes about five turns for Xavier to found the Demon Army after you have entered the Kenshin route, that Xavier cannot start killing any racers until the two end of turn events where Apostle Madou has joined him and Shimazu Kazuhisa has fled from him, and that Kazuhisa's fleeing resets the six turn counter used for letting him attempt to kill racers, it can be safely assumed that Kenshin has at least a thirteen turn head start on Xavier in the Emperor Race.
 * Before winning the race, the Demon Army cannot be conquered. If they ever have three or less provinces and you conquer any of them, the Demon Army will instantly take two random provinces away from you in two back-to-back events. This should also add five new generic units to their army. They cannot take Death Country and will only be able to take Owari (giving a Game Over) if it is your last province. Once you have won the Emperor Race, they can be conquered in a special way (see below).
 * As you cannot conquer the Demon Army normally prior to winning the race and as triggering too many events with Xavier will both accelerate Xavier's progress through the events that are getting in the way of unlocking his ability to kill racers and his killings of the NPC samurai, it is advisable to avoid conquering any of the territories in the Demon Army's provinces, because this can trigger their post-battle events. Consider removing your Battle Permits.
 * As noted in the Demon Army's section, an event which will normally be a prerequisite for the Soul Binder to appear does not trigger and another event is used as a prerequiste instead. This means that Leila's unit will not be at risk in the Kenshin route. As also noted in their section, the Soul Binder's curse cannot be lifted in this 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.
 * Xavier will not conquer the Takeda House when he duels Baba Shouen. If Baba is still in that house, Kurohime will save his life, but his unit's current troop count will be reduced to 1 and Takeda's blitz attacks will forever stop. If Baba is not in that house (e.g. if he is in no house, in your army/prison, or recruited by another house), he will be killed, but this will not have any other consequences.
 * 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.
 * The Houjou House acts differently in the Kenshin route than they do in other routes:
 * 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 if you conquer the Houjou House without capturing her.
 * Even if Ran dies, 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.
 * Kenshin's second purple event in this route will reduce her level to 1. As this is a character event rather than a plot event, it can trigger as a start of turn event but will be delayed by plot events such as the four events that respectively trigger after Kenshin gets at least 20, 40, 60, and 80 points and the eight events that introduce racers (usually triggered by being at war with their house, see above).
 * This will unlock a new Satisfaction Bonus. It increases her level by 10 and can be repeated until her 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.
 * 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. In particular, this can happen if you dismiss participants and/or pick a lot of house bonuses which disqualify participants.
 * If you end up in a situation where Kenshin has less than 100 points and there are no beatable participants left in the race, then Keikoku will poison Kenshin and kill her, causing a Game Over.
 * 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.
 * 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.
 * After receiving 100 points, Kenshin will get the Power of the Emperor skill (see the skills section). This will replace your normal options for vassaling and make her able to unconditionally vassal any hostile house except for the Demon Army.
 * This vassaling will have few consequences. You will not get any unique reinforcements or events from the houses that are usually impossible to vassal and the houses that are normally possible to vassal will behave normally. The only exceptions are that the events where the Tokugawa House betrays Oda will not happen, none of the normal post-vassal events that remove heads of houses from the game will play (except for Tokugawa's), and vassaling the Tenshi Sect will not lead to Seigan joining.
 * Once Kenshin becomes the emperor, if you conquer a Demon Army province, the entire Demon Army will be conquered. Soon after, you will get a scene where Xavier will go into the Orochi Dungeon in Yamatai.
 * If you do not conquer a Demon Army province after Kenshin has become the emperor, you will essentially have infinite time to prepare for the final battle.
 * This will automatically unlock the Orochi Dungeon, but you cannot enter it without defeating the Miko Institute.
 * By this point in the game, this is easy. Simply declare war on them followed by using Kenshin to demand their surrender.
 * At the end of each turn, an event will play showing Xaiver's depth in the dungeon. His depth increases with each event, starting with 8 when he first enters and continuing to 10, 15, 18, and 20.
