Kunitsu-Gami: Path of the Goddess is a strange new take on the tower defence formula from CAPCOM. While most of your time is spent purging corruption and defending your priestess from a small legion of monstrous beings known as the Seethe, there are several isolated boss encounters where you face off against a single larger Seethe with your villager allies. These boss fights are very eye-catching and ask you to juggle offence and defence at once like nothing else in the game. And Mukadejoro is easily the toughest Notorious Encounter in the early game of Kunitsu-Gami.
Despite being relatively early on in the game, Mukadejoro is the first real wall many players will encounter on their Kunitsu-Gami journey. This horrific insect is tricky for multiple reasons, ranging from its high health and damage output to its ability to spawn an army of smaller adds and its reliance on darkness to negate damage. However, manage to clear this beast and you’ll be well set for the rest of your voyage down the mountain.
Here’s how to defeat the Mukadejoro boss fight in Kunitsu-Gami: Path of the Goddess.
Kunitsu-Gami Mukadejoro Boss Fight
Mukadejoro is the third major boss encounter in Kunitsu-Gami and it’s a big step up from the previous two, both figurative and literally. This gigantic and monstrous centipede lies deep within the Yuan Cave, dwelling in the darkness for any unlucky passerby to wander in.
The main gimmick of Mukadejoro is that, as a centipede, it can crawl on the walls and the ceiling to get out of your reach. Not only can you not hit it while it’s in this state but it also uses this opportunity to reposition, often into a place where it can get a sneaky charge attack on you from the darkness.
In terms of attacks, Mukadejoro is capable of three main ones:
- Coiling Strike: Mukadejoro will rush towards a location (often you or a villager) and circle it three times, getting tighter with each spin. If you get caught by one of these, you’ll likely get caught by the other two hits. The easiest way to avoid this attack is to jump to the side away from where Mukadejoro’s body is.
- Charge: Mukadejoro’s upper body will rear up before it charges forward for several seconds. In this state, Mukadejoro is capable of turning around so even if you avoid the first hit, don’t get careless. To escape the charge, either sprint to the side or dodge just as the centipede is about to hit you.
- Unstoppable Charge: Mukadejoro’s unstoppable attack is very similar to its normal charge, only you cannot effectively guard against it. It will also be a good deal faster than the regular charge and it will perform it multiple times in a row. Fortunately, the way to avoid it is much the same as the regular charge, only with far more precision.
Weakness to Light
The most important thing to know about Mukadejoro in Kunitsu-Gami is its interaction with the light and lantern mechanic introduced in Yuan Cavern. If you try to fight Mukadejoro in the darkness, it will be completely immune to your attacks and take absolutely no damage. To damage it, you need to get it into the light by luring it into the radius of various lanterns scattered around the room.
Once Mukadejoro enters the light, several fleshy grub-like growths will spurt out from its body. These growths are Mukadejoro’s weak points, along with its tongue, and they are where you need to focus your damage. As you attack these growths, they will sometimes fade away or retract back into Mukadejoro’s body, forcing you to manoeuvre and attack a different part of its body.
The only way to reveal all of Mukadejoro’s weak points and extend the damage phase to its maximum is to light all six lanterns around the arena. Once the final lantern is lit, Mukadejoro will pause in place and slowly begin moving towards the middle of the room, all the while the growths from its body will be free from some easy damage.
If you fail to kill Mukadejoro before it can climb the central column in the middle of the room, it will snuff out all six of the lanterns and plunge the arena back into darkness. If that wasn’t all, Mukadejoro will also spawn countless little grubs which will quickly make their way towards Yoshiro, forcing you to juggle protecting Yoshiro from the grubs (as well as Mukadejoro itself, which will have regained its previous speed and power) and relighting the lanterns.
Mukadejoro Set-Up and Equipment Guide
Best Villager Roles
At this point in Kunitsu-Gami: Path of the Goddess, you’ll likely only have the three starting villager roles to work with. These are the Woodcutter, Archer, and Ascetic roles. For the Mukadejoro boss fight you’ll have access to five villagers and we recommend running two Ascetics and three Woodcutters.
