Naraku Raids
Five gates, five ordinary villages, and a walk from Tsukiginu Mura. This is the road in.
Where the gate is
You do not queue for a Naraku and you do not buy a ticket to one. Five of them exist, one per element, and each has a gate standing in an ordinary village you can walk to from Tsukiginu Mura — no teleport, no scroll, just roads. The NPC at the gate is called Goshugo in all five places.
| Naraku | The gate stands in | Asks for | Floors open |
|---|---|---|---|
| Kogane Naraku Metal | Yuuike Mura | Lv 10 | 5 |
| Aoki Naraku Wood | Haiwatari Mura | Lv 10 | 3 |
| Mizu Naraku Water | Shiokaze Minato | Lv 10 | 3 |
| Honoo Naraku Fire | Kagehora Mura | Lv 40 | above today's ceiling |
| Tsuchi Naraku Earth | Arashimine Mura | Lv 40 | above today's ceiling |
The walk, village by village
The shortest road from your starting village to each gate that will let you in. Every stop on it is a map you can open with M and cross on foot:
- Kogane Naraku — Tsukiginu Mura → Windcrest Hill → Deathgrasp Valley → Silverfall Basin → Sparring Grounds → Akakiba Gakuen → Thornwick Plains → Frostbane Glacier → Yuuike Mura 8 maps
- Aoki Naraku — Tsukiginu Mura → Windcrest Hill → Deathgrasp Valley → Silverfall Basin → Sparring Grounds → Akakiba Gakuen → Thornwick Plains → Hollowshade Woods → Haiwatari Mura 8 maps
- Mizu Naraku — Tsukiginu Mura → Windcrest Hill → Deathgrasp Valley → Silverfall Basin → Sparring Grounds → Akakiba Gakuen → Thornwick Plains → Whispergrove → Shiokaze Minato 8 maps
Only 3 of the five are reachable today, and it is not a matter of being ready. Honoo Naraku and Tsuchi Naraku ask for Lv 40, and the level ceiling in Ninjaverse is Lv 39 — so no character in the game can walk through those two gates yet. Save yourself the walk to Kagehora Mura and Arashimine Mura; the other 3 take you from Lv 10, almost as soon as the village questline is behind you.
At the gate — what Goshugo checks
Talk to Goshugo and the menu opens with the Naraku's own name on it. Pick Enter and three things are checked, in this order:
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Stand close
Walk up to Goshugo before you tap. Shout at the gate from across the map and you get Move closer to the Gatekeeper and nothing else.
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Aggression under 5
Hostility carried in from open-world fighting keeps you out. At 5 or more the gate stays shut until it decays. Nothing else about you matters here — not your gear, not your class.
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Level
The number in the table above, checked against the Naraku as a whole rather than the floor you pick.
Pass all three and the gate hands you a list of floors. Choose one and you are standing in it — that is the whole entry. There is no lobby and nothing to buy.
Choose the floor at the gate, not after. Once you are inside, moving to a different floor needs an Idou no Maki, and even with one you can only move within the same element. Walking back out to Goshugo is always free.
The floors that are open
11 floors are open and running today, and between them they cover Lv 10 to 39 — the whole climb to the ceiling. Pick by the level of what stands in them; that is the only thing separating one floor from the next.
Kogane Naraku Yuuike Mura
| Floor | Where you land | What is in it |
|---|---|---|
| F1 | Tetsu Valley | Lv 11–16 |
| F2 | Kurogane Pass | Lv 13–18 |
| F3 | Hagane Cavern | Lv 21–26 |
| F4 | Kinkaze Ridge | Lv 23–28 |
| F5 | Shirogane Mines | Lv 33–38 |
Aoki Naraku Haiwatari Mura
| Floor | Where you land | What is in it |
|---|---|---|
| F1 | Aokigahara Gate | Lv 14–19 |
| F2 | Kodama Thicket | Lv 24–29 |
| F3 | Mori no Kuni | Lv 34–39 |
Mizu Naraku Shiokaze Minato
| Floor | Where you land | What is in it |
|---|---|---|
| F1 | Taki no Sato | Lv 10–15 |
| F2 | Kairyuu Canal | Lv 20–25 |
| F3 | Suijin Falls | Lv 30–35 |
Honoo Naraku and Tsuchi Naraku are not on this list, and will not be until the ceiling moves. Their gates stand where the table above says they do — they simply turn away every character that exists.
Inside — the Sealstone, then the seal
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Register at the Sealstone
It stands in every floor, and until you talk to it none of your kills count. Your first registration each day is free; each one after that costs 5 Kin more than the last, counted across every Naraku. Stand a full 10 levels above the floor's monsters and that price doubles again for each bracket — the game would rather you raided at your own level.
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Break the Gate Warden
Every raid starts sealed and the monsters stay locked away until the Warden falls. It gives no experience and drops nothing — it is a door. A fresh raid means a fresh Warden, so the first group in each window breaks it again.
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Score Kegare
Every monster you kill banks Kegare toward one goal the whole floor is pushing at. Tougher monsters are worth more. You need 50 banked to rank at all — below that you are on the board but not in the reward.
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Do not stop
Kegare drains while you are not scoring: 50% of what you banked at your last kill, every minute, all the way to zero after 2 minutes idle. It drains whether you are standing in the floor or have logged off, so a raid is something you finish rather than visit.
-
The goal falls, the floor settles
The moment the floor's banked Kegare reaches the goal the raid settles for everybody at once. The top 10 take fixed shares of the floor's pool and everyone else who ranked splits the tail, so where you stand on the board is what decides your reward. The full share table is on the wiki →
Collect before you go back in. You hold one unclaimed reward at a time. Settle a second raid while the first is still waiting at the Sealstone and the new one takes its place. Nothing expires on a timer — just collect it before the next run.
The clock — when a floor is worth walking to
A raid is not always running. Each floor opens a fresh one on its own rhythm, closes it the moment the goal is met, and stays shut until its next turn. Shallow floors run hot; the deep ones are rare on purpose, so whoever shows up is concentrated into one raid instead of scattered.
| Floor | A fresh raid every | Raids a day |
|---|---|---|
| F1 | 1 h | 24 |
| F2 | 1 h | 24 |
| F3 | 2 h | 12 |
| F4 | 2 h | 12 |
| F5 | 3 h | 8 |
Floors below F5 already have a slower rhythm waiting for them; they open when the rooms do.
The panel inside tells you which state you are in — Closes in while a raid is running, Reopens in once it has settled — and counts down on your own screen. What changed →
Itaron is how you afford it
Registration costs Kin, and nothing in the open world drops Kin — not a monster, not a chest, not a quest. The route most raiders live on runs through two NPCs standing in Akakiba Gakuen, which is on the road to four of the five gates anyway.
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Itaron — the Irai Board
Cards asking for materials. Fill one, hand it in, and it hands back exactly the kind of material the next step buys.
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Atsumi — the counter that buys them
Standing a few steps away, buying those materials for Kin at a price nobody has to agree to. No listing, no buyer to find.
The whole loop, step by step, on the wiki → · Every other route to Kin →
About these numbers
- Gates, routes and floors are the server's own tables. The villages come from the NPC placements in the game's map data, and the walking routes from the same waypoint graph the world is built on.
- A floor is listed here only if something stands in it. The gate menu shows every floor that has been switched on, which is not the same list.
- The rhythm is a config line. It can be retuned — the rest of the page is structure, and that holds.