Ryū ga Gotoku Kenzan!: final chapter walkthrough
MAJOR STORY AND BOSS SPOILERS: This covers Chapter 12 of the original Japanese PS3 game, including both departure points, Kojiro, the Five Demons and Tenkai. It stops at the end of the playable route rather than retelling the ending scenes.
BEFORE LEAVING GION
Begin by speaking to the employee at Tsuruya's main entrance and entering the farewell gathering. After the scenes, Kojiro tells Kiryu where Haruka has been taken. Ito then offers his sword, which you collect from the blacksmith in Rakugai.
Do not rush from the blacksmith straight into the departure conversation if you are pursuing completion. This is the last opportunity to finish anything that needs Gion: its dojo, shops, local jobs and other district-specific activities.
There is also a final training event to arrange. If you have completed all Gion Martial Arts Dojo and Zanki Dojo training, speak to Komaki at the Gion dojo. Then visit Zanki Dojo, speak to the students outside and go to Sanjusangendo to witness the meeting between the masters. This unlocks Gion Martial Arts: Sword Reversal.
To record that Heat Action later, use unarmed combat against a regular enemy wielding a real sword while below 20% health, with enough Heat to activate it when the sword attack comes. Learning it alone only completes the ability entry. Do the dangerous low-health setup somewhere controlled, then heal; do not arrive at the final island badly injured just because you were ticking off a move.
Return home and speak to Ito when everything in Gion is finished. Choosing to depart permanently removes access to Gion for the remainder of this story run. Keep a separate save before saying you are ready.
THE FINAL PREPARATION WINDOW
Visit Koetsu at his mansion after leaving Gion. He directs you to the boatman at Riverside Tea House and allows you to change the time by resting at the mansion. This helps with remaining time-sensitive work outside Gion. It does not let you re-enter the district.
Before boarding the boat, visit En no Ozuma on River Road and complete Asura special training. The reward is Mysteries of the Sword: Swallow Drop. It becomes available in this final preparation window and can only be performed against the upcoming Kojiro boss.
Check the actual learned ability, not just whether you spoke to the trainer. You need two swords for the action. Have a usable single sword and greatsword or club available as well, because the island contains ranged enemies, armour, barriers and different boss behaviours.
Refill health and recovery supplies, complete any desired equipment upgrades and save again. The boat is the second point of no return: boarding ends the remaining free-roam preparation. Kojiro is only the first major encounter on the island, so plan your inventory for a long sequence afterward.
SASAKI KOJIRO AND SWALLOW DROP
Kojiro's long sword reaches farther than Marume's, and he moves faster. Try to draw out an attack, evade it and close the distance during his recovery. Rolling can help you cross the gap, but repeatedly rolling into him without reading the attack is not a substitute for timing.
When Kojiro enters Heat mode, your attacks still hurt him but no longer reliably interrupt him. Keep your defence ready even when you land the first hit of a combination. Trading several attacks just because your own sword connected can drain supplies you need for the army battle afterward.
To perform Swallow Drop, have two swords drawn while Kojiro is in Heat mode and remain close enough for his True Swallow Counter sequence to trigger. Complete the prompts, then activate the offered Heat Action.
The sequence has six QTE inputs. KHHsubs notes that the final successful input is the crucial one for enabling Swallow Drop, but missing earlier prompts still costs health. Aim to complete the entire sequence rather than deliberately taking damage.
Do not finish Kojiro before the action registers if you want full Heat Action completion. A powerful greatsword strategy can win the duel while bypassing the very trigger you came prepared to use. Reload the mainland save if necessary; later island bosses cannot substitute for him.
THE BEACH ARMY
After Kojiro, Tenkai sends in a long series of troops. Spearmen form the boundary of the arena. Touching those perimeter spears briefly staggers Kiryu, so circle within the space rather than hugging the edge to escape a crowd.
Gunmen arrive in two ambush waves, with QTEs after the 28th and 48th defeated enemies. When they appear, prioritise them. A distant shot can interrupt you and leave the surrounding melee enemies free to pile on damage.
The later waves include armoured enemies with long-reaching weapons. Clear the more mobile ordinary troops, isolate an armoured target and use the greatsword to break its protection. Heat Actions can also damage through armour.
The supplies shown around the beach become collectible after the battle. Do not build your survival plan around reaching one in the middle of a wave. When the fight ends, sweep the shore and heal before entering the fortress.
At the entrance, the Five Demons launch a combined QTE sequence. It continues even if you miss an input, so keep responding to the following prompts. One mistake is not a reason to stop trying and accept the rest of the damage.
YELLOW DEMON: TELEPORTS AND THE FIRST KEY
When the bridge is destroyed, drop into the lower area. The fall is part of the route. The Yellow Demon attacks near the pillars on the left.
His size is misleading: he moves like a ninja and can teleport behind you. Smoke is your warning. Be ready to roll and turn instead of continuing to guard in the direction he occupied a moment ago.
