Why Your Rise of the Ronin Walkthrough Is Probably Failing You

Why Your Rise of the Ronin Walkthrough Is Probably Failing You

Team Ninja games are usually known for one thing: getting punched in the face until you learn how to punch back. But this time, things are different. If you’ve been scouring the internet for a rise of the ronin walkthrough, you’ve likely noticed a trend of generic guides telling you to just "parry more." That’s useless advice. Honestly, playing this game like it’s Nioh or Sekiro is exactly why most players hit a brick wall before they even reach the gates of Yokohama.

The Bakumatsu era is messy. It’s a collision of traditional katana-swinging and Western black powder. Because of that, your approach to the game needs to be just as chaotic. You aren't just a samurai; you're a Veiled Edge, a specialized mercenary whose entire existence is defined by a "Twin Blade" bond that the game treats as its emotional and mechanical anchor.

The Yokohama Speed Bump

Most players get stuck in the first few hours. You land on the coast, you're grieving a loss, and the game suddenly dumps a massive open world on your lap. Here is the thing: don't explore everything yet. I know, it's tempting to clear every icon on the map, but a good rise of the ronin walkthrough should prioritize getting your horse and glider immediately.

The quest "Curtain Falls, Curtain Rises" is your first real test. This is where you meet Ryoma Sakamoto. He’s charming, he’s got a revolver, and he represents the game's obsession with "Bonds." If you ignore the bond system, you are essentially playing the game on hard mode for no reason. Leveling up your relationship with Ryoma doesn't just give you cool cutscenes; it unlocks the Shinto Munen-ryu combat style.

Style matters.

Combat in this game is a game of rock-paper-scissors disguised as a bloody duel. You have Jin, Chi, and Ten styles. If you see a red down-arrow next to an enemy's health bar, you're using the wrong style. Switch it. Now. Even if you love the animations of your current stance, the "Counterspark" (the game’s version of a parry) will have a tiny window of success if the styles don't match.

Why the Grappling Hook is Your Best Weapon

People treat the grappling hook like a traversal tool. That’s a mistake. In the heat of a fight, especially against the "Fugitives" scattered around the map, that hook is a crowd control monster. See a gunpowder barrel? Throw it. Is an enemy's ki (stamina) low? Yank them toward you.

I remember a specific fight near the Ishikawa pleasure district. I was under-leveled and getting absolutely shredded by a heavy-armor boss with an odachi. I stopped trying to be a sword saint and started being a pest. I used the hook to pull myself into the air, transitioned into a gliding attack, and reset his stance. It felt cheap. It felt like cheating. It was exactly how a Ronin should fight.

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Deciding the Fate of Japan (And Your Skill Tree)

The story branches are where things get tricky. You'll constantly be asked to choose between the Pro-Shogunate (Sabaku) and Anti-Shogunate (Tobaku) factions. From a gameplay perspective, don't worry about being a "traitor." The game is surprisingly forgiving. You can play both sides for a long time to reap the rewards from both skill trees.

Actually, the "Intellect" tree is often overlooked in favor of "Strength," but that’s a trap. Intellect governs your crafting and, more importantly, your speech craft. Being able to Persuade or Threaten NPCs during the main rise of the ronin walkthrough path saves you from countless unnecessary boss fights.

  • Strength is for the players who want to brute force parries.
  • Dexterity is for the stealth nerds (the rifle is overpowered, use it).
  • Charm affects your luck and bond gains.
  • Intellect makes the game's economy actually manageable.

The Mid-Game Slump in Edo

By the time you reach Edo, the scale of the game triples. This is where the narrative starts to get heavy with real historical figures like Katsu Kaishu and Fukuzawa Yukichi. If you aren't a Japanese history buff, it can get confusing. Just remember: the guys in the suits usually want modernization, and the guys in the traditional robes usually want to kick the foreigners out.

The "Longhouse" is your best friend here. It’s not just a place to change your clothes (though the transmog system is top-tier). It’s where you manage your "Bond Transfers." This is the game's version of enchanting. If you find a legendary katana with a stat you hate, you can swap it out using a soul-like currency.

Don't hoard your materials. The game throws loot at you like a looter-shooter. Every ten minutes, you'll have a pack full of rusted swords. Break them down. Sell the whites and blues, dismantle the purples and golds. You’ll need the parts to upgrade your glider, which, let’s be honest, is the only way to get around the verticality of Edo without losing your mind.

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Survival Tips for the Unprepared

  1. Medicinal Pills are Finite: You start with a few, and you can replenish them at Veiled Edge banners. But if you’re burning through them, start hunting for medicinal herbs in the wild.
  2. The Cat Concierge: Yes, it sounds ridiculous. Find the cats. Collecting cats unlocks a merchant who sells high-end gear. It’s one of the most profitable side-activities in the game.
  3. Dogs Too: Sending your "Pilgrim Dog" out on journeys while you’re offline or doing missions is basically free money. Don't ignore the pup.

Without spoiling the endgame, the tension between the factions eventually forces your hand. Your rise of the ronin walkthrough will eventually demand a choice. My advice? Follow the characters you actually like. The rewards balance out in the end, but the emotional payoff is better if you're consistent.

The bosses in the final chapters, specifically the ones in the "Midnight" difficulty if you choose to pursue it, require a mastery of the "Ki Blaze." This is your "super" mode. Don't save it for the "right moment" because the right moment usually passes while you're staring at a death screen. Use it to break a boss's combo chain.

One thing people get wrong about the ending is thinking it’s a binary choice. It’s more of a spectrum. Your previous side missions and the people you spared (or killed) will show up in the final battle. If you spared Naosuke Ii, for example, the political landscape shifts differently than if you took his head.

Actionable Steps for Your Playthrough

Ready to actually beat this thing? Here is what you do.

  • Focus on the "Grass Roots" missions first. These are the blue icons. They unlock fast travel points and decrease the "Unrest" in an area, which makes shops cheaper.
  • Master the Blade Flash. After a combo, hit R1 to flick the blood off your blade. This restores your Ki. If you aren't doing this every single time you swing, you're playing 50% of the game.
  • Invest in the "Refill Medicine" skill. It’s in the Intellect tree. It makes it so you don't run out of heals during long boss gauntlets.
  • Experiment with the Fire Pipe. It’s basically a flamethrower. It’s terrible for stealth but incredible for bosses who are weak to elemental damage.
  • Talk to everyone in the Longhouse. New dialogue options often trigger specific "Bond Missions" that are hidden from the main map until you've had a chat.

The world of Rise of the Ronin is vast and occasionally overwhelming, but it's built on a foundation of momentum. Stay aggressive, swap your styles, and stop trying to play it like a traditional souls-like. It's its own beast.