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Okami 3
Developer(s) Platinum Games
Publisher(s) Capcom
Platform(s) NintendoSwitchLogoBlack
Genre(s) Action Adventure
Release Date(s) (WW): TBA 2020
Mode(s) Single Player
Age Rating(s) ESRB2013TCERO B426px-PEGI 12.svg
Media Included Nintendo Switch Cartridge, Nintendo eShop

Previously in the Okami series, Chibiterasu and Kuni managed to obliterate the spirit of darkness, Akuro, once and for all. After that, Kuni decided to travel, on his own, to discover his true self. During his travels, he will come end up more adventures, meeting new people, new lands, and... demons attacking yet again? How? Take control of Kuni in his travels to extinguish the demon threat again.

Story[]

The game begins with a brief recap via inked scrolls. It tells of how once upon a time, the god Shiranui was once believed to be a familiar of the evil Orochi, until Nagi fought the serpent and the wolf stepped in to rescue the warrior. Unfortunately, Shiranui sustained too many wounds, and fell soon after the fight. 100 years later, Orochi rose again, Amaterasu, Shiranui reawakened, was called upon to counter the demonic forces, eventually suppressing the darkness responsible for the demonic presence in Nippon and the destruction of the Celestial Plane, Yami. Following his defeat, Amaterasu, accompanied by Waka, one of the few surviving Celestials, traveled to the Celestial Plane to reconstruct it.

While in the Planes, Waka realized a terrible evil would descend on Nippon, and Amaterasu would be forced to stay in the Celestial Planes and repair it in the mean time. So, she gave life to a little god, Chibiterasu, to go in her stead and battle the forces of darkness. While down there, he met many friends, friends that'd help to battle the demonic forces. And with them, they battled the last remaining remnants of Yami, Akuro, and ended him. After that, one of Chibi's friends, Kuni, decided to set out on a journey of self discovery.

He decided that he wouldn't find the answers he's looking for on the island, so he took a ship out to new lands to try and find out more about himself. But his journey would land him in the middle of another demonic conflict. Players eventually leave the scrolls to watch Kuni hanging out on the deck of a ship moments before it reaches land on Shikoku. It touches down, and Kuni steps off, and begins marching along a path towards the woods.

Touching Down on Umaji[]

As he travels, he notices a mother and son along the trail. Near them is a guy in large robes, playing with a kendama. Kuni looks at the robed man, feeling a worrying air about him. The robed figure then begins beckoning the child over, showing off his kendama skills, while the mom isn't watching. The kid starts to approach, and two other robed figures began to approach from the shadows. Kuni realized the danger and started to reach for his sword.

Before he could act, the mom noticed the robed men approaching. They went to dive on the kid, but she pulled him back, only to be grabbed instead. They swarmed her while Kuni and the kid looked on in horror. In a few moments, the struggling stopped. The robed figures backed away, revealing the mom to now resemble a green imp. Kuni then pulled out his sword and, while shaking, got between the boy and the demon.

The other figures disrobed, revealing themselves to be green imps. Kuni began wondering out loud, wondering how demons were still in the world after Chibi and him slew Akuro. A tutorial fight proceeds, resulting in Kuni defeating each of the imps. Kuni sheaths his sword while the boy starts sniffling, asking what happened to his mom.

Kuni tried to comfort him, and asked him if he had some other family left. He says that he does, and that they're further up the trail. Kuni decides to accompany him and bring him back home. Players get control and travel down the path, only to stumble upon the village of Shikoku, which has more villagers packing up and starting to run. A father and his parents approach Kuni, snatch up the boy, and thank him, before running away from the town of Umaji.

Eventually, the town is completely abandoned, a confused Kuni being the only person around. He begins to hear a loud stomping elsewhere in the town. He turns towards the source of the sound, only to see a massive tree fall onto one of the houses. He starts to see more houses fall onto more houses. He eventually becomes overwhelmed with fear, and runs towards the rest of the villagers. As he's running, he stops to catch his breath. Suddenly, he felt something bump into his heel. He turned, and spotted a Poncle behind him, glowing blue.

Kuni speaks with them, asking what they're doing out here. The Poncle asserts that they have no time to talk right now, and that they need to get away. They left the woods and stopped to catch their breaths. Kuni then began to ask the Poncle what he's doing out here. The Poncle said they heard that one of the gods were spotted around here, so they figured they'd come here and try to expand their artistry through the god's teachings.

When the duo leaves, Kuni tries to ask what's going on. One of them tells him that a beast has been terrorizing their village for a long time. They tried to drive it back, but it'd still come in and smash their houses. They began to flee as the creature approached their homes. However, currently they have nowhere to go. After speaking to them, Kuni thought back to what the Poncle said.

He turned towards the Poncle and asked him the god that was supposed to be here, to which the Poncle answers "Yomigami." Kuni recognizes him as the god of restoration, and thinks he can get him to repair the houses. He tries to get the Poncle to lead the way, towards the nearby beach. Kuni followed him to a cave on it. In there, after fighting through a few green imps, he uncovers a constellation, that, upon completing, spawns Yomigami, except they're much smaller than usual.

They're twice Kuni's height, and as thick as a crocodile, but they're still small. Yomigami explains that, with the destruction of Akuro, the balance of light and darkness was thrown off again, and the gods suffered a terrifying toll. They're tossed to the mortal plain, and, though they can hide, they're still vulnerable to the demons. If anything were to happen to them, the great goddess Amaterasu would suffer. So, for the sake of the holy mother, Yomigami bestows unto the pair the ability of restoration, and requests that they find the remaining gods and guide them to safety.

After that, Kuni leaves the cave and the Poncle says they should try out that power. The duo make their way back to the village, and the players are prompted to trace around the damages in each building, resulting in them being repaired. After the buildings are repaired, the villagers come in, shocked by the sudden reconstruction. They then began to cheer, praising the miracle that was bestowed onto them.

After Repairing Umaji...[]

Kuni stands back, and watches the villagers being thankful to the Gods. He is then prompted to check up on the villagers and see what he can learn. Maybe he can learn about the creature that attacked. Most of the villagers say that they were too scared to see the monster, but he encounters one lady that saw the beast on its way, so she ran to warn the villagers. She says that she saw it come out of Deep Shikoku Woods, but that a wall of bamboo shoots came up and blocked off the entrance. She isn't even sure if the beast went back in.

Sanmomme tells Kuni that his sword wouldn't be able to cut that, so they need something stronger. Sanmomme remarks that Kuni could use some of the Celestial powers, so maybe he can make use of other powers. Kuni agrees, and decides that they should find out how to find the other gods. Kuni hears of a priest in the village, and decides that they may help direct him. Kuni heads to the priest of the village, and discovers a woman dressed regally. The lady introduces herself as Inari.

Kuni tells her of their plight, revealing Sanmomme's ability to use Yomigani's powers to restore a scroll of Inari's. Recognizing their ability, Inari helps them out. She says one of her foxes found a mouse with a strange energy towards the west. She whistles, calling forth a fox, and tells the fox to head towards the mouse it found. It runs off, and Kuni realizes he has to follow it. It'll never run too far for Kuni to follow, and he merely needs to stay close behind it. Soon, the fox begins to slow down, and sniff around. She approaches a tree with a burrow just under its roots, and a mouse scampers out. Only, this mouse is actually Tachigami. They realize something's going wrong with the balance in the world, and that they can't face the demons while they're like this. As such, they give Kuni and Sanmomme the power of rending, Power Slash.

Shortly after that, a clapping sound begins resounding through the air. The group turns towards the source of the noise, spying a red imp, paired with two green imps. A fight ensues, teaching Kuni how to Power Slash, and then they tell Tachigami about where Yomigami is hiding out. Tachigami follows their instruction, and runs off. With that, Sanmomme believes they have the tools to face the strange monster. They run back to Umaji to the area the beast comes from, Deep Shikoku Woods. To enter, players have to use the powerslash to slash thick bamboo shoots blocking the entrance, allowing Kuni to enter.

Facing the Umaji Monster[]

Within, Kuni discovers the greenspout technique of bloom, which allows him to bloom plants into being larger, more lively, and the Cherry Bomb technique, meaning he can destroy objects with golden cracks in it. He also learns he can use this technique to disable rolling objects. Later, when he gets in a fight, Sanmomme says something about the way Kuni fought interested him. How Kuni sometimes gets this glow around him when he performs certain combos. After experimenting, the player learns they can combine their brush techniques with certain combos (ones resulting in Kuni glowing) to deliver more powerful attacks. After that and traversing more of the woods, Kuni encounters Moon Bear, and is forced to defeat it.

After beating it in combat, it belches out the moon god, Yumigami, who gifts Kuni with the power to summon the moon at will. After that, the bear seems far more docile. It seemed that he was being influenced by demonic forces. Now Kuni can ride on the bear's back and command it to slash at whatever's in front of it. He uses this to tear down the bamboo shoots containing him, and escape the Deep Shikoku Woods. Sanmomme tells Kuni that they should go back to Umaji to tell them the good news. Once he reaches, he's able to quickly spread word the truth of the matter, revealing that the beast responsible for the attacks was possessed, but is docile now.

