Kowakujō
Takeo's cursed family castle in the Dark Aether. Solve the murder of the Shogun, build the Nekomancer, and slay Nyxara.
Quick answers
The Kowakujō main Easter egg is a 13-step quest in Black Ops 7 Zombies. You solve the Shogun's murder on the meditation-room evidence wall, build the Nekomancer cat Wonder Weapon, then defeat the boss Nyxara. Pack-a-Punch sits on the top floor of the Shogun's Sanctum. It takes roughly 60–100 minutes and is solo-capable.
Where is Pack-a-Punch on Kowakujō?
How many steps is the Kowakujō main quest?
What is the Wonder Weapon on Kowakujō?
Who is the boss of Kowakujō?
What is the most-missed item on Kowakujō?
How do you complete the Kowakujō Easter egg?
- Capture both ward banners → kill the oni for the shogun hanko
- Fill the World Seed with marked souls → Pack-a-Punch
- PICK UP THE TOXINS NOTE at the bottom of the PaP stairs — most-missed item
- Build the maneki-neko cat grenade (3 parts)
- PhD-flop the cage → lava → follow the paw prints → scoop the sleeping cat
- Corrupt the World Seed → Nekomancer wonder weapon
- Shoot all 11 lanterns → kite for the fox mask → mask Simon-says
- Shoot the mask at 3 perches → painting 1
How long does the Kowakujō Easter egg take?
Can you do the Kowakujō Easter egg solo?
What are the main areas on Kowakujō?
How many side Easter eggs are on Kowakujō?
Are there solvers for the Kowakujō puzzles?
When was Kowakujō released?
Map & Key areas
The map layout first, then the areas worth knowing by name. Map imagery © Activision, self-hosted.