He also throws shuriken at range. Guard them with a sword, but stay ready for the repositioning that follows. Fighting toward the right-hand side of the area reduces his opportunities to use the pillar attack.
After winning, interact with his body and take the key. Then use it on the gate to the right. The Demon keys are not merely decorative boss rewards; failing to collect one leaves the corresponding route locked.
FIRST MINE AND WHITE DEMON
In the first mine section, examine the blocked stone wall before collecting explosives from the eastern side. Carry an explosive back, deploy it beside the wall and move away. Archers on the opposite side of the gap cannot be reached here, so keep moving to avoid their flaming arrows rather than searching for a route to kill them.
Beyond the wall, the White Demon begins with an ambush QTE. He swings a greatsword quickly, and his white aura reduces damage until it is worn down. Keep attacking during safe openings rather than expecting one powerful strike to end the fight.
The surrounding archers are an important part of this encounter. Fight near the central barrier, which provides cover from their arrows. Otherwise an arrow can stagger you just as the Demon attacks. Avoid being knocked down: his grounded finishing attack has no escape QTE.
Collect his key from the body and unlock the next door.
SECOND MINE AND BLACK DEMON
The next section again needs an explosive to remove a wall, but this time you can collect one without first examining the barrier. Kill the accessible enemies before carrying it. Flaming arrows can detonate the explosive in your hands, and surviving archers can continue bothering you in the following boss area.
There are additional completion opportunities here if needed: the Tengu Staff supports Thrust Mastery, and the stairs support Stair Mastery. Complete them only if you can do so without entering the next fight short on health or supplies.
The Black Demon fights like a wrestler. He can block sword attacks with his arms and punish close contact with an unblockable throw. Bait a committed attack, dodge around him and strike the recovery from the side or back.
Keep away from the cliff edge, especially when both fighters are hurt. His Cliff Drop can trigger while Kiryu is running near the edge below half health and the Demon is below one-quarter health. Failing that QTE causes an immediate game over. Remaining nearer the middle and healing before reaching that situation is safer than trusting a last-second prompt.
Take his key and open the next door.
THE WHARF AND BLUE DEMON
At the wharf, prioritise the archers and gunmen before focusing on the ninja. Once again, perimeter spears can interrupt movement. Trying to chase a ninja while ranged attackers repeatedly stagger you wastes health and time.
After clearing the troops, approach the boats to meet the Blue Demon. He uses a spear, with attacks resembling Inshun's, and adds shuriken at range. Face him for the spear attacks and do not assume you can safely absorb a thrust during his Heat mode: a connecting thrust can lead into a damaging sequence with no escape prompt.
He can vault to the opposite dock. Kiryu must go around on foot. Guard the shuriken while approaching rather than attempting to jump across after him.
Once he falls, collect the key and unlock the door. The surrounding enemies do not have to be eliminated before you leave this section, and they do not follow through the door. Break the chain beyond it with the greatsword to continue. There is also a Spirit Sword pickup along this stretch if you want it.
RED DEMON: FIRE AND REINFORCEMENTS
The Red Demon waits in the large tea room. He has ninja movement, shuriken, caltrops and an unblockable fire-breath attack. Prioritise evasion over standing directly in front of him with your guard held. Rolling away also helps when the fire animation is difficult to read in a crowded fight.
He begins with two supporting ninja and can summon two more reinforcement waves. During those waves he disappears and cannot be damaged. Defeat the visible ninja to bring him back, while avoiding the caltrops he continues throwing from concealment.
The room also has suitable surfaces for Tatami Flip and Shadow Stab if you still need those actions. Your immediate objective, however, is to survive the waves and finish the Demon.
Take his key, break the chain to lower the bridge, cross and unlock the door. Check all three steps if you seem stuck after the boss.
FINAL SUPPLIES AND TENKAI
The final troop section combines ninja with gunmen. Remove the shooters first. These enemies drop recovery items, giving you a chance to rebuild your inventory before the last boss. Collect what you need before moving into the rocky area.
Tenkai uses a rapid-firing pistol. The greatsword can block bullets, but its movement speed makes chasing him awkward. Use the large boulders as cover, let him expend a burst and attack while he reloads. Then reposition behind cover rather than trying to maintain a long, uninterrupted exchange.
His mist attack briefly stuns Kiryu. Recover and reset your position rather than immediately swinging while another volley is coming.
At 1,000 remaining health, Tenkai begins healing himself. Close in and attack during that animation. Waiting behind a rock through the healing phase lets him undo your progress; this is the moment to press the opening.
Defeat him to complete the playable story. Let the ending and credits finish, and retain your story saves alongside the resulting clear data. If you recorded Dry Leaf Smash, Escape Strike and Swallow Drop at their unique encounters, the most restrictive story-specific Heat Action opportunities are now behind you.
Ryū ga Gotoku Kenzan!: final chapter walkthrough
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