- Sengoku Rance endings are determined by which route you enter after the fifth gourd breaks.
- First Game limitation: only the Official History route is available on a fresh save.
- IF routes (Kenshin, Isoroku, Ran, Monkeyslayer) require a Second Game and must be locked in before Honnoji.
- Archfiend route is unwinnable by design and always ends in a Game Over.
- Route choice timing: breaking gourds too early or too late can permanently lock you out of routes.
How Routes and Endings Work
Sengoku Rance endings are tied directly to the game's route system. Gourds are the key story-progress mechanic: after five gourds are broken, you are forced onto a route, and that route decides which ending you receive. On a First Game (a save with no prior cleared-game file), the Official History route is the only option. Every other route — including the three heroine IF routes and the sandbox Monkeyslayer route — requires a Second Game.
Entering a route also introduces the Monster Army (except on the Ran and Monkeyslayer routes), which dramatically changes the strategic situation on the map. Route entry conditions must be satisfied before the incident at Honnoji Temple; after that event fires, your route is locked permanently for that playthrough.
Video Highlights:
- Shows all 19 National Mode endings in one compilation
- Useful for previewing final scenes before committing to a route
- Demonstrates how different route choices alter the epilogue
The first gourd always breaks by turn 15. If you have not broken 2 gourds by turn 30, 3 by turn 50, 4 by turn 70, or 5 by turn 90, a forced event breaks a gourd from an unconquered faction in the priority order Takeda > Mouri > Houjou > Uesugi.
| Route | Availability | Final Boss | Winnable? |
|---|---|---|---|
| Official History | First Game onward | Xavier (level 98) | Yes |
| Isoroku | Second Game only | Xavier + Madou + Toukichirou | Yes |
| Kenshin | Second Game only | Xavier (level 100, 2050 HP) | Yes |
| Ran | Second Game only | Sekimei (level 80) | Yes |
| Monkeyslayer | Second Game only | Conquer all nations | Yes (sandbox) |
| Archfiend | Triggered by failure | None (unwinnable) | No |
Route Entry Conditions
Each IF route has strict entry requirements that must all be met before entering Honnoji. The Kenshin route, for example, requires recruiting both Kenshin and Ai Naoe, conquering the Ashikaga Clan, holding territory in Sado, and seeing Kenshin's riceball event — all before Kouhime goes missing.
Isoroku Route
- Recruit Isoroku Yamamoto and complete her H-scene
- Perform the "Searched for Kou but..." command
- Must be done before entering any other route
- Beware: heavy start-of-turn event load
Kenshin Route
- Kenshin and Ai in your army
- Ashikaga conquered, Sado partly held
- Riceball event seen at Trust relationship
- Kouhime not missing, no other route entered
Ran Route
- Follow the Souun Houjou recruitment steps in a Second Game
- Triggered via the Petroleum Pit in Viper Oil Field
- Must act before 5 gourds break or entering another route
- Xavier gets sealed; no Monster Army appears
Monkeyslayer Route
- Enable "Kill Toukichirou" in Second Game Bonuses
- Choose the option in Owari from turn 7
- Available only until the first gourd breaks
- Sandbox mode: ends when every nation falls
The Isoroku route has a notable pacing rule: Miki will not go missing until Isoroku announces her pregnancy, and the route cannot be completed until Miki is found. The final boss is a two-part commander battle against Xavier, Apostle Madou, and Toukichirou, with Xavier's HP resetting to 50% between phases.
To build a save that can reach any non-Monkeyslayer route, arrange your gourd order so conquering Houjou breaks the fifth gourd. With three Action Fans in one turn, you can enter Kenshin immediately, take the last Houjou territory and talk to Ran for the Ran route, or continue into Isoroku or the Official History.
| Condition | Kenshin | Isoroku | Ran | Monkeyslayer |
|---|---|---|---|---|
| Second Game required | Yes | Yes | Yes | Yes |
| Specific commander recruited | Kenshin + Ai | Isoroku | Ran | None |
| Deadline | Before Honnoji | Before Honnoji | Before 5th gourd | Before 1st gourd |
| Monster Army appears | Yes | Yes | No | No |
Official History Ending: Step-by-Step
The Official History is the default route and the foundation for understanding every other ending. Follow this sequence to reach the Xavier final battle and the true ending.
Break Five Gourds
Conquer or vassal gourd-holding clans. Once the fifth gourd breaks, the "Search for Kouhime" event appears (requires 15 Search). You have four turns to find her or the game ends.