Tap a category to show or hide it. Pinch or double-tap to zoom in — marker positions come from the official Call of Duty map data.
Outer Ward
Spawn. Rampage Inducer; Coin Purse cutscene.
Shogun's Sanctum
Top floor — the World Seed & Pack-a-Punch.
War Room
Below PaP. Ghost trigger, Sake Cup defence.
Kitchens
Double Tap & box. Plum Pit, Merchant, Pestle.
Flower Gardens
Monkshood, Gardener watering, lava circle.
Storage Rooms
PhD Flopper. Mask wall, scrolls, clock.
Meditation Room
The evidence wall — solve the murder here.
Tenshu Rooftops
Ninja Kite glide launch for the Fox Mask.
Steps at a glance
- Capture both ward banners → kill the oni for the shogun hanko
- Fill the World Seed with marked souls → Pack-a-Punch
- PICK UP THE TOXINS NOTE at the bottom of the PaP stairs — most-missed item
- Build the maneki-neko cat grenade (3 parts)
- PhD-flop the cage → lava → follow the paw prints → scoop the sleeping cat
- Corrupt the World Seed → Nekomancer wonder weapon
- Shoot all 11 lanterns → kite for the fox mask → mask Simon-says
- Shoot the mask at 3 perches → painting 1
- Coin purse, gardener, merchant and nobleman → painting 2
- Plum pit, monkshood and pufferfish → painting 3
- Kintsugi bowl at three placements → painting 4
- Clock digits + flag values → painting 5
- Deduce accomplice, weapon, location and set the zodiac wheel
- Boss: capture flags for immunity, then eyes, body and wings
Before you start
What to have in hand before step 1 — from the loadout notes, from the walkthrough itself, and from the map's own quest documentation where the gate is never stated in a step.
- Decoy Grenade Equipment — Tactical — quest-required
- Aether Shroud Field Upgrade — Setup & safety
Set aside 60–100 min · 1–4 (solo-capable) · the full loadout is further down this page
Full walkthrough
The quest in the order this guide runs it — tap any step to jump to it, and it fills in as you tick steps off.
Pack-a-Punch and the easy-to-miss pickups
Open both sides of the map and capture the two ward banners — interact, then defend the circle — on the right by the kitchens and on the left in the training area. That removes the gate glyphs on the central courtyard door, letting you into the Tenshu entrance and on to the war room.
A special oni spawns there. Kill it, take the shogun hanko and slot it into the golden circle door. Upstairs, kill the purple-aura marked zombies to fill the World Seed with souls, and Pack-a-Punch appears.
Grab the toxins note now — it is the most-missed item on the map. It sits on the bottom shelf of the wall at the bottom of the Pack-a-Punch stairs. You cannot complete the murder deduction without it, and people routinely reach the final step and have to go hunting.
Two other early grabs: the first ceramic shard drops by the PaP stairs when the oni dies, collectable any time after. And in the stables lava, when the lava periodically cools and hardens, a small statue is stuck in it — cook a Molotov onto it and the twin brothers statue pops out nearby.
Loadout: an accurate ranged weapon for the dragon, and spawn with Molotovs and decoys — both are used in the quest. You will need PhD Flopper and Death Perception during the run.
Quick win: Four intel pieces need nothing but a detour on the way to power: Two Brothers under the Outer Ward spawn bridge, Subverting Control in the right-hand corner of the Training Area building (enter facing east), Paydirt behind the rock by the lava right of the Flower Garden exfil phone, and What About the Cat on the lantern table through the doors left of Mule Kick at the Tenshu Entrance. Three more open with Pack-a-Punch: the PssPssPss barrel right of Double Tap in the Kitchens, the Hair Raising shelf — enter the open wall-buy wall behind you at Pack-a-Punch and melee the shelf on your right — and the Extra Crispy pizza on the Collapsed Study roof (mantle over from the Onsen Baths facing the big tree).
Quick win: Nine hidden statues, not five — see the Hidden power-ups section. The Nuke is right here in the Training Area lava opposite Melee Macchiato and the Max Ammo is in the out-of-bounds room; C4 both and you have a mid-quest panic button.
Quick win: Free perks from the Neko Café: collect the five toy mice (Gatehouse, Flower Garden, Kitchens, Stables, Training Area and Tenshu Entrance are the reported spots), then scare off the five cats one at a time — a new one appears every two to four rounds — and look up at the cats on the Tea Garden hut roof. Two random perks appear on a table (one guide counts a third, an instant Mystery Perk) plus the Neko Café calling card. It also unlocks the catnip the Valkyrie Helmet relic needs.
Cursed only — The Druid Stone needs one player to reach round 20 with zero zombie damage; the Mannequin Turret needs no lost Assault Wave flag before round 60. Decide before round 1 which of the two you are playing for.
Build the maneki-neko cat grenade
Three parts, three possible spawns each, then craft at the bench next to the Vulture Aid machine.
You will need two of these — one for the paw-print circle and one for the coin-purse step — so remember you can rebuy at the bench with salvage after using the first.
- Bell — on a wooden beam left of the spawn door in the staging area, hanging on the submerged house front door in the stables, or pinned right of the Warden wall-buy in the training area
- Cat figurine — on the box in the gatehouse, on the barrel opposite Double Tap in the kitchens, or on a barrel-table on the far side of the kitchens
- Figure of a man — in the storage rooms: on the ground opposite PhD Flopper, on the hallway table, or in the workshop beside the barrel
The Nekomancer wonder weapon
Buy PhD Flopper and slide-bounce at the hanging cage in the Tenshu entrance to drop it, then pick it up and throw it into a deep, actively molten lava pool — the training area or the far side by Wisp Tea. Flip the round.
Paw prints. At four or five gateway spots, kill a couple of zombies in the doorway until prints appear — the player holding the cat grenade should be the one doing it. The gateways are stables to training, stables to staging, flower garden to staging, flower garden to kitchens, and kitchens to central courtyard.
Following the trail: kill zombies about five metres in front of the direction the prints face and the next set spawns. Repeat until the prints form a circle. Roughly five kills with nothing appearing means try a different gateway.
Throw a cat grenade into the exact middle of the circle — and only while that lava is still molten, not cooled. It can bounce, so aim carefully. The cat leaps out and an abomination spawns; kill it and the cat runs off into the wall. Flip the round.
The sleeping cat. Buy Death Perception to highlight the creaky floorboards, then check the spots — two in the kitchens, one in a training-area corner.
Crouch-walk only. Sprinting, shooting or using a field upgrade anywhere near it scares the cat and costs you the round. Weave between the glowing floorboards, then interact to scoop it up.
Carry it to the World Seed on Pack-a-Punch. It floats in, corrupts, and the seed pulses red — after five pulses, melee the seed repeatedly between pulses, since the pulses knock you back. The seal breaks and the cat flies out as the Nekomancer.
Quick win: After Pack-a-Punch, the paper-fish flagpole on the Tenshu Rooftops sells the Ninja Kite for 500 essence — gliding once banks the Ninja Kite artifact, and you need the kite for the fox mask anyway.
Suspect evidence — the masks
Eleven lanterns, timed. Shoot them all with the Nekomancer in quick succession: spawn, then the one visible through the right door toward the Flower Garden, the mid-map pair left then right, the stables middle, the training-area one out in the lava (genuinely hard to see), the tea garden, mid-map, up through the Tenshu entrance, the central courtyard by the middle tree, and the kitchens.
Confirmation cue: a sound and a character line about the lights being on.