With this news, the village celebrates, and give Kuni some free valuable items. After the celebration, the game states night passes, and it's the next morning. There, Kuni remarks that he just noticed it'd turned night for the first time in a while last night. Sanmomme realizes that this probably means other elements might be at risk, and they should move faster to find each god. Moving past that observation, Kuni spies a group of fishermen at the edge of town, who say that they're going down to shore to get some fish.

Going out and Seeking Hasugami[]

Kuni decides to follow them, hoping that they could possibly lead them to more gods. Along the way, a branch in the rode leads to a giant building. If Kuni enters, he finds that this is the Tournament of Existence, a building containing 5 different tournaments, but one of the five appear to be open right now. Players are able to participate, though this won't move the main story. Players can leave now to continue it.

After reaching the shore, Kuni sees the fishermen setting a net, waiting for fish. Kuni decides to speak with them and maybe find out if they know anything about any strange animals that showed up recently. One of the fishermen say that they did hear a few rumors about three monkey with white fur showing up around the island. Though, it isn't clear where exactly they are. Sanmomme concludes that they must be gods like the other gods they found. After deliberating on how they'll find them, Sanmomme decides that maybe some bait would attract them. First, they'll have to gather lots of food (3 platters in fact). Kuni can only get the first two pieces for the platter first, though. He first has to go into the forest to find a pouch full of fruit, guarded by a red imp and a new enemy, Nobusuma. He also has to find a field in a fairly elevated area, covered in growth, in order to find a pouch of herbs. After he finds both of those, Sanmomme says some fish should finish the dish, and that they should visit those fishermen to see if they got anything.

Kuni travels back to the fishermen, and sees one of them lugging a net full of fish. Sanmomme is impressed, and Kuni asks them if he can have some of them. The fishermen say that if he wants some, he should come over to the market. They begin to walk away, but they hear something calling out in the water. They turn back, and see a strange figure partially hidden in the water. The figure tells them they missed a very special catch, and hoists up a wriggling fish with scales as shiny as a pearl. The figure claims that this fish is the kind of fish that'd only come once in a lifetime. Tempted by their offer, one of the fishermen approach, and try to reach for the fish. The figure pulls back slightly, forcing the fisherman to reach further. And further. And further. Sensing something's wrong, Kuni comes close... just in time to see the creature grab the fisherman by the wrist and attempt to pull him into the water.

Kuni immediately jumps in, and grabs the fisherman by the wrist, hoisting the fisherman just enough to make sure the figure couldn't pull him all the way. This gives the rest of the fishermen enough time to run up, and help Kuni pull the fisherman back. And with him, they pull ashore the figure that'd attempted to drown the fisherman: a kappa. Upset that Kuni ruined his "prank," the kappa marches over and does battle. The fight is relatively tough due to the kappa drawing power from water it fills the dish on its head with, but Kuni is able to overpower the creature, though he's panting heavily after the fight. Recognizing that he would've been killed if it weren't for Kuni, the fisherman hands Kuni the fish the kappa tempted him with. As the fishermen walk away with their haul, Kuni remarks that that demon felt very different from past ones. He remarks that he probably couldn't take too many of those creatures on at once as long as they're near water.

After gathering ingredients for a large platter of food, under Sanmomme's directions, Kuni sets out the platter in the middle of a part of the forest, and the two wait. While they wait, a bunch of other, non-god monkeys notice the platter, and begin to approach. Kuni realizes that they're going after the food, and that he can't let them get it all. A brief minigame plays out where Kuni has to defend the platter from monkeys. They never attack Kuni, and he can bat them away with a single hit. After defending for about 30 seconds, the monkeys are all scared away. All except for one monkey with white fur. This monkey reveals himself to be Hasugami, who rewards Kuni with the power of Water Lily.

Looking for Nuregami[]

Hasugami then tells Kuni that, with this power, he should look for Nuregami. He points Kuni to a pond on the other side of the island. After a trek, he finds himself near a big pond, no sign of civilization in sight, and only a few tents around. Speaking with a few members reveals that those kappas have been crawling around the forest, spreading their stink and scaring off the animals. They warn that the creatures usually stuck to water, but are fairly weak on dryland. When asked why they're here, the campers answer that they heard rumors of a water manipulator nearby, and think that if they get their hands on it, then they can move the water for a little and starve the kappas long enough to strike them down.

Kuni asks them how they plan on finding this creature, only for them to say they don't quite have a plan. They say they tried fishing for it, but they say no bait they've used does anything. They then realized that the ponds specified for the creature's location are too shallow. They also said that they tried scooping the pond with a net, but got no results. This just confuses Kuni even more. Sanmomme privately suggests to Kuni that maybe if they took the whole pond, they'd find that creature. Now, it's a matter of finding how to scoop up the whole pond.

Kuni wonders how that'd be possible without the power of the gods, but Sanmomme proposes one possible solution. Maybe if they carted a barrel near it and attracted some demon towards it, the god'll leap into the barrel, and then they could cart it away. First, they gotta get the bucket though. Back with the people in the tents, Kuni finds a peculiar boy wearing a gold colored bib, hiker clothes, and a hatchet on his back, calling himself Kintaro, the Golden Boy.

He says he knows where these guys keep a barrel of sake, and says he could easily lift it up. Kuni tries to tell him that they could probably get an adult to move it, but Kintaro insists. Before Kuni can object further, Kintaro hoists up the barrel, and makes his way for the pond. Scared, the other guys at the site immediately run after the boy, and Sanmomme prompts Kuni to go after. However, after getting close to the pond, players will find the same men near the entrance, gasping and panting, worn down. Some say that "those reptiles were too strong," some say they'll never be able to smell again, but they say that they have to get to that kid somehow. But unless they get that strange entity, they won't stand a chance against those kappas. Sanmomme, however, tells Kuni that they have to make sure the kid is alright.

So, the players are required to approach the pond. And there, they can see Kintaro standing next to that same barrel, seated right next to the pond. He says that he got the barrel to the pond, like he said he would, though he's not sure what they're gonna do with it. So, Sanmomme decides that, as long as it's here, they may as well scare the water into the barrel. However, Kuni argues that, not only would this kid be in danger if they brought monsters here, but that the hunters struggled against the kappas around here. However, Sanmomme argues that, before the monsters become a problem, all they'd have to do is take the barrel far enough from the pond before the creature could escape again. He also argues that, it's doubtful they'll get him out of here without accomplishing something. Ultimately, Kuni agrees, and players are tasked with finding a demon scroll and drawing it towards the pond.

After that happens, the water suddenly shifts into a snake-like figure, and leaps towards the shore, though Kintaro moves the barrel to catch the trail. With that, Kuni tells him that they have to get the barrel towards a safer area, and Kintaro hoists up the barrel. He comments that it's a lot heavier than before, and it'll take him more time to get it out of here. Players are tasked to follow Kintaro as he begins his trek out of the forest. Thrice, they'll be jumped by demons, where Kintaro will hang around the edge of the arena while Kuni engages the demons. During this fight, there's no chance at escaping. They have to defeat all foes and lead Kintaro, using some of their skills to create a path for him. Making a path involves forming Lily Pads, using Power Slash on certain obstacles in the path, and blowing up other obstructions.

Soon enough, the two escape the forest with the barrel in hand, and Kintaro puts it down, saying he's pooped. With that, he flops down and falls asleep. As he sleeps, a white snake rises from the barrel. This is Nuregami, god of water. Given the situation, Nuregami teaches Kuni Waterspout, the ability to move water from one spot to another. With that, Nuregami makes way for the hideout. After the snake leaves, Kuni is suddenly jumped by three kappas, each bearing water in their dishes. Though, now that Kuni has waterspot, Sanmomme tells him to use the ability to yank the water out of their bowls. Doing so severely weakens them, causing them to deal less damage and move considerably slower. And, with no source of water in sight, finishing them off is a breeze.

Facing the Kappas[]

After that, a cutscene plays of the three kappas heavily panting, severely weakened from the fight. Acting a little cocky, Kuni orders them to stand down, and put an call all of their allies off. However, the three remain adamant in defying him. As one final act of desperation, one of the kappas turn their backside towards Kuni and farts, causing Kuni and Sanmomme to fall to their knees, overwhelmed by the stench. While he's distracted, the attacking kappa orders them all to retreat, and they all run off somewhere. With Sanmomme disgusted and Kuni irritated, the two decide it's time to storm their hangout.