Assault Honnoji Temple
Choose the attack option and survive four consecutive fights: Shikibu's army, Rengoku's timed human form, transformed Rengoku, then Xavier himself. Rance must participate to damage Xavier.
Handle Kentarou and Miki
After the Shikibu duel, Kentarou becomes a Fiend and Miki runs off. Complete three searches (20/25/30 Search points) within four turns or enter the Archfiend route — a guaranteed Game Over in a First Game.
Conquer Morocco
The Monster Army appears 5-10 turns after Honnoji. Push through Battleship Nagato, Cairo, and Morocco to unlock the endgame command.
Attack Tenma Bridge
Use the red command in Morocco to face the final two-part battle against Xavier (level 98, 2010 HP). Win to clear the route and earn the Official History ending.
You can beat the Official History before Miki goes missing, Sill freezes, or Kentarou becomes a Fiend — the entire route can clear in under 50 turns if you never lose a battle and rush Morocco immediately. This also lets you fight Xavier with Sill still available.
Endgame Boss Comparison
Every route ends in a climactic battle, and preparing the right roster matters more than raw levels. Note that Xavier can only be damaged by Rance (or Fiend Kentarou) in his Honnoji and Tenma Bridge fights, so keeping Rance alive with Onmyoujis and Mikos is essential.
| Final Boss | Route | Level | HP | Key Threat |
|---|---|---|---|---|
| Xavier | Official History | 98 | 2010 | Hit-all magic, Rance required |
| Xavier | Kenshin | 100 | 2050 | Highest stats, no Kentarou support |
| Xavier + Madou | Isoroku | 98 / 40 | 2010 / 850 | Two-phase fight, Madou heals |
| Sekimei | Ran | 80 | 2310 | High speed, back-row melee |
| Yoshihisa Shimazu | Ambush event | 42 | 1158 | No unit switching mid-fight |
Losing most boss fights sends you to Alice's Mansion for a retry at the cost of 4 score points — and each visit lowers the boss's level by 10, down to a minimum of 20. Use this to your advantage on brutal fights like the Kenshin route finale.
| Route | Reward for Clearing |
|---|---|
| Official History | Unlocks Second Game bonuses |
| Isoroku | Route clear points (+5 bonus points) |
| Kenshin | Route clear points, unique Emperor Race events |
| Ran | Unlocks the Houjou Clan Second Game bonus (start with Ran and Komatsu) |
| Monkeyslayer | No bonus points; ideal for grinding Clan Bonuses |
Avoiding Bad Endings
Beyond the route endings, several failure states can cut your run short. Most involve missed turn-based deadlines rather than lost battles.
Deadlines to Track:
- Find Kouhime within 4 turns of her disappearance (Game Over)
- Find Miki with 3 searches before 4 end-of-turn events pass (Archfiend route)
- Stop the Monster Army from sinking Nippon within 4 turns (Official History)
- Lose Kenshin's Emperor Race to Xavier (instant Game Over, no Alice's Mansion)
- Keep Owari unconquered and Rance's unit alive at all times
The Archfiend route deserves special mention: it is entered automatically when you fail the Hirami Lemon or Miki search deadlines. The game openly tells you it is unwinnable — Miki's unit cannot be harmed, and the Monster Army replenishes endlessly. The only "completion" is conquering all Monster Army provinces, which still ends on the Game Over screen with no credits and no route points.
If Kenshin has fewer than 100 points in the Emperor Race and no duelable racers remain, Keikoku kills her as a high-priority event. Keep backup point sources available — sending Kenshin to deliberately lose army battles while above level 20 grants 3 points each time via the Tange Dog exploit.
FAQ
Q: Can I see multiple Sengoku Rance endings in one playthrough?
No. Each playthrough locks into a single route once the fifth gourd breaks or you trigger a route entry event. To see different endings, you need separate cleared saves or a Second Game save positioned to enter any route.
Q: What is the difference between a First Game and a Second Game?
A First Game is any save started without a cleared-game file. It only allows the Official History route. After clearing the game once, Second Games let you spend points on bonuses, choose difficulty, and access all IF routes including Monkeyslayer.
Q: Which ending is considered the true ending?
The Official History route is the canonical storyline and the only one available in a First Game. The IF routes (Kenshin, Isoroku, Ran) are alternate scenarios focused on their respective heroines.
Q: How do the National Mode endings differ from route endings?
National Mode endings are the 19 smaller variations shown in gameplay compilations, typically reflecting which clans remain and how you conquered Nippon, while the main route endings (Official History, Kenshin, Isoroku, Ran) are the large narrative conclusions.