Interact with the ghostly samurai body in the war room for a cutscene. Then take the rooftop kite and hold both sticks right to swing over the rooftop, mashing interact mid-flight to grab the fox mask.
The mask wall in the storage rooms by PhD: place the mask, then play Simon-says three times — sequences of three, then four, then five masks flash, and you kill the matching masked zombies in that exact order.
Do this at end of round so you are not fighting the spawn rate. A wrong kill gives black smoke and a retry next round.
Success gives a glowing blue mask and a cutscene, after which the mask flies and must be shot down at three perches, each dropping evidence. It then flies into the World Seed. Deposit all three at the meditation room evidence wall for painting 1.
Keep returning to that wall throughout the run — later evidence sets are gated behind earlier paintings.
Quick win: Two audio logs appear here: Takeo's Resolve behind the ghost in the War Room after the lanterns, and Mitsuhime's Reverence just left of the masks once the glowing mask is placed. Grabbing the fox mask mid-glide is also the Kitsune Mask artifact.
- Workshop shelf — Kiyoshi's pipe
- Collapsed study above the beam, back corner near WunderFizz — Takeo's case
- Onsen baths window left of Elemental Pop — Mitsumasa's comb. Shoot the top-left of the window; it is near-invisible
Accomplice evidence — the coin purse
One mystery-box platform has a small wooden tag on its side. You need the box to actually be there — spin it away manually, use a Fire Sale gum, or use Mr Peeks with the Peek’s Favour minor augment to summon the box wherever you cast it.
Then throw a cat grenade on top of the box and spin it. A blue floating coin purse appears — grab it, then interact with the ghostly coin pouch next to the Rampage Inducer in spawn for a cutscene.
Box platforms: spawn, flower garden, kitchens, the big tree mid-map, tea garden centre, stables, the right side of the Onsen baths, opposite PhD, and the roof.
Quick win: Takeshi's Dread drops in front of the Rampage Inducer after the coin-purse cutscene.
Accomplice evidence — three suspects
The Gardener. Find a bucket — Onsen baths rooftop, the cat café in the tea garden, the gatehouse corner behind Speed Cola, or the stables left of Death Perception — and fill it at the tea-garden puddle or the Onsen pool by standing in the water. Sprinting, jumping or taking a hit spills it, so walk. Water the three weeds on the Flower Garden paths. The Gardener spawns immune: destroy the glowing orange flower pots to open damage windows. Drops gardening shears.
The Merchant. In the kitchens, melee the fruit basket to drop a plum, then jump on one piece three times for the plum pit — that is poison evidence, pocket it. Separately, melee the shelf by the arsenal machine for a second fruit and leave it alone, clearing the area entirely for a round or ninety seconds. Come back and a zombie will be kneeling eating it — lead it to the staging-area window and kill it there, and the Merchant climbs out. He has high health but eats the tomatoes on the ground while vulnerable. Drops the mercantile abacus.
Keep those two kitchen interactions separate — the basket gives the jump-fruit for the plum pit, the arsenal shelf gives the bait. The basket only yields once per round.
The Nobleman. Craft decoys and throw one at each of the three boarded windows above the training-area gatehouse in quick succession. The windows open and the Nobleman hurls blue grenades down. Cook and throw grenades back at whichever window he is currently in — he moves fast, so wait for him to pause. Each clean hit does around 28,000 damage and three should finish him. Drops the noble’s hat.
Deposit shears, abacus and hat for painting 2.
Poison evidence — the monkshood
Take the flower from the crack in the floor right of the workbench in the Flower Garden — a fixed spawn, but hard to see — and place it in the flower pot left of the Xville booth at the Tenshu entrance.
Then knock down the empty ash pouch with a charged Nekomancer shot at the rafters above the training-area gate pillar.
Volcanic ash means deliberately hurting yourself. Wait for a fissure — a red map icon — and stand in the choking ash letting your health drain to roughly 150 with Jugger-Nog, or about 55 without, until “volcanic ash” lands in your inventory. Lap the fissure if it is slow. Add it to the pot.
The cherry-blossom buff. Melee a live glowing cherry tree — dead trees never glow, so try another: mid-map, kitchens, by Melee Macchiato, or up in Tenshu — and stand under it until you are overhealed and glowing, with a green health bar and a ringing sound.
The last bit is fiddly: run circles around the flower pot until your buff drops a flower-power speed pickup near it. Circles that are too tight will not trigger it, and there is roughly a 30-second cooldown after any drop. The pot glows pink and you collect the monkshood flower.
Poison evidence — the pufferfish
Needs painting 2 placed first. In the storage rooms, solve the 3×3 scroll grid: hitting a scroll toggles it and its orthogonal neighbours — a lights-out puzzle — and you need every scroll flush.
Use a solver. Enter the in-and-out state and follow the click order; the perspective in that room makes it very easy to misread which scrolls are actually out. Success pops out the pestle and a death-records note.
In the kitchens, put the pestle in the pot for green gas, then put Brain Rot on a weapon and kill Brain-Rot zombies beside it until the soul box completes. Interact with the ghostly pestle for a cutscene, and the pufferfish appears in the window at the back of the room.
Deposit the plum pit, monkshood and pufferfish for painting 3.
Quick win: After the pestle and pufferfish cutscene, Takeo's Devotion is in a basket opposite the Mystery Box spawn in the Kitchens.
Scroll Puzzle Solver (3×3)
Storage Rooms — south wallToggle each scroll between out and in — hitting one flips it and its up/down/left/right neighbours. The solver finds the fewest scrolls to interact with so every scroll ends in.
Location evidence — the kintsugi bowl
You need two ceramic shards: the first from the oni area by the PaP stairs, and the second pulled off painting 3 itself — hold interact in the middle of the painting.
Repair the sake bowl at the tea-garden table, flip the round, and it glows blue. Interact for a ghost cutscene and pick it up. Then place it at three locations, defending each from blue-eyed zombies.
Failing a defence destroys the bowl and you recraft it next round.
The third one is different: at the cat café there is no defence — a hellhound steals the cup and loops the map, centre to the kitchens side and back through the middle. Run the opposite way round to intercept it rather than chasing.
Deposit the horse, brush and whisk for painting 4.
Quick win: Takeshi's Perception is left of the Tea Garden table once the cup cutscene ends.
- War room, by the big Japan-map painting — drops the horse statuette
- Collapsed study corner near WunderFizz — drops the calligraphy brush
- Cat café in the tea garden — the hellhound steals it; kill it for the tea whisk
Flags and the clock
With the kintsugi set done, the rubble at the bottom of the storage rooms reveals a clock. Interact and read the four numbers the hands stop on — you can re-interact to replay it.
The next round is an assault wave: kill the flag-carrying zombies so their wisps fly to the staging area, and finish the wave.
How the maths works: at the staging-area rack, each flag’s value is its symbol count. Around the map are four numbered wall glyphs marking locations 1 to 4 — spawn, the Flower Garden by Wisp Tea, the central courtyard and the stables roof — and which glyph is which number randomises.
Place flags in the bamboo shoots under each glyph so their values sum to your clock digits in order, location 1 matching digit 1. One or two flags per spot, and each flag is single-use, so plan combinations — if you need two sixes, use the 6 at one and 5+1 at the other.