They have no idea where the kappas are hidden, but they have one idea. Players are then prompted to call Moon Bear, who'll come into the area, and track down certain scents. Thus, players are able to find the path towards the Kappa Stronghold. However, the front door is locked, much to Kuni and Sanmomme's displeasure. Now, they have to find a way in. Speaking around camp reveals that those kappas love eating cucumbers. Thus, Kuni can buy a cucumber platter, and can then bring it to the stronghold. However, they could purchase the cucumber platter at any point before now.

Going into the stronghold, Kuni encounters Tsutagami and Kazegami, learning Vine and Galestorm. Afterwards, he defeats Yama-no-Kami, and the kappas are forced to retreat. Upon beating the kappa, a fox approaches Kuni with a note in their mouth. The note is from Yomigani, and it says that her foxes couldn't find any sign of other gods on the island. With that, Sanmomme decides that they'll need to get off this island if they're gonna find more gods. This'll mean taking a boat outwards.

Leaving the Island[]

Approaching the docks, however, reveals the men in charge of them overcome with some disease. Even some people in a boat at the docks are overwhelmed, unable to move. According to some of the only healthy people there, as long as they're infected, the boat's not leaving the docks. Realizing that they currently don't have a means of getting curing them, Sanmomme says that they need to find someone else that can get them across the water. So, he suggests they ask around the dock for any normal people that might possibly know of such a creature.

After asking enough, Kuni eventually learns about a dolphin that's been spotted around the area. One of the fishermen say that he was fishing, when the dolphin suddenly swam up and snatched his fish off of the line. At this point, Sanmomme decides it's time to teach Kuni a bit about fishing. So, he convinces the fisherman to lend him the fishing rod, whose line was snapped. Sanmomme explains how, using rejuvenation, he can restore the line, and even connect it to fish. So, players are cast into a tutorial where players use the brush to connect the tip of the fishing line to a fish, and then use the line to pull the fish towards him. After the third fish, a dolphin suddenly jumps up and snaps the fish Kuni fishes form the line. Sanmomme says that now's their chance to catch that dolphin.

After successfully fishing the dolphin, players are introduced to Iru, the dolphin. Sanmomme seems able to understand her, and learns that the fish in the water have also been falling to this weird disease, and she didn't want to risk contracting it by eating them. She says many of the diseased fish came from Settsu Province, and that the whole province seems to be growing dark. Sanmomme is convinced the source of this disease must be up there, and that they'll be able to wipe it out if they go up there. Kuni's worried about this idea, but Sanmomme pulls him to the dolphin, while he's trying to pull away.

With that, Kuni's placed on the dolphin's back, and players are able to control her, and move around the waters. Right now, though, a certain area's marked on the map, Settsu Province.

Entering Settsu Province[]

Soon, Kuni arrives on the docks of Settsu Province. There, he sees the ships are docked, and pained groans fill the air. Kuni enters, and sees many people plagued just like back at the dock. Sanmomme suggests he stay away from any guy that's sick. Kuni reluctantly agrees, but figures he needs to find someone that'd know about the source of this plague. Fortunately, in game interacting with sick people doesn't result in Kuni getting sick.

From speaking with a few of the guys, Kuni learns that as soon as night falls, someone else gets plagued. After speaking with a particularly important looking citizen, a cutscene plays. Suddenly, demons appear behind Kuni, them being squirrel-like demons known as Nobusamas. Kuni's forced to finish off those creatures, staving the demons away from the sick people at the dock. As he relaxes, however, Sanmomme points out one of the demons, who scurries up the steps. Sanmomme says that that's the kind of scamper that has a purpose. He says that that demon's retreating somewhere.

So, Kuni chases after the demon, an arrow guiding him like it'd occasionally aid Okami protagonists in the past. The arrow leads them further into Settsu Province, up a hill and overlooking a regal-looking city. It seems fine enough from a distance, though approaching it reveals the townspeople to be suffering a similar plague. Speaking with some of them leads to them saying that they felt awful come nightfall. Interestingly, the indoors, coated in torchlight, seem safe enough. Occasionally while exploring, players may encounter Kitsune in the city. Players might also end up fighting Kasa-Obake from the enemy scrolls around the city.

Upon reaching the town square, a cutscene plays that shows Sanmomme and Kuni standing there and speaking. Sanmomme questions what the heck is the deal with this plague. Kuni tries to think back over some of the stuff they heard about it, how it only seems to show up come night. If it was day when this cutscene starts, Sanmomme suggests they bring the night say they can test something. Otherwise, another cutscene plays, showing the duo looking around curiously. As they do so, they hear a snake-like noise. They run towards it (an arrow pointing towards the noise akin to other Okami games), and another cutscene plays.

Here, they see a couple traveling through an alleyway. The man's holding a spatula like one'd hold a sword, a pot over his head and a large plate over his chest. The woman's holding a cooking knife, a pot over her head and a large plate over her chest. They were back to back, scouring the city and looking out for anything. However, from one of the shadows of the alleyway, the darkness rises, it taking the shape of a large snake. It looms threateningly over the couple, who know turn their attention towards it. However, behind them, unknown to them, another demon comes into form, a Nozuchi.

It rears back its head, ready to belch up a venomous cloud. But then Kuni comes in and ends up headbutting the creature, knocking its aim off and halting the attack. The shadowy snake glares down at the boy, and the couple look over their shoulder to see them. Then, seeing a chance to run, they sprinted. And, with that, Kuni's forced into battle with the fat snake. After beating it, he's left glaring at the shadowy snake, threateningly holding his sword at the beast, declaring that he cannot prey on the citizens anymore! The snake hisses at him, before retreating into the darkness, before being replaced by the head of a tiger.

The tiger growls a growl that seems to shake the alleyway, Sanmomme noting that he hadn't felt something this terrible before. The shaking seems to stop, though Kuni feels the need to use his sword to prop himself up. The tiger says Kuni's wandering into matters he's not prepared to face. He says that if he knows what's good for him, he'll retreat to the light while there's any left. With that, the dark tiger retreated into the shadows, fading from view and leaving Kuni still struggling to stand. But soon, he's able to get back to standing, though he's still shaking.

Beating the Plague[]

Sanmomme guesses that he has something to do with this plague that's been going around, or at least that he's the most interesting creature they've seen around here.

Kuni, meanwhile, questions if they really can deal with something as powerful as that. Sanmomme says that they won't have much of a choice. For many heroes, it wasn't a choice of whether they were ready or not, it was a matter of acting in the moment. He asks if Susano knew he was ready when he faced down Orochi. Kuni admits that he didn't. He says Susano was drinking himself into a stupor when Orochi came to claim Kushi as the next sacrifice. From there, at Kushi's urging, Susano fought through his fears, ran towards Moon Cave and worked alongside Amaterasu to put an end to the beast.

Sanmomme affirms Kuni's story, and says that they need to pull a Susano now. But Kuni turns towards him and asks whether or not he needs a "Kushi" to pull a "Susano". Sanmomme ponders that question, and asks if Kuni is still too scared to seek out that monster. Kuni nervously admits that he was, so, with a sigh, Sanmomme decides that they'll have to find Kuni's Kushi if he's going to get the strength to stop that dark thing. Kuni asks if they can just use the word "girlfriend" instead of "Kushi" for obvious reasons, which Sanmomme agrees to.

Sanmomme figures that it'd be too weird to look for a girlfriend in the city itself, them all sick, so he decides they should look indoors somewhere. He looks towards the castle, and considers that maybe there could be someone worth fighting for in there. He sees lots of lights in it and figures that'd make it less likely for them to be sick, considering how the other citizens seem to think this stuff spreads. So, they proceed to it. They approach the bridge, only for a pair of samurai in green armor to stand before him, stopping him. They say that no one's allowed in the fortress right now, and that they must leave. Sanmomme states that they have urgent business, that they need to stay near the light right now.

However, as they ask for passage, some other samurai come in from behind, these guys cursing themselves for being late to their shift. Then, they notice the two other samurai standing in the middle of the bridge. They hold their swords threateningly at the two samurai stopping Kuni, asking who they are. At that, the two mysterious samurai turn to each other, before turning menacingly towards the late samurai, green miasma now pouring out of their armor. They raise their weapons threateningly, but Kuni uses his sword to block the two of them, telling the late samurai to run off. They stand back while Kuni's forced into a battle against two Green Phantom Samurai.

After taking those guys down, Sanmomme looks back and notices that those other two samurai seem to've ran off during the fight. He says that now's the perfect time to explore that castle. Kuni nods, and so he charges. And with that, the player's free to explore the Imperial Palace. Traveling it reveals that the guards are very fearful about monsters, especially monsters posing as people. Apparently the Kitsune have made a name for themselves in this place. So, exploring involves fighting off ninjas, while also dealing with demons that've hidden away in there.

After Kuni ends up fighting Jiraiya, it's here that he's able to explain himself and reveal that he's trying to snuff out the demons that've invaded. It's revealed that a dark presence has been felt by all residents in the palace, making them more weary. After Kuni says what he knows about the beast, Jiraiya says that with the proximity of the darkness, he wouldn't be surprised if the source of it is lingering just outside the Palace. He suggests Kuni goes up to the roof to seek him out, and allows him access. Traveling to the roof leads to the first confrontation with the Nue.

