Moegi Ridge is about a third of the way through Kunitsu-Gami: Path of the Goddess, and one thing this map excels at is making you really excited about the upgrades you'll soon be unlocking. The waves of enemies you’ll face can be overwhelming, especially with the return of old bosses as powerful regular enemies.

Related

Kunitsu-Gami: Path Of The Goddess - Okumiyama Passage Walkthrough

The snowy Okumiyama Passage mission in Kunitsu-Gami: Path Of The Goddess can prove tricky to beat. Read our guide to make it through the night.

Posts

You’ll need to make use of everything this map gives you, including Spirit Wards, contraptions, a dozen villagers, and every last second of daylight, to make sure you survive until the end. The enemy phases will be long and hard, but this guide is designed to help you find everything quickly so you can complete the map as efficiently as possible.

Stage Overview

Torii Gates To Purify

2

Number Of Villagers

12

New Enemies

Enenra

Rewards

Decoy Buddha

Taijo's Favor

Black Chests

1

Challenges

  • Complete the stage without using any rations
  • Complete the stage without Yoshiro taking damage
  • Complete the stage without Soh taking damage

There is a lot to do on this map, and you don't have a lot of time to stand idle. In each section your priorty will be getting Yoshiro to the nearest Spirit Ward, having the carpenter repair contraptions, and rescuing villagers and using them to move obstructions.

Blitzing through this map to get to the next boss and, more importantly, the ability to upgrade Soh, is a valid option, as even just a couple of those upgrades can make life much easier for you.

Moegi Ridge Area 1

Red X - Defilment
Purple Star - Villager
Yellow Circle - Chest
Green Line - Obstruction

Number of Villagers

6

Required Areas To Purge

8

Chests

1

Day 1

As soon as you can move, carve the spirit path up to the Spirit Ward. This will have you pass one villager and near another on the ledge. Free both of them.

Get the Carpenter started on the archery tower in front of the Spirit Ward, then go back to the entrance and head up the narrow path to the northeast. Have the two villagers work on removing the obstruction.

Head back down towards the southwest part of the map, and free the villager on the ledge to the west of the Spirit Ward. Head north to the dead end and free the villager there, then have them work on removing the obstruction to the south.

You can use up to three villagers here, don't accidentally pull someone from the other group.

While everyone else is working, start purging the village. Next to the southern obstruction is a defilement, then head down the lower path, where there will be two more by the end. Double jump on the wall to your right and purge the spot on the area below the Spirit Ward.

The Carpenter will have just enough time to repair the archery tower, and the two barriers in front of the Spirit Ward, so every time he finishes have him move on to the next one.

Go towards the Torii Gate and head up the stairs to the right. At the very top will be a defilement. Going down the other path to the right, there will be a defilement covered by a ledge.

Jump down and head towards the Torii Gate to purge the spot next to a higher cliff, then double back and purge the spot right next to the entrance on your way to the northeastern obstruction, which should be removed by now.

Assign roles to the villagers as they clear the obstructions.

Purge the villager and the spot next to them at the same time by standing in the middle and purifying, then collect the Maizo Talisman and equip it if you'd like.

Then head to the southwestern obstruction and purge the villager there, and by that point night will have fallen.

Night 1

Place an archer on the archery tower in front of the Spirit Ward and another woodcutter in front of the barrier. Then, place a woodcutter in front of the second barrier on the higher ledge, and make another unit a thief to get the white chest on the ledge behind the Spirit Ward.

Your last two units should be an archer and a woodcutter, and place them to guard whichever secondary gate is open.

This will change each time you play this stage, though if you reload a save or restart from the beginning, it will be the same.

You can tell which gate is open because it will be marked in purple on the minimap and have finger-like growths holding onto the bottom.

When the night begins, a new enemy called Enenra will appear. This enemy can prevent Soh from commanding units and healing, so prioritize it when it appears.

Enemies will come from both the north gate and the main gate, but the tougher enemies such as the Enenra, the Hozukime, and the Rosokuro will all be at the front, so focus on keeping Soh there

If you need to get to Yoshiro quickly, equip the Tenku's Wings Tsuba Guard,

Come daybreak, finish carving the Spirit Path and prepare for the second area.

Moegi Ridge Area 2

Red X - Defilement
Purple Star - Villager
Yellow Circle - Chest
Green Line - Obstruction

Number of Villagers

6

Required Areas To Purge

10

Chests

2

Day 2

Carve the Spirit Path just far enough to get Yoshiro on that first Spirit Ward. Have the Carpenter repair the barrier to the right and start your villagers on the obstructions.

One is at the other end of the map up a narrow set of stairs near the Torri Gate, the other is closer to where you started.

On your way to the obstructions, there will be two villagers you can free, and a third on the lower ledge. Free them as you make your way back to Yoshiro.

Near Yoshiro, purge the defilement near the destroyed house. If you have time, run down to the lowest path near the open Torii gate and purge three defilements and the villager.

Leave one woodcutter on the lower path near the Torii gate, and have an archer on the ledge above them. Group the rest of your units around Yoshiro, leaving a couple of archers near the middle of the path.

Night 2

This night will reintroduce the Kamaitachi as a regular enemy. Similar to their boss fight, they will do massive damage to Yoshiro if they're near her, so have Soh up front to draw its attention, stun it by parrying at the right time, and destroy it.

If you have trouble parrying, lure it towards your archers, as they'll be able to take care of it.

Keep an eye on Yoshiro's health as you'll have to stay pretty far away from her for the duration of the night, but with all the villagers clustered around her, you'll survive the night.

Day 3

The next day, have your villagers finish removing the obstructions, have the Carpenter begin working on the two barriers and the archery tower in front of the second Spirit Ward, and carve the Spirit Path to that ward so Yoshiro will end the night there.

Head towards the main Torii Gate. Right before the stairs will be another spot you can purge, then there will be two more on the top of the stairs.

You could have gotten these yesterday, but it's not reccommended because of how short on time you are.

The nearby obstruction should be removed, so go up that path, release the villager, and then jump down the cliff and purge the spot under you.

Past this obstruction is also the black chest that rewards you Musubi

Continue to the ledge and purge there, then go back to the last obstruction, where there will be a villager and two defilements. When all is said and done, you will have a whopping 12 villagers you can use.

Remember to head back to the Carpenter whenever he finishes repairs

Grab the Tsuba Guard Taijo's Favor as the reward for purging everything in the village, then begin preparing.

Night 3

Put a woodcutter before each of the two barriers, and an archer on the archery tower. If you have the crystals, a Sumo wrestler can also be good here or next to Yoshiro to draw enemy attention.

The second Torii gate will move to the northwest part of the map, up the stairs, so you'll have to place a couple of villagers behind Yoshiro.

Put some woodcutters and archers up there, with an ascetic, because they'll largely be on their own.

When the night falls, you'll want to be careful of enemies with ranged attacks such as Gotaimen, since they'll launch attacks over the barriers and hit Yoshiro.

You'll want Soh right at the mouth of the main Torii Gate to handle larger enemies like the Gakinyudo and Kamaitachi.

If you need to change up the strategy, trading some woodcutters for ascetics and sumo wrestlers will help with crowd control and keeping Seethe away from Yoshiro until daybreak.

After this wave, you can carve the rest of the Spirit Path and finish the map.

Next

Kunitsu-Gami: Path Of The Goddess - Batsu Boss Battle Guide

Kunitsu-Gami begins by taking Soh's abilities away, it is time to beat Batsu and take them back! Let us help you do so.

Posts