Confirmation cue: a character quote per correct flag, and the clock face lights the digits you have entered. Wrong digits lit means redo the maths.
All four correct opens the clock for the crest medallion — deposit for painting 5.
Quick win: Mitsuhime's Trepidation is in the corner opposite the clock, and interacting with the clock itself (once painting 4 is up) banks the Lantern Clock artifact.
Clock & Flag Combination Solver
Storage Rooms clock → Staging Area flagsEnter the four clock numbers in order and how many banners of each symbol-count you have. Each location takes one matching banner, or two banners that add up to the number — and every banner is used only once, so a flag is never reused across locations.
The deduction
Gather three facts before you place anything.
The accomplice: activate the ghost-archer wall traps — spawn, flower garden and the big tree are the eligible ones — and get 15 to 20 kills during a single activation. Then find the extra ghost facing the wrong way in the window before the trap ends. With subtitles on, his line either says nothing to report or names the merchant, gardener or courtier. Try another trap if you get nothing.
The two notes: the doctor’s note left of the paintings gives the cause of death and a time of death with a zodiac animal. The toxins note from the bottom of the PaP stairs gives hours-to-kill per poison.
Placing the evidence. Painting 1 is always the comb and painting 5 is always the crest medallion. Painting 2 is the accomplice’s item — abacus for the merchant, hat for the courtier, shears for the gardener. Painting 4 is read off the painting’s background: mountain takes the horse, bird the brush, fish the whisk.
Painting 3 — the murder weapon — depends on the accomplice as well as the symptom. Nobleman with emesis takes the pufferfish, nobleman with noxious plant the monkshood. Gardener with noxious food or emesis takes the plum pit, gardener with paralysis the monkshood. Merchant with noxious plant takes the plum pit, merchant otherwise the pufferfish. MrDalekJD maps on symptom alone, which diverges at the edges — cross-check with the murder-case solver if a submission fails.
The zodiac wheel to the left: take painting 3’s poison, read its hours-to-kill from the toxins note, take the animal from the doctor’s note, find that animal on the disc — boar is pig, stallion is horse — and rotate the dial that many hours anticlockwise, back in time, from it.
Submitting: light the incense on both sides of the wall — and it is very easy to nudge the wheel while interacting on the left, so check it before you light the second. Success sends a spark to the World Seed. Failure spawns an elite and you retry next round; if you change the poison, re-set the wheel to its new hours.
Interact with the World Seed to be teleported to a mini-boss oni in the central courtyard — dodge its homing masks and shoot it down. The dragon then lands on the PaP roof and the kite fast-travel to the boss arena appears.
Quick win: Get it right first time and the Onryō fight hands you the Path of Sorrows — turn round in the Pack-a-Punch room, it is stuck in the wood — which is the last artifact and the key to the Dragon Egg relic. As Takeo, a Psych Grenade in the War Room starts Takeo's side quest: the Katanas Out audio log is right of Pack-a-Punch when you spawn at the World Seed, and (community-reported) killing there with the katana pays a burst of epic and legendary loot and upgrades the blade to Ultra.
Murder Case Solver
Meditation RoomPick the clues from the ghost Rifleman, the Court Doctor's Record, and the fourth painting — the item for each painting and the zodiac dial setting update live below.
Optional — upgraded cat grenades
Well worth the detour: the upgraded grenades create a bubble shield that makes you immune to zombies, which is excellent for the flag captures in the boss fight.
Activate the central-courtyard trap, use a combat-bow score streak through the window to hit the blue target, then from in front of the tree shoot the remaining targets. White powder spawns behind the trap. Add the piece under the kitchens cooker and the matches on the shelf in front of Double Tap, then return to the cat-grenade bench.
Quick win: Community-reported: every three rounds a rock floats up out of the lava by the Training Area — ride it and parkour the sinking rocks to the statues before the timer ends, and each finisher gets a free Ray Gun.
Boss fight — the dragon
The whole fight runs on flag captures. Onis spawn carrying flags — kill one, run through the flag, plant it at the marked zone and stand in the circle to capture. A captured zone is a blue area that makes you immune to both the boss and the zombies while you pour damage into the dragon’s glowing weak spots.
The escalation: phase 1 needs one flag, phase 2 needs two, and phase 3 needs three captures before each damage window. Weak spots move from the eyes to body spots to the wings. Max Ammo and max armour drop between phases in the middle.
Attacks: lava strip sweeps in phase 1, electrified tornadoes and lava geysers in phase 2, then fire breath that locks off arena sections and insta-down fireballs in phase 3. When the arena burns, get behind the rocks at the edges.
Shadowsmith blessings in the arena are worth knowing: the big bald one gives loot including a Pack-a-Punch crystal, the one with Viking braids gives an instant damage circle, and the horned one gives a gun-buddy. There are ammo crates too, and Kazimirs cover the gaps between immunity windows.
Side Easter Eggs & extras
Everything beyond the main quest. Tap any entry to open the full how-and-where breakdown.
“Evencry”
Kevin Sherwood ft. Malukah. Interact with 3 Mister Peeks headphones: Stables (left of the Mystery Box spawn), Onsen Baths (top shelf south of Elemental Pop), and one more past the Tenshu Entrance. Once per match.
- Interact with 3 Mister Peeks headphones, in any order (faint music guides you)
- Kitchens — on the leftmost woven tray on the lower shelf (south of Double Tap, near the M34 Novaline wall-buy)
- Stables — in a corner beside a stack of crates under a wooden canopy, near the Mystery Box
- Onsen Baths — on the top shelf (south of Elemental Pop / XM325 wall-buy); aim at the top shelf from the second column on the right. Needs the Tenshu Entrance opened
- ‘Evencry’ by Kevin Sherwood ft. Malukah & Cole Rolland plays; once per match
Takeo's Easter Egg — Path of Sorrows
Playing as Takeo, after opening Pack-a-Punch throw a Psych Grenade by the World Seed stairs and interact with the Takeo illusion holding the Path of Sorrows katana. Finishing the quest (a duel with his brother Takeshi) drops legendary loot and awards The Reunion Dark Ops calling card. The katana also appears in the PaP room before the final encounter.
- Play as Takeo and craft a Psych Grenade (800 salvage at a crafting table)
- Go to the World Seed room at the bottom of the Pack-a-Punch stairs, past Vulture Aid
- Throw the Psych Grenade at the ground there — Takeo appears and the Path of Sorrows katana drops; interact with it
- You enter an illusion where the katana is your only weapon — fight Hellhounds, Scorched, then Heavy zombies, then an Oni boss (lore: Takeshi, Takeo's brother)
- Defeat the final Oni to end the illusion — you keep the Path of Sorrows katana and earn The Reunion Dark Ops calling card
Free Ray Gun — lava platforming course
After Pack-a-Punch, a timed platforming course across the lava opens (checkpoints add time). Finish it and the classic World at War Ray Gun statues rise with Ray Guns in their mouths — one per player who completed it. Stamin-Up and a light weapon make it far easier.
- Unlock Pack-a-Punch first — the course opens after it
- Buy Stamin-Up and hold a light weapon (pistol or Nekomancer)
- Section 1: rock platforms — jump without sprinting to avoid overshooting (+15s checkpoint)
- Section 2–3: wall jumps and timed sliding doors — wait for doors to reappear (+30s each)
- Section 4: sliding door, three cabinets, three beams — sprint-jump then wall-jump to shore