The Nue reveals that his poison travels through the darkness. He resents those that possessed the Moon Bear into swallowing the moon, but now that he's been released, his plague will be able to travel farther than ever before. Upon hearing that, Kuni briefly ponders if he should've gotten involved. Because of him, this plague will extend farther than before. But Sanmomme tells him that he's been doing good! That he's going to put an end to this demon infestation and save the Gods! So, they begin their fight with the Nue.

Unfortunately, it seems that they can't even touch him. They soon tire out while Nue lingers above the field, feeling his victory is insured. So, he summons up a few Phantom Samurai, who begin to close in on the pair. They seem too weak to fight back, when a light suddenly interrupts the demon. This light beams down onto the field, repelling a few of the Samurai. This light fades, revealing a white wolf with a white wolf pup on her back. Indeed, Amaterasu herself has entered the fight. Chibiterasu hops off her back to greet Kuni, wildly licking him while the boy pets him, excited to see his Mutt.

Amaterasu, meanwhile, turns towards the Samurai, who're getting up. The game shows time freeze as an ink-y line draws across the samurai. Time resumes, and they all seem to be struck by thousands of cuts in what appears to be an instant. Before they even realize they're defeated, the demons fall apart into pieces, their armor clanging to the roof below everyone's feet before they disappear into puffs of smoke. The Nue glances at the fallen demons, before growling into the sky. Amaterasu and CHibiterasu stand next to Kuni, Amaterasu giving him a knowing nod. She howls towards the sky, and so does Chibiterasu. Kuni then holds his sword skyward, and players are prompted to draw a circle in the air.

Upon doing so, the sun shines over the rooftop. Nue is struck by the light, and physically weakened, forced to fall from the sky and onto the roof. From there, players battle Nue alongside Amaterasu and Chibiterasu, both of which deal massive damage to the beast. After that fight, Nue is force to retreat to a different part of the castle. With him on the ropes, Amaterasu and Chibiterasu approach Kuni. Sanmomme hears her say that Kuni should now have what he needs to defeat that creature, but now she must go back to the Celestial Plane for repairs. Though she doesn't leave without calling Chibiterasu her "Little Sunshine". Much to his chagrin.

After that, players must progress through more of the dungeon in order to reach Nue. After getting past more of the palace, they soon corner the Nue again, Kuni sees that it's trying to heal up its wounds. Kuni raises his weapon to it and declares that it can't go anywhere now. However, despite licking its wounds, the Nue taunts Kuni, saying it took a God to protect him last time. And now he's all alone. Kuni says that he's got the power of the gods backing him up as he holds his sword aloft. And he says as long as he has the light of the sun goddess, Nue will never be able to spread his plague!

With the sun, Kuni's able to battle the Nue in a fair fight. After which, he's able to beat the beast onto his last legs, the creature backing away in pain, seeming too weak to pose a threat anymore. Darkness seems to leak from his wounds as he glares at him. He asks how this could happen, the gods were supposed to be gone. Shuten Doji promised the demons the world was being served on a platter! Hearing that, Kuni pauses, before asking him what he means. The Nue, however, scoffs and says that he can't wring anymore information out of him. He may wish to've lived in that new world for demons, but he can at least take solace in the knowledge that someone else will wrestle control. Sanmomme tells Kuni that there're probably other demons that know what he's talking about. They'll have to inquire with someone else.

With that, Sanmomme tells Kuni to finish this guy off with Amaterasu's light. The player must draw a circle in the sky, which conjures a sun that bores down in the beast, the creature seeming to fade like a mist. The Nue soon dissipates, revealing a katana where his chest would be. The weapon flies towards Kuni, the traveler now holding onto the Shishio. As he holds it, the light drenches the rest of the city, it seeming to either dissolve the plague, or chase it off to the shadows. Sanmomme then says that this is some real hero business! And a real hero should get a real big reward! Sanmomme tells Kuni that they should address that Jiraiya guy and see if they can get anything out of this. And maybe, at the same time, find out where the rest of those gods are or what the heck a Shuten Doji is.

Shuten Doji?[]

Kuni heads in and finds Jiraiya, remarking that the kid truly was the real deal. Kuni rubs the back of his head bashfully while saying that it wasn't easy. Sanmomme then nudges his cheek, before Kuni realizes the issue. He says that the creature conjuring the menacing disease mentioned that "Shuten Doji" promised the demons the world on a silver platter, before saying that he's never heard that name before. With that, the man strokes his chin curiously. He admits he doesn't know anything about a Shuten Doji, but it sounds sort of like this guy's some kind of leader, rallying the demons to battle.

Jiraiya says that a leader's gotta be surrounded by fellow soldiers, so they should seek out whoever may be the most well-guarded demon. He could probably try send out a message to report any large groups of demons. He warns that it may be a while before they get word back.

Areas[]

Image Name Description Enemies Notable Locations
Shikoku Shikoku The starting area of Okami 3. This is where Kuni steps off and begins his journey. As a beginning area, it is mostly linear, but it will feature hidden secrets accessible with other Celestial Arts. It also hosts the hideout for the newly weakened Celestial Gods. This area also hosts the Tournament of Existence, a building featuring five different types of gauntlets that players can play through. This place opens up after players clear Deep Shikoku Woods, and offer the Earth Tournament at first, but more will be opened up as the player progresses. Green Imp, Red Imp, Tanuki, Kappa, Nobusuma Umaji, Kami Hideout, Deep Shikoku Woods, Kappa Stronghold, Tournament of Existence
Settsu Province Settsu Province Typically the second point of interest. After completing the Kappa Stronghold, Kuni hears that Settsu Province is enduring a horrid plague. He also learns that some more gods are over there. So, he takes a ship over there, and is greeted with Osaka and Hyogo, as well as the Imperial Palace, where the plague seems to be originating from. After going through some tasks to get beyond the walls, Kuni will travel through it and find a way to stop it. Yellow Imp, Kasa-obake, Nozuchi, Green Phantom Samurai, Red Phantom Samurai, Yellow Phantom Samurai Osaka, Imperial Palace, Hyogo

(More will be added)

Gameplay[]

In this adventure, players take control of Kuni, the previous sword wielding companion of Chibiterasu. He comes wielding new weapons and brand new combat ability. The game, overall, plays similarly to Okami. Players use three different weapon types in conjunction with divine powers they can usher in via drawing calligraphy ink. However, unlike Okami, this game features a combo system and the divine powers can be used in conjunction with certain moves to pull off a more powerful attack.

Controls[]

As stated before, Okami 3 is an action adventure game. Players can press B Button to jump. Fighting is a major focus in this game, so players are required to press Y Button to deal light attacks, and press X Button to perform a heavy attack. Players can press these two buttons in varying combinations, and with various movement cues, in order to perform varying attacks and combos. To avoid danger, players can either jump, or press A Button to dodge. While players have access to normal attacks with Y Button and X Button, but a major aspect of the game lies with the celestial brush. With it, time seems to stop as a scroll seems to overlay the scene. From here, players can use the touch screen or a few motions of the joycon in order to draw certain patterns and perform special, magical actions on the world. Players can press ZL Button or ZR Button to initiate the Celestial Brush, and can then either touch the screen to begin drawing, or move the right joycon while pressing A Button to begin drawing.

If players approach context sensitive areas, they can press A Button to interact with the object, such as other people, chests, signs, etc.

In addition, the D-pad is used separately to access one of three options, as well as perform a different action that's dependent on the sub weapon Kuni has equipped. Players would have to first assign items and the sub weapon to be used in the menu, and then they can press Up Button for quick item 1, Left Button for quick item 2, Right Button for quick item 3, or pressDown Button to use the sub weapon

Weapons[]

For a complete list of weaponry and moves, see the following: Weapons

Sword[]

Kuni is familiar with swords, having trained with his wooden sword for a while. The speed varies among the many types of swords Kuni will receive in his adventure, but they are usually not the fastest nor the slowest weapon they can wield. They have the shortest range of any weapon he can equip, though again, the range varies among different swords. Depending on the type of sword wielded, they can offer varying elemental effects. As a sub weapon, they can send Kuni flying forward in a stinger fashion, close the gap between enemies.

Pole[]

A long pole weapon. They more often than not offer medium range, and are often the fastest weapons Kuni can wield. It is good for combos and good for attacking enemies more than 5 feet away from him. Depending on the type of pole weapon wielded, they can have varying elemental effects. As a sub weapon, the Kuni will spin the pole weapon in a full 360 degree circle with a radius of over 5 feet.