 * Depending on how deep he has gone, you will encounter him and begin the final boss battle (a commander battle against Xavier and Toukichirou) after beating floor 8/10/15/18 of the Orochi Dungeon.
 * If you have seen the event showing Xavier on floor 18 and you end your turn, you will receive a Game Over.
 * 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. 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.

Kill the Monkey route (KTM)

 * 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 plot 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 as they do in the Ran route, with the following exceptions:
 * They will not absorb other houses.
 * Female commanders who are at Trust can be stolen; they are only immune if they are at Love.
 * Aside from one event that is a pre-requisite for the first defection, there are no start of turn events in the KTM route that will take priority over the event where a female commander defects to the Shimazu House.
 * Shimazu Toshihisa will not appear in battles or be counted in the commander count that is shown on the house's end of turn screen.
 * Bug: If their end of turn screen shows them as having 59 commanders, your female commanders will be unable to defect. However, this does not stop the defection events from playing. This means that Kurohime can be kidnapped without requiring any real defections.
 * After kidnapping Kurohime, you will not be able to do the Ran route's repeatable 'Demon's daughter: Kurohime' +2 SAT event.
 * 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 Nanjou 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
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 noteworthy 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 a real route).
 * 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).
 * Demon Nobunaga will appear in army battles. Despite being commanded by a demon, his unit can be annihilated. However, as his unit is marked as important to the game, he cannot be captured or killed.
 * During an end of turn event, Ogawa Kenatrou's unit will be deleted and remade anew in Miki's army. This grants him a new troop count of 8000 monsters and removes any changes that have ever been made to his unit. This means that his sword will be removed from him, allowing anyone in your army to wield it, his skills and stats will go back to their defaults, and his battle portrait will lose the red glow that his demon form had in your army.
 * Although Miki will make him a demon if he was not one already, this does not change any of his gameplay-related properties. For example, he will only have the army battle property that stops his troop count from falling below 1 if he was already a demon when he was taken.
 * If he was a demon when he was taken, then his unit cannot be annihilated by any means, even an attack from Rance.
 * Kentarou's unit is always marked as important to the game; Even if you annihilate him, he cannot be captured or killed.
 * Many Demon Army units will appear with an invisible fifth skill that will cause every unit on their side of the battle to start with all four buffs at 30% power.
 * This hidden ability is possessed by: Miki, Keikoku, and the five special units with a shougun's portrait and around 8,000 troops that will join the Demon Army (provided that there is room) when Miki takes over.
 * Technically speaking, rather than buffing the owner's allies, this skill actually buffs every unit on the non-player side of the battle. In other words, there is no benefit from cheating to obtain a unit with this skill.
 * Castle battles in the original four Shimazu provinces will be completely unchanged from how they were in the True Route. This means that Miki will not appear and the enemy units will not start with all four 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.
 * Due to the majority of the Demon Army's events being coded to be specific to their three normal routes, most of their events will not trigger. For example, it appears that the Soul Binder's curse cannot be lifted, Xavier will not conquer anywhere, the Shimazu brothers will not launch their consecutive attacks, Kouhime will not confiscate the Battle Permits, and Apostle Gigai will not challenge Rance. Of note, the Shimazu brother's ambush can still trigger if it was planned during the True route, meaning that Agireda can still be charactered cleared and all of the brothers can still fight their special post-ambush battles.
 * 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.
 * 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.
 * In addition to this, there is an argument for keeping houses alive despite having taken most of their land. The Demon Army will always be the last to make a move during the end of turn phase and if more than two battles have been lost by the player during this end of turn phase, then the Oda House will not be attacked again during this phase (with few exceptions, e.g. the Shimazu Brother's consecutive attacks and Apostle Shikibu's attacks on Cairo). Taken together, this means that the Demon Army will almost always be prevented from attacking by ignoring two attacks a turn from other houses.
 * 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 then 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.
 * If you are lacking in good scouts, consider spending a SAT Bonus on the Battlefield Correspondent.
 * 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, Initial Battle Rating, and any method of gaining Spd buffs 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 annihilate 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 annihilated 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 annihilated 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.