- Finish and the WaW statues rise — one Ray Gun per player who completed the course
Hidden mini power-ups
Tiny power-ups hidden around the map: Nuke (Training Area lava, by the first Ward), Max Ammo (east Training building barricade), Bonus Points (Kitchens, opposite the Novaline wall-buy), Full Power (house outside the map seen from the Flower Garden), then a Random Perk (gold vase by the Kitchens fire pit) once all others are collected.
- Collect the hidden power-ups; the Random Perk and Fire Sale gate on the earlier ones
- Nuke: Training Area lava (by the first Ward). Max Ammo: eastern Training building barricade (sword rack). Double Points: the Central Courtyard cherry tree
- Bonus Points: SE corner of the Kitchens wall. Full Power: out of bounds at the Flower Garden. Insta-Kill: a Storage Rooms cupboard opposite the MK.78 (prone)
- Max Armor: the Workshop barricade by Vulture Aid (jump)
- Random Perk: in a vase in the top-left of the building NE of the Kitchens (by the fire pit), after the others
- Fire Sale: last — in a puddle at the Onsen Baths by the Mystery Box
Toy mice
Five toy mice spawn across eight possible spots (Flower Garden, Gatehouse, Kitchens, Central Courtyard crack by Juggernog, Training Area, Stables, Tenshu Entrance). Collect them all for a reward.
- Collect 5 of the 8 toy mice (all appear the same round) — interact with each
- Spots: Gatehouse floor, Flower Garden corner, Kitchens under the weapon rack, Stables zombie hole, Training Area by the Ammo Crate, Tenshu Entrance collapsed tiles, Onsen Baths stool, Central Courtyard by the tree
- 5 cats also spawn near where you grab mice — you need 5 cats + 5 mice
- Reward: the cat café in the Tea Garden, the Neko Cafe calling card, a free Random Perk and two Mystery Perks
Starting Room — Outer Ward (NEW, Season 05)
Kowakujō gained a Starting Room variant in Season 05, set in the Outer Ward. You are sealed into that area with no exfil and no Pack-a-Punch, armour vest or perk machine beyond what the room itself provides.
In the room: Mystery Box, Jäger 45 wall-buy, Ghostly Rifleman Trap, Ammo Cache, Quick Revive, Rampage Inducer and a GobbleGum machine. That gum machine is the whole game — perks and Pack-a-Punch effects have to come from gums.
Rewards: R10 ‘Hellping Hound’ GobbleGum (1,000 XP) · R25 ‘Armor Gettin'’ GobbleGum (2,500 XP) · R50 ‘Hidden Power’ GobbleGum (5,000 XP).
Season 05 fixes worth knowing
Season 05 cleared a long list of Kowakujō bugs, several of which were genuine progression stoppers — if you are following older guides, their workarounds are now obsolete.
Main quest: the Tea Whisk drop can no longer be blocked (this was a rare run-ender on the kintsugi step); the Hanko can no longer be shelved before the door; a Hellhound evidence trail was added; Banner 4 readability improved; boss-fight out-of-bounds and uncollectible-reward bugs fixed.
Nekomancer quest: cage retrieval, corner-trap and prone issues fixed, along with the disappearing-after-Abomination and animation-reset bugs. Armour plates no longer wake the sleeping cat, which removes the most frustrating failure in that step.
Pack-a-Punch quest: the objective marker now appears on all paths and critical-kill points were corrected.
General: the Oni is now correctly classed an Elite, an Aether Shroud boundary exploit was closed, and save/reload was fixed for Rhino, Path of Sorrows and the Maneki-Neko UI.
Directed Mode also arrived for Kowakujō in Season 05 — on-screen main-quest steps with a round cap of 15, rewarding the ‘Yōjinbō’ Operator Skin, a completion Calling Card and 5,000 XP.
Interactive solvers
Every solver for Kowakujō, in the order you meet them. Each also appears inside its step in the walkthrough above — use whichever is handier. Browse every Zombies solver →
Scroll Puzzle Solver (3×3)
Storage Rooms — south wallToggle each scroll between out and in — hitting one flips it and its up/down/left/right neighbours. The solver finds the fewest scrolls to interact with so every scroll ends in.
Clock & Flag Combination Solver
Storage Rooms clock → Staging Area flagsEnter the four clock numbers in order and how many banners of each symbol-count you have. Each location takes one matching banner, or two banners that add up to the number — and every banner is used only once, so a flag is never reused across locations.
Murder Case Solver
Meditation RoomPick the clues from the ghost Rifleman, the Court Doctor's Record, and the fourth painting — the item for each painting and the zodiac dial setting update live below.
Recommended loadouts
Three strong picks for this map — the map's Wonder Weapon plus reliable box/wall options. Each weapon lists a full recommended attachment build and the perks to pair with it, every perk shown with its Major and Minor augment. Push weapons to Legendary rarity and Pack-a-Punch; augment/attachment metas shift with balance patches, so treat these as a strong current baseline.
Ray Gun Mk I (free lava-course reward)
High-round splash+Win it from the post-PaP lava course (one per player) or the box. Splash damage stays reliable past round 30, and MrRoflWaffles rates both the Mk I and Mk II as perfectly viable for the dragon. Pair with Double Tap and a Deadshot crit build.
Attachments
- —Wonder Weapon — no Gunsmith attachments
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Elemental PopMajorRainbow Pop — triggers the enemy's weakness elementMinorVulnera Bean — more elemental-weakness damage
- Quick ReviveMajorEquivalent Exchange — kill enemies to self-revive (x3)MinorSlow Death — longer last-stand timer
XM325 (LMG, Legendary · PaP III)
Crowd control+Wall-buy in the Onsen Baths. Huge magazine holds long sightlines; Pack-a-Punch, push to Legendary rarity, run the extended-belt + recoil setup. Great for hordes on the courtyard hold. If you would rather have a marksman rifle, the M34 Novaline wall-buys in the Kitchens, opposite the Bonus Points spot — it is the creators' default BO7 bullet gun and fits MrRoflWaffles' brief here of something ranged and low-recoil.
Attachments
- OpticBowen X-25 IR
- MuzzleRL-7.62 Compensator
- Barrel19.3" R-556 Chief Barrel
- UnderbarrelFlow Guard
- MagazineEnforcer Extended Belt
- Fire ModsAccelerated Recoil System
- Rear GripLucius-90 Grip
- StockXM325 Titan Wield
- LaserMFS Motion Strike Laser
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Deadshot DaiquiriMajorDead Head — bigger critical-damage bonusMinorDead Break — more damage to armour
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Quick ReviveMajorEquivalent Exchange — kill enemies to self-revive (x3)MinorSlow Death — longer last-stand timer
Kogot-7 (Akimbo SMG)
Boss melter+Akimbo unlocks via weapon prestige. With PaP + Legendary it shreds elites — Deadshot, Double Tap and Death Perception stack the DPS; switch to single-hand for accuracy at range.
Attachments
- OpticEAM Dyad xL
- MuzzleHawker Ported Comp
- Barrel10.2" TZ-Incisor Barrel
- MagazineVex Expanse Mag
- Fire ModsBuffer Spring
- Rear GripRhinebeck Grip
- StockMFS Kogot-7 Akimbo
- LaserConvergence Box Laser
Perks & augments
- Jugger-NogMajorTurtle Shell — back armour absorbs rear damageMinorDurable Plates — tougher armour
- Speed ColaMajorClassic Formula — even faster reloadsMinorQuick Swap — faster weapon swaps
- Deadshot DaiquiriMajorDead Head — bigger critical-damage bonusMinorDead Break — more damage to armour
- Double TapMajorDouble Dealer — every fourth bullet deals doubleMinorDouble Down — more penetration damage
- Stamin-UpMajorGuns Up — fire your weapon while sprintingMinorFootwork — faster non-forward sprint
- Death PerceptionMajorSixth Sense — see enemies behind, less rear damageMinorHidden Gems — see nearby loot through surfaces
Recommended kit & gum picks
The recommended kit for this quest — Field Upgrade, Ammo Mods, equipment and the GobbleGums to bring, split by solo and co-op. Weapons are in Recommended loadouts above. Metas shift with balance patches, so treat these as a strong current baseline.