Bow[]

A weapon used more often for long range combat. Attributes vary among bows, but they often deal better damage with launched arrows than with melee combat. Kuni can try attacking in melee combat with the bow itself, but the damage dealt is usually inefficient. Don't worry about the realistic drawbacks of the bow, because this quiver somehow holds an infinite amount of arrows. It has the longest range among the weapons Kuni can equip. Depending on the type of bow wielded, they offer various elemental effects. As a sub weapon, Kuni could quickly launch an arrow straight ahead. If you hold the button for sub weapon, Kuni can actually aim the bow and launch the arrow where he chooses.

Brush techniques[]

Despite not having Chibiterasu joining him on this journey, Kuni may still have access to the brush techniques. Not by himself, but through a traveling Poncle, Sanmomme, looking for some way to replicate the techniques of the now famed Issun.

  1. Rejuvenation - received from Yomigami. Draw an outline around a broken object to restore it to its former self.
  2. Power Slash - received from Tachigami. Draw a straight line across your target to hit them with a celestial slash
  3. Greensprout>Bloom - received from Sakigami. Draw a circle around a dead plant to make it bloom.
  4. Cherry Bomb - received from Bakugami. Draw a circle with a line poking from it to summon up a bomb that explodes on contact with an enemy and on contact with cracks in the environment.
  5. Crescent - received from Yumigami. Draw a backwards C to go from day to night.
  6. Greensprout>Water Lily - received from Hasugami. Draw a circle over the water to create a Lily Pad you can use as a platform.
  7. Waterspout - received from Nuregami. Draw a line from water to your target to douse said target with water.
  8. Greensprout>Vine - received from Tsutagami. Draw a line connecting from a konohana blossom to a target to pull it towards the flower.
  9. Galestorm - received from Kazegami. Draw either a spiral or a loop to generate wind blowing in the direction specified by the way you brush.
  10. Inferno - received from Moegami. Draw a line from a source of fire to the target to distribute fire
  11. Veil of Mist - received from Kasugami. Draw two parallel lines to slow down time around Kuni.

Divine radiance[]

Certain combos result in Kuni having a certain glow radiating about him. At the start of our story, it's unknown as to what this glow is, but whatever it does, it seems to amplify brush techniques. Applying a different brush technique to Kuni while he's radiating will result in him unleashing a special technique specific to the bush technique. Power slashing across his glowing body while he's using a sword will result in him unleashing a powerful horizontal strike. Performing a gale storm across his body while he's glowing and wielding a sword results in Wind of Wrath, a move that has Kuni spin like a top with his sword outstretched. Drawing a crescent moon over Kuni while he's radiant and wileding a sword results in Celestial clever, a high damaging leaping slash. Test out this radiance with various techniques to see what Kuni can do.

Experience[]

Unfortunately for Kuni, he is mortal, so he won't be able to physically gather praise from people, trees, or animals he helps. Completing quests will yield rewards like cash and bonus items, sometimes he may gain bonus reward like a free means of sleep or a place to acquire food for free. Instead, he earns experience through defeating enemies and using brush techniques to restore nature. Experience gathered can then be poured into stats, such as vitality, mobility, defense, and ink pots. Other material leveled up with praise previously is earned through side quests.

Animal companions[]

Despite this being his journey of self discovery, there are certain obstacles Kuni can't overcome on his own. Fortunately, he'll encounter strangely friendly animals that'll offer their strengths to the young traveler.

Health system[]

The health system follows more closely to how Okami handled the life system rather than how Okamiden handled it. Instead of each united being segmented such that you see you lost a quarter of a unit or such, each unit sort of drains. For example, if you are in the process of drowning or are burning, instead of the unit losing quarters, it'll shrink until it eventually disappears. Attacks will drain a unit at varying amounts depending on the enemy and the attack.

Nagi's Armor[]

After Kuni reacquires Nagi's armor, a new bar appears. When this bar fills up, Kuni will be able to dawn the armor, which boosts his overall speed and damage, and replaces his current weapon with a more powerful one. When activated, the bar steadily drains before Kuni is forced to drop it.

Items[]

  • Bronze powder - Apply to a weapon. When used, it permanently increases damage dealt by a weapon by one tier.
  • Silver powder - Apply to a weapon. When used, it permanently increases the speed of a weapon by one tier.
  • Gold powder - Apply to a weapon. When used, it permanently increases the damage dealt by a weapon by one tier, and permanently increase the speed of a weapon by one tier

(more details will be added later)

Characters[]

Image Name Description
Kuni Kuni A young warrior trying to find out who he is. He is controlled by the player, and fights to rid the world of the new demon invasion. He tries to emulate his ideal vision of his dad and tries to look as heroic as he can muster, but he is rather scared when he has to face the demons. Fortunately, he's able to put that aside and muster up the courage to square off against the evil demons.
In Progress Sanmomme A travelling poncle artist trying to replicate Issun's style by going through the journey he's been on. Kuni would've preferred his journey be done on his own, but when he became involved in the ever present battle between the divine and the demons, he was forced to make an exception and take let Sanmomme assist him. Sanmomme is a bright-eyed artist and a big fan of Issun's work, so he tries to emulate him, but is ultimately rather shy.
In Progress Moon Bear A moon bear that was possessed by a demon, represented by a slip. After Kuni defeated it, the slip burns away and he's back to his former self. He proceeds to assist Kuni, using his immense strength to move large things, break objects Kuni couldn't normally break, and sniffing out certain things.
Tofu kozo Tofu-kozo A demon that, despite being a demon, is fairly nice to humans. He'll even sell you items from within enemy dungeons or strongholds. He's subject to teasing and abuse from other demons, so he helps out Kuni in his quest to vanquish the demons attacking the world. He shows a certain glee to the idea of Kuni that'd be disturbing if you were a demon.
Shuten Doji Shuten Doji A demon warrior leading the other demons in their conquest for reigning in the age of darkness. He's regarded as one of the most powerful demons, being able to deliver rock-shattering punches and kicks, lug around a gourd that weighs as much as he does, and shows an icy ruthlessness when he fights.

(more details will be added later)

Dungeons[]


1.Deep Shikoku Woods - The first dungeon area for Kuni to explore. Here, he's tasked with entering the deep woods to take care of a monster that's been terrorizing Umaji. The "walls" of the dungeons are thick bunches of trees, them impassable save for a few gaps in between them. Players will also notice patches of trees bearing a crack gleaming like gold, a passage that can be broken via a Cherry Bomb, which is found within this dungeon.

Walkthrough
The dungeon begins by walking through a narrow space between trees, spilling out into a fairly small, square space revealing another opening between trees to the right of the entrance, and another one straight ahead. Sanmomme suggests to Kuni that they should be careful. That beast could be anywhere in these woods.
North of Entrance - Progressing through entrance straight ahead reveals a series of bamboo shoots, leading up to a branches overhead that could be stood on. Power Slashing the shoots haphazardly doesn't garner anything, and after a few seconds they reset to their normal shape. Power Slashing a couple of times leads to Sanmomme suggesting something. Maybe if the shoots are power slashed at different heights, then they'll be useful. And indeed, power slashing them at different heights means they can be used as stairs, allowing Kuni to jump up to the branches overhead. And up there, a demon scroll can be found wandering around, while a treasure chest can be found up here. Additionally, one of the tree trunks has a crack on it, it shimmering with a golden glow. This can't be interacted with yet, but keep a note on it. The remaining treasure chest reveals 1500 Yen and a Steel Fist Sake.
East of Entrance - Going this way reveals a small area with a rushing river in thee middle of it. It's running northwards, and there's a tree on either side of the river. Power slashing either tree causes them to topple over and create an artificial bridge. However, players will notice in the middle of these trunks are golden cracks (which can't be interacted with). Players will be able to cross these artificial bridges. The trees'll reset once you leave the room, but considering there's a tree on either side of the river, that shouldn't be a problem. Going over this river, you should find another passage between the trees, leading you deeper in the woods.
East of River Room -


2.Kappa Stronghold - The second dungeon and the stronghold for the crude kappas. Kuni entered this stronghold in order to take out the man leading their forces and scatter the reptiles. The stronghold differs from the last dungeon: whereas it was a single floor that stretched far out, floor layouts are fairly compact while the dungeon contains multiple floors. Water tends to be a major obstacle, but seemingly as constant a threat are kappa statues producing a poisonous fog that, once touched, will damage Kuni as if he were drowned before he's deposited onto safe land. This fog is cleared via Galestorm, a technique that is learned in this dungeon. One of the main goals seems to be an elevator on the ground floor leading into the bottommost floor, where the leader lies.

Walkthrough
Kuni steps in through an archway and into a main chamber. The main chamber is fairly large, and features an tube in the center of the large room. The player can see chains running up the tubes, seemingly attached to the tube inside. Sanmomme suspects that there's some elevator inside that tube. Investigating said tube would reveal a barred door, two kappa designs around it. Backing away and scanning the room reveals a set of stairs up in the floor, as well as a fan strapped to the back of the tube.


3.Imperial Palace
4.Mt. Oe

Dojo[]

The dojo returns for this game, and it comes with a variety of techniques old and new. They each cost a large amount of yen.

Name Description Price
4 shears Gain a fourth hit to your base sword-combo tree. 7500
5 shears Gain a fifth hit to your base sword-combo tree. 9000
Sword Dance Equip a sword in both main and sub weapon in order to increase damage. 20,000
Destructive Staff Equip a staff in both main and sub weapon in order to increase damage. 25,000
Piercing Bow Equip a bow in both main and sub weapon in order to increase damage. 22,500
Dual Dance First, you must learn Sword Dance. With a sword in both main and sub weapon, you'll be able to use both in certain combos to extend the combo and speed as well as lay on more damage at once. 24,000
Dual Destruction First, you must earn Destructive Staff. With a staff in both main and sub weapon, you'll be able to use both in certain combos to extend the combo and speed as well as lay on more damage at once. 28,000

Sidequests[]

Location Pre-Requisite Quest Text Walkthrough Reward
Deep Shikoku Woods Beat the Moon Bear Moon Bear Race - While riding the Moon Bear, reach the end of an obstacle course in under 3:00. Inari seems to have a deep appreciation for the Moon Bear, and wishes to see him in action. However, seeing as the ursine appears to respond to Kuni, she figured that the adventurer would be needed for a demonstration of the bear's abilities. Kuni must then control the bear to have him maneuver through an obstacle course in order to reach the goal under a time limit. The Moon Bear is very fast when in a full charge, though will require extra force to make turns, so be mindful of that.
  • 15000 Yen
  • 3 Exorcism Slips
Umaji Beat the Yama-no-Kami Smelly Kappas - A group of kappas stole the farmers crops, and now Kuni is tasked with eliminating five of them and getting the five crops back. It seems the kappas are still causing havoc. Fortunately, it seemed they're just stealing for now, though they should still be stopped before things get worse. After speaking with the victim farmer, Sanmomme will talk to Kuni, bringing up how the kappas have an unfortunate aroma about them. He suggests that if they have an animal, then they might be able to track down those kappas by scent. This is the hint that players should use the Moon Bear to track down each of the monsters. Fighting them is like fighting monsters normally: each kappa typically has a different Umaji monster fighting alongside them, and defeating them ends the encounter already.
  • 12000 Yen
  • 3 Small Riceballs
Near Kappa Stronghold Beat the Yama-no-Kami Drink Like a Fish - Sake needs to be delivered, but the deliverers have apparently been scared off. Kintaro took it on himself to help get it delivered, only to find that the barrel's straps snapped while he traveled. He needs Kuni's help to make the drink within jump to the fisherman camp. Players will find Kintaro near where they found Nuregami. Kintaro appears to be trying to lift up a barrel akin to what they used to move Nuregami in the past. He explains that a couple of other fishermen were supposed to get this barrel to camp, but they got scared off by monsters. He's trying to get it home, but its straps broke, making it hard to move around. He remembers how the water seemed to leap into the barrel before when Kuni was around, so he's wondering if he could probably use that power to get the sake to the camp. Doing so requires using Waterspout to store the sake in pockets in the terrain from the starting point of the quest to the camp. The player needs an onscreen line between pockets, so keep that in mind as you progress. Eventually, you'll find a big barrel at the fisherman camp that can neatly store the sake, at which point your quest will be finished.
  • 12000 Yen
  • 2 Steel Fist Sake
Osaka Beat Nue Missing Person - A young man has been speaking with a lady in the alleyways and appears to've developed a crush. However, she appears to've disappeared recently. That man wishes for someone to help him find this lady. It appears among the strange appearances throughout Osaka's alleyways, there is a pretty lady that's attracted a man's fancy. He asks Kuni to check out the alleys on the other side of town while he searches the alleys on this side. After searching the other side, he eventually finds a lady meeting the man's description, her wearing a sea-blue kimono and wielding an umbrella. She darts into the alley, where she appears to disappear. Sanmomme says that it'd be rude to chase a woman that's gotten another man's eyes, so he says they should greet the man they talked to. Approaching him, the man says he saw the lady over here, which confuses Kuni, as she was definitely on his side. The man says that they should search again, and says that Kuni should follow the lady he saw. The two split up, and Kuni ends up following the lady into the backstreets, which eventually leads to him meeting the man he met earlier. On top of that, there are two of same lady before them, who reveal themselves to be Kitsune, who remark that their sister went soft and let the man go and flirt with her. Fighting them eventually leads to them winning, only for a third lady to show up and hit them from behind. Before the kitsune could finish them, a fourth one shows up and fights them, beating them away and forcing them to chase after her, giving the duo the chance to escape.
  • 20000 Yen
  • 1 Vengeance Slip
  • The Cunning Fox: 3 of Inari's foxes have gone missing around the forest around Umaji. Players will have to feed them in order to convince them to follow him and bring them back to Inari.
  • Moon Bear's Shortage: Moon Bear's food supply is running low, and Kuni suggests that they should fill up his supplies. From here, players are prompted to move large, round pieces of food carefully around the environment towards the bear's den.
  • Daitengu Elimination: Beings greater than ordinary tengu reside upon certain mountains. Find and eliminate them!

Ocean Quests[]

Sometimes Kuni will be able to travel out to see in order to complete certain quests. Common traits among these missions involve: riding Iru to battle, the ship having a health bar, the ship being able to fire on targets when Kuni brings them into range

  • Ocean Plague -The source of a plague has been sighted in the middle of the ocean. Go out and end it! (Source revealed to be Bakekujira)
  • Sea Giant - Defeat the mysterious giant in the middle of the ocean (Later revealed to be an Umibozu)

Enemies[]

Name Description
Green Imp A standard grunt to the Okami series. These ones come packing a kendama, with which, in addition to attracting children to transform, they'll use to fight. They can try to pound you with the hammer edge of the toy, or flick the ball outward for a ranged attack.
Red Imp An only slightly nonstandard grunt to the Okami series. They wield a kendama for when they are found without their shakubyoshi, two wooden slabs stuck together and clapped together. They'll try to beat opponent with the instrument, or clap them on the opponent. If threatened enough, they'll go into a defensive stance with the instrument, blocking all attacks unless destroyed with a power slash.
Yellow Imp A grunt significantly more resilient than green and red imps. They have more girth to them than green and red imps. Comes with a small flat gong that he can use to send shockwaves either across the stage or out in front of him. Occasionally, he stretches the gong out in front of him and spins around, trying to maneuver itself towards Kuni.
Nobusuma A large, flying squirrel looking creature. Primarily attacks by flying above and spitting nuts you can power slash back at it. After knocking it out of the air with galestorm, it proceeds to crawl and try to scratch at him.
Kasa-obake A possessed umbrella. They are commonly seen hopping around the arena and keeping in the air to make hitting it harder. A tactic that'd be difficult to counter until you get galestorm. Galestorm also upturns the flap of the umbrella, leaving them vulnerable.
Onikuma A demon bear that walks upright. They carry a giant acorn over their shoulder and behave similarly to the Moon Bear. They appear after the Moon Bear boss fight. Unlike the Moon Bear fight, after knocked dizzy by a cherry bomb in front of his rolling body, you do not use power slash on the acorn to damage him. Their health doesn't determine when they hop on the acorn and they can hop off the acorn whenever. Also, when rendered dizzy, they are susceptible to attacks and brush techniques.
Kappa A reptilian demon with a saucer on their head that attempts to lure prey into water to drown. In battle, they slash about, attempt to tackle opponents, spray water out of their mouth at a high pressure, and even turn their backside towards Kuni to blast him with a poisonous fart. Kappas are exceptionally dangerous around water, if the saucer on their head gets filled with water, they're abilities become enhanced, doing twice as much damage and being twice as fast as before. Groups of kappas even try to spray each other with water to enhance each other. You can use waterspout to remove the water from these saucers and even stun them for a brief moment.
Tanuki A shady, cowardly enemy. They can usually only be fought through chest scrolls, demon scrolls hidden in chests and used to ambush adventurers. They don't tend to fight to the death, instead the use techniques to steal money or items from adventurers. After stealing a sufficient amount of yen or 1 item, Kuni will have a limited amount of time to defeat these enemies before they leave with his stuff.
Nozuchi A fat snake like creature that is as long as half the arena that spawns when Kuni encounters an enemy scroll. It usually slithers slowly about the arena, but it moves fast when attacking. It tries to circle you and close in, contact with any part of it equaling damage, head butt you, and sweeps the area with its tail. It also charges towards Kuni with its mouth wide open. If it makes contact, it'll catch Kuni in its mouth and swallow him whole, trapping him in his stomach. Kuni will steadily take damage until you use brush techniques on its head to make it spit him out.
Enenra A monster made of smoke that originates from a wildfire. They themselves can't be damaged, so Kuni must destroy the fire creating them while avoiding the attacks of their main form. When players get waterspout or galestorm, they can use either to douse the flame. Interestingly, this doesn't kill the demon, just reduce it to a puff of smoke at the source, effectively stunning them. After getting unstunned, the fire will come back in full force (though not healing, the smoke monster just returns to normal).
Green Phantom Samurai A hulking suit of green samurai armor filled with green miasma walking on its own. It wields a sword and throws blades from afar (these blades you can deflect with a power slash).
Red Phantom Samurai A hulking suit of red samurai armor filled with red miasma walking on its own. It wields a staff and is noticeably faster than other samurai.
Yellow Phantom Samurai A hulking suit of yellow samurai armor filled with yellow miasma walking on its own. It wields a bow and set of arrows and likes to keep its distance from you, though it will occasionally throw in melee attacks if it's desperate.
Mole An enemy exclusive to the tournament. They burrow underground and dig towards Kuni. They may pop up in front of him and swipe at him with their claws, or they burrow directly underneath Kuni and rams its head upward to try and strike Kuni.
Blue Ninja Guards positioned in temples. This variation wields poisonous kunai and a katana
Black Ninja Guards positioned in temples. Specialize with smoke bombs, bombs, and shurikens.
Yuki-onna Appears like a pale woman wearing a snow white dress. The like to summon up clouds of freezing air to freeze Kuni, or send forth a blast of water to freeze Kuni, or form blades of ice that they swing about. They can also form ice blades that they telekinetically throw at Kuni, which can be deflected with a well placed power slash. They also tend to inflict Kuni with charm, rendering him susceptible to their next attack. They are exceptionally weak to fire.
Geisha An enemy exclusive to the wind tournament. She has the same moveset as Hagane-kyuu, except instead of grabs and throws, she has paper fan, with which she either throws like a boomerang, create a burst of air in front of her, or generates a tornado.
Suiko A variety of kappa even bigger than normal (though not nearly Yama-no-Kami size). It can take more damage than normal kappas, can be charged by absorbing water, and it uses all the same attacks as a kappa, though it covers an even bigger area than before.
Nekomata A cat-like being bearing two tails tipped with flames. They slash about with their claws, sometimes dashing all the way across the arena, they can spawn fire, or they can even posses Kuni to keep him preoccupied while another enemy attacks. If Kuni puts out the flames on their tails, they'll be stunned.
Tengu A bird-like demon notorious for their dangerous battle skill. They are seen sending forth tornados, shards of ice, and spewing poisonous fumes. Worse still, they're seen wielding their masks like a mask/lance hybrid, stabbing the nose forwards like spearhead while also using the mask to block attacks.