Aether Shroud
Cover for the lantern and mask steps, the Sake-Cup defence and the Nyxara fight.

Frenzied Guard
Pull aggro and repair armour on kills for the Onryo and murder-mystery steps.

Napalm Burst
Burning area damage for the packed courtyard lanes.

Dead Wire
Stuns and strips the Oni and Onryo during the charged-strike steps.

Light Mend
Overheals you on kills — keeps you up through the Sake-Cup defence and the boss.

Molotov
A fire pool for chokepoints and the flower/garden steps.
Decoy Grenade
Both creators say spawn in with decoys: they are required to open the three boarded windows in the Nobleman step, and the Mule Kick augment lets you carry three.

Monkey Bomb
Distraction bait during the murder-mystery and clock-flag steps.

Perkaholic
UltraEvery perk at once.

Aftertaste
RareKeep your perks after a revive.

Armor Gettin'
LegendaryFull 3-plate armour vest with plates.

Free Fire
EpicNo ammo for 60s on Nyxara.

Dead Drop
EpicMore salvage and equipment for ~5 min.

Shields Up
RareRefills armour at 2× strength for 3 min — the gum both creators bring on every map, and blue rarity so you will actually have it.

Perkaholic
UltraFull perks for whoever pops it.

Nowhere But There
EpicTeleport to a downed team-mate and revive nearby.

Aftertaste
RareKeep perks through a down during the boss.

Power Vacuum
EpicPower-ups spawn more often for ~5 min.

Free Fire
EpicNo ammo for 60s on the boss.
Per-map augments
The Major + Minor augment to run on each core perk for this quest. BO7 gives 4 Major and 4 Minor options per perk — a different set from BO6, so don't cross them. Picks are tuned to this map's boss and steps; augments unlock at Level 11 and metas shift with patches, so treat as a strong baseline. Per-map augment recs are ground no competitor covers.
Reactive ArmorMinor
Durable Plates
Wisp Tea
SalvationMinor
Haste
Phantom ReloadMinor
Quick Swap
Dead AgainMinor
Dead Break
Guns UpMinor
Hot Foot
PhD SliderMinor
TribologistCalling cards on this map
Cosmetic calling cards you can earn on this map. ⏳ marks time-limited main-Easter-Egg cards — miss the window and they're gone for good. Global Dark Ops challenge cards are in the reference section below.
Main-quest completion card
Main EEComplete the Kowakujō main quest.
Exact card name not yet confirmed.
⏳ Time-limited — only awarded if you finish before Directed Mode is added for this map; permanently missable afterwards.
GobbleGum reference — Black Ops 7
Black Ops 7's 52 GobbleGums: the 11 BO7-only gums (tagged New in BO7) plus all 41 that carry over from Black Ops 6. Spare gums crush for Essence. Filter by rarity.