(more details will be added later)

Bosses[]

Main Story Bosses[]

1.Moon Bear -

Fight

Intro - Upon entering the arena via a drop off of a tree root, Kuni and Sanmomme find themselves at the apparent den of the creature terrorizing the village, a grassy area surrounded by trees blocking the sun. They then see the creature, a great moon bear the size of a boulder, wearing a demon scroll over his face. After growling at the pair, it jumps down, brandishes its claws, and readies for a fight. Upon starting the fight, a scene plays out where it rushes to one of the nearby trees, shoulder tackling it. A walnut the size of its stomach falls down next to him. He stands on his hind legs and picks up the walnut, holding it over his shoulder.


Attacks -

  • Phase 1
    • Slash combo - Three swipes with his claws, following each other in quick succession. He's able to only pull of one strike or two instead of the full three combo. Does a third unit of damage per swipe.
    • Stomp - Picks up a hind leg and tries to bring it down on top of you. Two thirds a unit of damage.
    • Walnut hammer - Slams the walnut in front of him. Does a unit of damage.
    • Walnut swipe - Swipes the walnut in front of him. Sometimes follows up into walnut hammer. Does two thirds a unit of damage.
    • Walnut toss - Tosses the walnut at your location. It will bounce back to him. When it is thrown, you can't affect it if it has a blue hue while hurtling towards you. If it does have a red hue, you can perform a power slash to hit it back at the moon bear and stun him. Does a unit of damage.
    • Walnut roll (after he gets on the walnut) - Tries to roll over you with the walnut. Contact equals one unit of damage.
    • Bear roll (after knocked of walnut) - Tries to roll over you with his own mass. Contact equals one unit off damage.
  • Phase 2
    • Slash combo - Same as before. Same as before
    • Stomp - Same as before. Same as before
    • Leaping stomp - Crouches, leaps towards Kuni, landing hind legs first upon the spot Kuni occupied. Deals a unit and a third of damage.
    • Cabbage hammer - Slams cabbage in front of him. Faster than walnut hammer. Does a unit of damage.
    • Cabbage swipe - Swipes cabbage in front of him. Sometimes follows up into cabbage hammer. Faster than walnut swipe. Does two thirds a unit of damage.
    • Cabbage toss - Tosses cabbage at Kuni's location. It will bounce back to him. Again, blue hue means you can't affect it, red hue means power slash to stun the moon bear. Does a unit of damage.
    • Cabbage Roll (after he gets on the cabbage) - The Moon Bear bumps into you while riding the cabbage. Does a unit of damage
    • Bear roll (after knocked off cabbage) - Same as before. Same as before
  • Phase 3
    • Slash combo - Same as before. Same as before
    • Stomp - Same as before. Same as before
    • Leaping stomp - Same as before. Same as before
    • Crescent slash - One of his claws light up purple. He then swipes his claw in front of him, sending a damaging crescent shaped slash outwards. Deals a unit of damage.
    • Beehive hammer - Similar to cabbage hammer, except leaves a trail of bees where he swings. Impact deals a unit of damage. The trail deals a third of a unit of damage.
    • Beehive swipe - Similar to cabbage swipe, except leaves a trail of bees where he swings. Deals two thirds a unit of damage. The trail deal a third of a unit of damage.
    • Beehive toss - Similar to cabbage toss, except leaves a trail of bees where the hive goes. Impact does a unit of damage. Trail deals a third of a unit of damage.
    • Beehive Roll (after he gets on the beehive) - The Moon Bear bumps into you while riding the beehive. Leaves behind a trail of bees. Does a unit of damage
    • Bear roll (after knocked off beehive) - Same as before. Same as before


Strategy

  • Phase 1 -
    During this part of the fight, the moon bear will lumber towards you to try and attack you. He is slow in this form, but you should still watch out for his attacks. Watch out for body movement to determine when to attack and when to retreat. You can power slash the walnut back at him when it is red while soaring through the air. This'll stun him and leave him susceptible to combos and brush techniques. After you do a sufficient amount of damage to him, he'll drop the walnut on the ground, hop on top of it, and try to roll it at you.
    As explained previously in the dungeon, rolling enemies are often rendered helpless with a well placed cherry bomb. Place a cherry bomb in his path, and you'll knock him off of the walnut. Then, he'll curl into a ball and roll about, bouncing the walnut off of his form.
    Again, stun him with a well placed cherry bomb. He'll be rendered dizzy (not the susceptible to damage and brush strokes dizzy), and the walnut will earn a red hue. Power slash the walnut just right, and you'll launch it into the moon bear, shattering it on him. At this point, he should be down a full third of his health. Next, a scene plays out where he rushes to a tree, shoulder tackling it. A cabbage as large as his stomach falls down next to him, and he stands on his hind legs, placing the cabbage over his shoulder.
  • Phase 2 -
    The Moon Bear behaves like before, except he can swing his weapon faster than the walnut. Furthermore, he can jump from his current position to all the way across the arena. However, he'll target the area Kuni occupies, meaning you simply have to move away from your position. He usually performs this attack when you're far from him. Watch his body movements and stun him, find openings to strike him. When you deal a sufficient amount of damage to him, he'll drop the cabbage on the ground, jump on top of it, and try to roll it at you. Again, leave a cherry bomb in his path, he falls of the walnut, then starts rolling himself. Cherry bomb him, hit the cabbage at him with a power slash, and the cabbage will break on him. He should be down two thirds of his health. He'll proceed to shoulder tackle another tree, and a beehive as large as his stomach falls next to him. He'll stand on his hind legs, and places the beehive on his shoulder.
  • Phase 3 -
    Same as before, except now his weapon leaves a trail of bees where he goes. It's usually too high to worry you, but when he swings the hive, then the bees start to become a worry. The bee trail lasts five moon bear steps, then the back of the trail disappears. Follow the same strategy as before. One decent amount of damage later, he drops the hive, climbs onto it, and rolls it at you. The hive again leaves a trail of bees. Use the cherry bomb, the moon bear rolls around himself. Bomb the moon bear, power slash the hive into him, it breaks on him, and he loses the last of his health.

2.Yama-no-Kami -

Fight

Intro - Kuni encounters Yama-no-Kami on an octagonal platform surrounded by water. Jutting from the water are eight pillars with konohana blossoms suspended above each of them. Hanging from the ceiling are large vases. Those pillars and those pots won't be necessary for the first part of the fight. Yama-no-Kami hangs out in the water. As a kappa, he becomes enhanced when his cap gets filled with water.