Aftertaste
RareKeep your perks after being revived.

Turncoat
RareNearby zombies are charmed. (Season 2 Reloaded)

Kill Joy
RareDrops an Insta-Kill.

Cache Back
RareDrops a Max Ammo.

Temporal Gift
RareYour next timed power-up lasts longer.

Stock Option
RareAmmo drawn from your stockpile for 60s.

Anywhere But Here
RareRandom teleport plus a concussive blast.

Arsenal Accelerator
RareFaster Field-Upgrade charge for 5 min.

Shields Up
RareRefill armour at 2× strength for 3 min.

Power Keg
RareDrops a Full Power power-up. (Season 1)

Tactical Diffusion
RareNext Nuke is disabled and pays +2,000 Essence. (Season 3)

Requipment
EpicEquipment slots refill over time for 5 min.

Power Vacuum
EpicPower-ups spawn more often for 5 min.

Elemental Exposure
EpicWeapons always hit the elemental weakness for 3 min. (Season 1)

Respin Cycle
EpicRespin the Mystery Box to an equal or higher rarity.

Who's Keeping Score?
EpicDrops Double Points.

Free Fire
EpicNo ammo consumed for 60s.

Exit Strategy
EpicInstant exfil vote with fewer spawns.

Profit Sharing
EpicShare Essence with nearby players for 2 min.

Soda Fountain
EpicYour next perk buy grants +1 random perk.

Nowhere But There
EpicTeleport to a downed player and revive nearby.

Dead Drop
EpicIncreased salvage and equipment drops for 5 min. (Season 2)

Explosive Flourish
EpicEach reload triggers an explosion for 2 min. (Season 4)

Round Off
LegendaryThe round can't advance for 2 rounds.

Armor Gettin'
LegendaryA 3-plate armour vest plus full plates.

Hellping Hound
LegendarySummons a friendly Hellhound that follows and fights alongside you for 5 min; in Dead Ops Arcade it spawns three Hellhounds to fight for you for one round. (Season 4 Reloaded)

Idle Eyes
LegendaryZombies idle for 30s.

Wall Power
LegendaryYour next wall-buy comes Pack-a-Punched.

Immolation Liquidation
LegendaryDrops a Fire Sale.

Phoenix Up
LegendaryRevive all downed players, perks kept.

On the House
LegendaryDrops a Random Perk power-up.

Wall To Wall Clearance
LegendaryWall-buys cost 10 Essence for 30s.

Crate Power
LegendaryYour next box gun comes Pack-a-Punched.

Modified Chaos
LegendaryReduced Ammo-Mod cooldowns for 2 min. (Season 2)

Support Group
LegendaryGrants an ARC-XD, Mangler Cannon, Sentry and Mutant Injection. (Season 3)

Flavor Hex
LegendaryGrants a random Ultra gum. (Season 4)

Gift Card
Ultra+30,000 Essence.

Fully Packed
UltraInstantly upgrades your current weapon to Pack-a-Punch Level III. In Dead Ops Arcade it grants a tactical armour vest with full plates instead. (Season 5 Reloaded)

Perkaholic
UltraEvery perk on the map at once.

Wonderbar!
UltraYour next box spin is a Wonder Weapon.

Near Death Experience
UltraProximity revive with perks for 3 min.

Reign Drops
UltraDrops all core power-ups at once.

Hidden Power
UltraYour held weapon becomes Legendary rarity.

Time Out
UltraClear all enemies and end the round for 3 min. (Season 1)

Slaylist
WhimsicalPlays a random Zombies song. (Season 1)
Newtonian Negation · Indiegestion · Holiday Cheer · Quacknarok · Die Pitched · Rainburps · Jacked Lanterns
Whimsical7 cosmetic seasonal gums — flair only, no gameplay effect.
Field Upgrade reference (Black Ops 7)
Black Ops 7's 9 Field Upgrades — charged by kills, each augmentable at Level 11 (one Major + one Minor, plus an extra Minor slot). Six shipped at launch; Tesla Storm, Frost Blast and Mister Peeks returned in Season 1. The carried-over field upgrades reuse and extend Black Ops 6's augment options (see the BO6 reference above); BO7's full, distinct per-augment names aren't yet reliably published, so they're not itemised here rather than shown incomplete (honesty over guesswork — §11).

Energy Mine
A proximity energy explosion.

Frost Blast
A frost AoE that slows enemies.

Healing Aura
Instant heal beams (also revives teammates in BO6/BO7).

Aether Shroud
Phase out of enemy detection.

Tesla Storm
Lightning links players, stunning and damaging enemies.

Frenzied Guard
Repair armour and taunt enemies; kills repair your armour.

Toxic Growth
Thorn vines that slow and damage.

Dark Flare
A penetrating shadow beam.

Mister Peeks
Summons a decoy that attracts and attacks enemies. (BO7 new)
Dark Ops & mastery cards (Black Ops 7)
Global ‘Dark Ops’ challenge cards plus mastery/prestige — earnable on any map. Filter by category.

Another Round
Dark OpsReach Round 100.

The One
Dark OpsReach Round 999.

Anathema
Dark OpsEliminate 1,000,000 zombies.

Social Distancing
Dark OpsReach Round 20 without taking damage.

Invincible
Dark OpsSurvive to Round 50 without going down.

Armed to the Teeth
Dark OpsHold 3 Pack-a-Punch-III Legendary weapons with ammo mods and 8 perks.

Box Addict
Dark OpsBuy 30 Mystery Box weapons in a single match.

Harbinger of Doom
Dark OpsKill 100 zombies with a single Scorestreak.

The Usual, Please
Dark OpsDrink Jugger-Nog 20 times in a single match.

New Main
Dark OpsKill 1,000 zombies with each of the 8 dedicated Crew Operators.

Action Hero
Dark OpsKill 100 zombies without reloading.

Martial Artist
Dark OpsReach Round 50 using only melee and Combat Axes.

Ready for Publishing
Dark OpsFully research all Augments.

Countdown
Dark OpsKill an Elite by launching it with a jump pad.

Ingenuity
Dark OpsReach Round 50 with the Dragon Wings + Lawyer's Pen relics active.

Zombies Dark Ops Master
MasteryComplete 15 Zombies Dark Ops challenges.