Attack - Next attacks assume Yama-no-Kami isn't enhanced)

  • Phase 1
    • Sweep combo - Sweeps a claw in front of him left to right, then sweeps right to left. Can perform one sweep. Each sweep does half a unit of damage.
    • Overhead smash - Grips his hands together and smashes them directly in front of him. Does one unit of damage.
    • Water blast - Blasts a stream of water at high pressure at Kuni. Slowly tracks stream towards Kuni. Does one unit of damage.
    • Belly flop (land) - Dives into the water, and then launches himself onto the arena in front of him, attempting to slam himself stomach first on Kuni. Does a unit and a half of damage.
    • Inhale - Has a chance of doing this when he's in the water far from the arena. He sucks in air trying to pull you into the water. The attack can be stopped with a galestorm, or you can wait for it to stop inhaling. It itself isn't responsible for causing damage.
    • Belly flop (water) - Does this if Kuni is in the water. It dives into the water and swims towards Kuni's position. If he can't get out of the water before Yama-no-Kami reaches him, he'll leap on top of Kuni, dragging him down into the water. Results in drowning.
  • Phase 2
    • Sweep combo - Same as before. Same as before.
    • Overhead smash - Same as before. Same as before.
    • Water blast - Same as before, though Kuni'll have less room to avoid the stream as he sweeps the blast across the pillar he's on. Same as before.
    • Inhale - Same as before, only he tries to pull you down into the poisonous fog. Same as before.
    • Stomp - Does this if Kuni's by his feet. Tries to slams foot Kuni is closest to on top of him. Does one unit of damage.
    • Kick - Does this if Kuni is in front of him. Tries to kick Kuni. Does half a unit of damage.
    • Butt slam - Does this if Kuni's directly underneath him. Tries to crush Kuni under his backside. Does 2 units of damage.
  • Phase 3
    • Stomp - Same as before. Same as before.
    • Kick - Same as before. Same as before.
    • Butt slam - Same as before. Same as before.
    • All fours - Gets on all fours to get up close and personal with Kuni. Doesn't cause damage itself.
    • Bite - Doable only when he's on all fours. Rears back his head and bites in front of him. Does a unit of damage.
    • Head butt uppercut - Charges forward a little with his head facing the floor. After a quick charge, he swings his head upwards as if he were uppercutting with his head. If the initial uppercut lands, he'll chain into a bite. Does half a unit of damage.
    • Inhale - Doable when only on all fours. Tries to pull Kuni towards him to chain into another attack. Doesn't cause damage itself
    • Sweep - Same as before except only doable in all fours mode. Same as before.
    • Charge - Rushes straight ahead in an attempt to trample Kuni underneath him. Does a unit and a half of damage.
    • Fart blast - Doable only when on all fours. Quickly turns his backside towards Kuni in an attempt to blast him with a poisonous fart. Attack has short range. Initial blast does half a unit of damage. Results in poisoning and larger knockback than most of his attacks.
    • Edge trap - Preps attack if Kuni falls into the water. He'll rush to the edge of the arena closest to where you fell and points his backside in your direction. If you approach, he'll blast you with a poisonous fart. Use konohana blossoms to get around him and avoid the attack. Does a half a unit of damage. Results in poisoning and excessive knockback.
    • Belly flop - Doable only when on all fours. Tosses himself forward, landing belly first in an attempt to squish Kuni beneath him. Does a unit and a half of damage.


Strategy

  • Phase 1 -
    Watch Yama-no-Kami's movements carefully and avoid attacks accordingly. Jump over sweeps, sidestep overhead smashes, run to the side if you see him go underwater, and stay far away from the water blast. If you see him swim far away from the arena, get to the far side of the arena to make sure you don't get pulled into the water, unless you feel you can form a lily pad quick enough. Look for openings to strike him, a sufficient combo could result in him being vulnerable for a brush technique like a power slash. After performing a sufficient amount of damage, a cutscene will play where he leaps onto the arena, stands upright, and charges up an attack. Kuni is prompted to use vine to zip over to one of the pillars. Once you do this, or you take too long on the lower arena, Yama-no-Kami farts, coating the lower arena in a poisonous fog. If you fall into it, you'll be poisoned. Another cutscene will play in which it turns over one of the vases hanging from the ceiling, pouring water into the cap on his head. As long as water is in the cap, he becomes faster and does double damage.
  • Phase 2 -
    Yama-no-Kami will try to knock Kuni down in an attempt to either set him up to drown, or to smother him in the poisonous fog. The fog is affected by galestorm, but Kuni shouldn't have to worry about that yet. If Kuni gets knocked down, Yama-no-Kami will try to block his view of the Konohana blossom above the pillar he's closest to. Use waterspout to force the water out of his cap whenever you can, or else you'll have to deal with a speedy monster capable of dealing twice as much damage as usual to you. If you see him run to another pillar while you're on top of one, try to use vine to get close to that pillar, his girth should prevent you from falling when he inhales, plus that'll give you ample opportunity to lay into him with the damage while he's still trying to inhale you. After dealings sufficient damage, he'll realize what he should've done before. A cutscene plays out where he destroys every pillar except the one you're standing on. Then you're prompted to use galestorm to clear some of the fog. Note, the winds don't blow away all of the fog, they'll get rid of a row of gas depending on how the winds blow. For example, if you direct the winds right in front of you, you'll clear a straight line of gas, enabling Kuni to walk on that area. He can direct the winds to either side to clear gas in a horizontal line intersecting him. Beware, the gas doesn't stay gone forever. Once you jump down or you take too long, he'll destroy the last pillar.
  • Phase 3 -
    This is another case of watching his movements carefully. The difference here is, because you'll mostly be dealing with his lower half and don't have a chance to use waterspout on his cap, he'll be faster and stronger than usual for a good portion of the fight. Try to chop at his legs as much as possible to deal damage. When he goes on all fours, that is your chance to get rid of the water in his cap. Take advantage of that opportunity whenever possible. You can slice at more of Yami-no-kami like this, but he covers more of the area than before. Be especially watchful for if he spins in the air. This means he'll pull off an attack that is almost guaranteed to send you into the water, resulting in him edge guarding, trying to keep you away long enough for you to drown or blast you further away if you get too close. The konohana blossoms may not bring you to any upper platforms, but they offer the ability to maneuver around Yama-no-Kami's trap. As the fight goes on, as a result of his previous attack on the pillar and the wall, rocks will rain down on the arena, designed not to carry healing items but do often drop ink pots for your convenience.

3.Nue -

Fight
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4.Ibaraki Doji -

Fight
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5.Shuten Doji -

Fight
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6.Sojobo -

Fight
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(More To Come)


Midbosses[]

Ocean Quest Bosses[]

Tournament exclusive bosses[]

Tournament[]

Kuni has the opportunity to participate in a series of gauntlets, in which Kuni could face challenges ranging from defeating a multitude of enemies to defeating enemies under certain inhibitors. He may be forced to fight without Sanmomme, and thus without the celestial brush, he could be forced to fight with a bow and limited arrows, he could even be forced to keep a constant combo until all enemies are defeated. This mode also features bosses Kuni already fought, as well as bosses exclusive to each tournament.

  1. Earth Tournament
  2. Water Tournament
  3. Fire Tournament
  4. Wind Tournament
  5. Void Tournament

(if anyone reading has any suggestions, feel free to comment them)

New Game + Rewards[]

Accomplishing certain goals in the game give you access to new rewards in the new game plus.

Name Requirements Description
Concept Kuni Complete the game for the first time You can now make Kuni look like his concept artwork.
Pillow Talk Max out the combat ability of swords and defeat 250 enemies with a sword A sword that belongs to Waka. It is considered one of the best weapons in the game.

DLC[]

After the game's release, a few DLC's have been released afterwards.

  1. Tales of the Celestial Plain: Amaterasu - While the mortals are going through their lives, either working to live or fighting off the recent demons, Amaterasu and Waka have been working to restore the Celestial Plain to its former glory. Many years ago, demons invaded and forced the celestials out and onto the mortal plain2 via the Ark of Yamato. However, with this ark, demons were able to wreak havoc onto the world. Now having taken the ark up to the Celestial Plain, Amaterasu works to defeat the demons and reclaim the Celestial Plain. Tales of the Celestial Plain DLC can be downloaded at any time, but is only playable after the main story, so as not to spoil the Celestial Brush Skills Kuni will gather. After completion, on the main menu, the option for this DLC will appear, as well as any other Tales of the Celestial Plain DLC. Instead of playing as Kuni in Japan, players play as Amaterasu in the mysterious Celestial Plain. She'll have retained the powers she acquired from Okami, but the monsters she faces will be more dangerous than usual. Be on your toes, and save the Celestial Plain!
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