Force Multiplier / Dead Set
PrestigeReach Prestige (harder at higher prestiges).
Intel
20 pieces — 12 Audio Logs, 2 Documents, 6 Artifacts. Each piece is 1,000 XP; all 20 award 10,000 XP and the Kowakujō Intel calling card.
Audio Logs 12
Takeo's Resolve (hint: “Progress through Main Quest.”)
War Room — after lighting all 11 lanterns with the Nekomancer, interact with the dead ghost; the log is behind it.
Mitsuhime's Reverence (hint: “Progress through Main Quest.”)
Upstairs Storage Rooms — after the Fox Mask puzzle, just left of the glowing masks.
Takeshi's Dread (hint: “Progress through Main Quest.”)
Outer Ward (by Rampage Inducer) — drops after the ghost cutscene once you have the Coin Purse.
Takeo's Devotion (hint: “Progress through Main Quest.”)
Kitchens — after getting the Pestle & Pufferfish, in a basket opposite the Mystery Box spawn.
Takeshi's Perception (hint: “Progress through Main Quest.”)
Tea Garden — after rebuilding the Sake Cup, left of that table once the cutscene ends.
Mitsuhime's Trepidation (hint: “Progress through Main Quest.”)
Storage Rooms — on the clock step, in the corner opposite the clock.
Katanas Out (hint: “Progress through Side Quest.”)
Shogun's Sanctum / World Seed — Takeo side quest; right of Pack-a-Punch after you spawn in.
Two Brothers (hint: “A bridge too far.”)
Outer Ward spawn — under the bridge.
Paydirt (hint: “Between a rock and a hot place.”)
Flower Garden — behind the rock near the lava, right of the phone exfil.
Subverting Control (hint: “Training montage.”)
Training Area — enter facing east, in the right-hand corner.
Extra Crispy (hint: “Pie in the sky.”)
Roof above the Onsen Baths (mantle over when facing the big tree, after PaP is open) — interact with the pizza in the right corner.
What About the Cat (hint: “Ready to scroll.”)
Tenshu Entrance — facing Mule Kick, go left through the doors; by a lantern on a table.
Documents 2
PssPssPss (hint: “Barrel of laughs.”)
Kitchens — interact with the barrels just right of Double Tap.
Hair Raising (hint: “Raising the roof.”)
After activating PaP, enter the open Wall-Buy wall and melee the shelf on your right.
Artifacts 6
Ninja Kite (hint: “Progress through Main Quest.”)
After PaP, Tenshu Rooftops — interact with the paper-fish flagpole (500 Essence) to glide; you get it on landing.
Maneki-Neko (hint: “Progress through Main Quest.”)
Build the Maneki-Neko tactical grenade (three parts).
Nekomancer (hint: “Progress through Main Quest.”)
Complete the Nekomancer cat wonder-weapon quest.
Kitsune Mask (hint: “Progress through Main Quest.”)
After activating all 11 lanterns and the cutscene, glide from the roof holding right and spam interact to grab the Fox Mask on the nearby roof.
Lantern Clock (hint: “Progress through Main Quest.”)
After revealing the fourth painting, interact with the clock under the stairs by PhD Flopper in the Storage Rooms.
Path of Sorrows (hint: “Progress through Main Quest.”)
After solving the murder mystery and beating the Onryo, you teleport back to the PaP room — turn around to grab the sword from the wood.
Cursed Mode relics
Six relics on Kowakujō — two Grim, two Sinister, two Wicked. Every one of them was solved inside a week of the map's release. Two need nothing but discipline (Druid Stone, Mannequin Turret); the Dragon Egg is the longest chain on the map.
Cursed is Black Ops 7's hardest mode, and it needs no unlock — anyone can load it. It strips the run back: you start with a 1911 and no loadout weapon, there is no minimap, no objective markers and no quest progress bars, and every Pack-a-Punch tier costs double — 10,000, 25,000 and 50,000 Essence. Points work the Black Ops III way: melee kills pay more than shots, and any non-lethal hit pays 10.
Relics are not buffs. Every one is a pure downside. What you get back is the Cursed Tier they add up to. A Grim relic fills a third of a tier bar, a Sinister two thirds, a Wicked a whole one — so Tier I is three Grims, or one Sinister plus one Grim, or a single Wicked. Tier I puts Golden Armor on sale after Tier III armor, for 45,000 Essence. Tier II unlocks Ultra rarity — 8,000 Salvage on top of Legendary, or 17,500 from Common. Tier III unlocks Pack-a-Punch IV, for 100,000 Essence. You can equip as many relics as you like, but nothing improves past Tier III.
To earn a relic you finish a hidden side quest, which spawns a Relic Portal, then clear the Relic Trial behind it. Two things catch people out. Relic progress is not saved — the side quest and its trial have to be done in one sitting. And you can only equip a map's relics once you have finished that map's main quest. Inside a trial your own relics are switched off, so the trial's rule is the only thing working against you. Every first-time clear pays 1,000 XP and a GobbleGum.
Gramophone
What it costs you: Bullets hit harder, but every shot takes two rounds out of the magazine.
- 1Gatehouse cell block · Workshop upper floor
Take both drumsticks
Both are fixed spots: in the window next to a drum in the Gatehouse cell block, and on a stand along the west wall of the Workshop's second floor.
Guides differ on the Workshop stick — on a panel left of the Crafting Table, or on the ceiling beams near Pack-a-Punch. Same room; check both.
- 2Kitchens — the stairs down to the Flower Garden
Play back three patterns on the drums
Two drums flank the stairs. Interact with either and it flashes a pattern; melee the correct drum to repeat it back. Each correct answer makes the next pattern longer, and you need three full sets.
Confirmation cue: a Mister Peeks giggle after each completed set, and a full laugh after the third. Record it if you are playing solo.
PortalOn the wall beside the drums, left of the stairs.
Relic TrialFour waves, with Elite Oni to kill on two and four. You can only damage anything with sniper rifles. The XR-3 Ion wall-buy in the Shogun's Sanctum is the map's one sniper wall-buy — Pack-a-Punch it before you start.
First clear pays1,000 XP and a Hellping Hound GobbleGum.
Druid Stone
What it costs you: No bleed-out bar — going down is instant. A Self-Revive picks you straight back up instead of reviving over time.
- 1The whole run
Reach round 20 without losing any health
The wiki says any health loss at all breaks it, not just zombie hits; codzombiesguides and Gamerant say only zombie damage counts, with armour damage and environmental damage (lava, ash) exempt — play it as any-damage to be safe, and Turtle Shell on Juggernog helps.
In co-op only one player has to manage it. There is also a documented shortcut: a player who joins the match on round 19 and spawns in on round 20 counts as never having taken damage.
PortalNext to Wisp Tea in the Flower Garden, on the round-20 flip.
Relic TrialFour waves, with Elite Oni on two and four. You can only damage zombies while overhealed — melee a live cherry-blossom tree three times for its boon, or use Stim Shots, Light Mend, or the Booster Shot augment.
First clear pays1,000 XP and a Power Vacuum GobbleGum.
Valkyrie Helmet
What it costs you: Stay still too long and an electric field spawns where you are standing and damages you. An anti-camping curse.
- 1Anywhere
Farm four bowl fragments
Deploy an upgraded Maneki-Neko, stand inside the bubble it makes, and get kills with charged Nekomancer shots. When the toy breaks it will sometimes drop a fragment of a bowl. Repeat until you have four.
- 2Kitchens — beside the Mystery Box
Reforge the bowl in the fire pit
Put the four pieces in the fire pit next to the Mystery Box spawn, then throw a Molotov at them. Collect the finished bowl afterwards.
- 3Neko Cafe
Get the cat food
Complete the Neko Cafe side Easter egg. A pile of cat food sits on top of the cat tree that appears inside.
- 4Central Courtyard
Set the bowl and food on the podium
On the rock podium.
- 5Map-wide
Fail two Assault Waves on purpose
This is the step people miss. You have to completely fail two Assault Waves in a row, reclaiming none of the captured zones, so that the next Assault Wave happens at the Central Courtyard.
Fail the Flower Garden and Training Area waves so the next one lands in the Central Courtyard.
- 6Central Courtyard
Fill the bowl during that Assault Wave
Kill zombies with the Nekomancer. Red orbs stream out of them and gather at the bowl.
Confirmation cue: Mister Peeks laughs once enough have died.
About 50 Nekomancer kills does it — let the zombies retake the zone to extend the timer.
PortalThe Training Area, on the wall next to the Ammo Cache and Crafting Table. It is the ash-pouch room.
Relic TrialFive waves, with Elite Oni on two and five. Every reload explodes you for roughly 30–40 damage — time your reloads and run Frenzied Guard.
First clear pays1,000 XP — and, on the wiki's word alone, a Wall Power GobbleGum.
Film Reel
What it costs you: You can only carry one Pack-a-Punched weapon at a time.
- 1Anywhere
Pack-a-Punch ten different weapons
Ten different guns, once each, across the run. Your dedicated melee weapon counts towards it. So does a single weapon that keeps getting cycled out by the Samantha's Drawing relic — each new gun it hands you counts as another.
Confirmation cue: Mister Peeks laughs as the tenth is upgraded.
Machine or upgrade crystals both count, the count is shared across the squad, and duplicates do not count. Mule Kick gives a throwaway third slot; a shotgun (Echo 12, Akita) farms the Essence.
PortalThe tea room at the Tea Garden, by the Sake Cup workbench.
Relic TrialFive waves of three minutes each. Zombies only die to a scorestreak you are assigned at the start of each wave — ARC-XD, D.A.W.G., HKDs, Ion Core and LDBR, in no set order. One is free at the start of each wave and you buy any more yourself, so bank Salvage before you go in. Go in with 9,000–15,000 Salvage and Kill Joys; Monkey Bombs keep zombies off your streak. Fail and you retry next round.
First clear pays1,000 XP and an Idle Eyes GobbleGum.
Dragon Egg
What it costs you: Elite and special zombies that spawn in normal rounds become randomised.
Before you start: A wrong answer at the deduction spawns an Oni and locks the relic for that run — save and quit before the check if you are unsure. Budget one to two and a half hours for the whole chain.
- 1Main quest
Solve the murder first time
Take the main quest to the point where you name the Shogun's killer, and get it right on the first attempt. Only then does the Path of Sorrows appear in the Shogun's Sanctum after the Onryō fight.
It is stuck in the wood behind you in the Pack-a-Punch room.
- 2Anywhere
Charge the katana on an Oni
Parry an Oni's lightning attack with the melee button. The Path of Sorrows holds that charge for a few seconds.
- 3Three of six possible spots
Strike three symbols in the written order
Three glowing Japanese symbols are active in any given game, and they must be struck in this order: 姿 → を → 見せ. A correct hit turns one red. The six possible spots: across from PhD Flopper in the Storage Rooms; inside the half-submerged shed in the middle of the Stables; on a rock beside the Exfil in the Flower Garden; in the Workshop across from Vulture Aid; under the footbridge in the Outer Ward; and along the Tenshu Eaves between the Collapsed Study and the Meditation Room.
codzombiesguides lists Workshop → Stables → Outer Ward and codcentral says brightest glow first — the spots and order vary per game, so read your own symbols and strike them in kanji order.
PortalThe second floor of the Onsen Baths, directly above the water.
Relic TrialSix objectives handed out by Mister Peeks — you get a short window to find him and start them. Clear an Assault Wave at the Flower Garden; kill two Elite Abominations at the Gatehouse; escort Mister Peeks to the Keep; kill every Oni with absorbed lightning using Oninikubami, the upgraded Path of Sorrows; kill HVT Doppelghasts inside an Ash Storm at the Central Courtyard; then interact with him at the Tenshu Entrance to be sent to Nyxara's Ruin and beat Nyxara inside 11 minutes 5 seconds. A Disciple Injection helps the escort; Peeks hands out a Tier-4 Oninikubami; bring Light Mend and stims for the Ash Storm because you are locked in; trigger Nyxara's damage phases by capturing the Oni flags. All relics are switched off during this trial.
First clear pays1,000 XP and a Reign Drops GobbleGum.
Mannequin Turret
What it costs you: You start with no armour, and the Gold Armor wall buy is the only armour you can get all match.
- 1The whole run
Reach round 60 without losing a flag
No flag captured by the undead during any Assault Wave, all the way to round 60.
Losing the statue checkpoints is fine — it is the final flag that must never fall. If a wave is going wrong, save and quit and reload. Peeks laughs on round 60.
PortalThe War Room, next to the map of Japan, on the round-60 flip.
Relic TrialSix waves, with Elite Oni on three and six. Your health does not regenerate during a wave, only at the end of one. Stim Shots still work, as do Booster Shot on Light Mend and Plant Food on Toxic Growth. A War Machine handles the Oni.
First clear pays1,000 XP and a Gift Card GobbleGum.
When it isn't working
The stalls that actually cost people runs on this map, and what to do about each.
Doing everything right and nothing happens?
Common Kowakujō questions
Direct answers to the specific things players look up mid-game — part locations, puzzle steps and more.
Where are the maneki-neko cat grenade parts on Kowakujō?
How do you solve the scroll puzzle on Kowakujō?
How do the clock and flags work on Kowakujō?
How do you get the fox mask on Kowakujō?
How do you solve the murder on Kowakujō?
What is the Kowakujō song and how do you activate it?
How do you get the free Ray Gun on Kowakujō?
Visual guides & sources
Screenshots and exact part locations live in these — open one on a second screen.
Map discussion
A shared community board for Kowakujō — posts are public, saved on the server and visible to everyone across devices. Handy for strategies, spawn variations you've noticed, or steps to double-check. Please keep it civil and on-topic.