Ascetics are a powerful support archetype in Kunitsu-Gami whose primary role is slowing down the Seethe with their spells. Slowed enemies emit a fierce yellow glow and, fortunately for us, Mukadejoro is capable of being slowed. By having two Ascetics, you can maximise the potential of slowing down Mukadejoro when it enters the light, giving your entire group easy access to the monster’s weak points without needing to worry as much about it running away.
Meanwhile, the Woodcutters are your average close-range defenders and they’ll be your main instrument of destruction against Mukadejoro. They act as excellent damage dealers, capable of destroying Mukadejoro’s weak points while also effectively defending Yoshiro from the grubs. Having multiple Woodcutters allows you to designate one or two of them as lantern lighters, leaving the others to defend Yoshiro while still consistently lighting up the arena.
As for why we aren’t taking any Archers, they simply aren’t as useful. While Archers can hit Mukadejoro while it’s hanging on the walls or ceiling, they won’t actually get the opportunity to do damage very often. Between the weak points being difficult to hit while the monster is scaling the walls to the fact that the weak points often won’t be visible while Mukadejoro is climbing, there are just too many factors outside of the Archer’s control.
Best Tsuba Guards and Talismans
When it comes to the best Tsuba Guards to bring to the Mukadejoro fight in Kunitsu-Gami, there are two main options: Suzaka’s Flame or Tenku’s Wings.
If you’re confident in your group’s ability to defend Yoshiro from the grubs and want some extra firepower for when Mukadejoro is vulnerable, we recommend going with Suzaku’s Flame. This is the first Tsuba Guard you’ll receive and it deals a considerable amount of damage while also rapidly depleting the enemy’s Resist Gauge. If you pop this attack at the right time, you can massively prolong your damage window against Mukadejoro by stunning it: combine that with the Ascetics slow and you have a deadly combination.
On the other hand, if you find that Yoshiro is taking too much damage and that you’re having a hard time juggling this encounter’s various mechanics, try out Tenku’s Wings. This attack teleports you straight back to Yoshiro’s side, dealing damage in an area around Soh as you do so. You can pop this attack to quickly get back to Yoshiro from any position in the arena faster than any of your villagers, allowing you to quickly subdue any pesky grubs which may have broken through. Admittedly, it isn’t a very strong attack but the utility is undeniable.
As for your Talismans, you won’t have many options upon reaching Mukadejoro. However, the best is probably the Demoin Seat, which increases your villagers’ maximum health. Mukadejoro deals a lot of damage very quickly, especially with its coiling attack, and that can lead to some sticky situations with your villagers. With this Talisman, they have a much better chance of surviving a few rounds with the centipede.
How to Beat Mukadejoro in Kunitsu-Gami
Before the battle with Mukadejoro even begins, you need to begin setting up your team at the lanterns. Without triggering the encounter you have access to four of the six lanterns – two by Yoshiro and two to the far left and far right of the arena – giving you a great opportunity for set-up.
The best way to do this is to send one villager (preferably an Ascetic) to stand by the lantern near Yoshiro’s left and then to send another villager (preferably a Woodcutter) to the lantern to the far-left lantern. Having them positioned near the lanterns will greatly decrease the amount of time it takes for them to light them, allowing you to enter damage far earlier.
Once you’re ready to begin, walk into the fog and sawn Mukadejoro. Firstly, run over to your Ascenic near Yoshiro and command it to light its lantern. This will give the rest of your party some light to work with. Then, head over to your Woodcutter and command them to light their lantern. From there, make your way around the entire arena, lighting the lanterns in a clockwise pattern with the Woodcutter of your choice. Sticking to one specific Woodcutter means that you won’t have to call a villager from the other side of the arena.
Eventually, you’ll arrive back at Yoshiro and the final unlit lantern (which should be to her right). At this point, call a villager over to the lantern but don’t command them to light it yet. Instead, wait until Mukadejoro is both on the ground and within close range of you and your villagers to trigger it: this will give you the maximum amount of time to attack its weak points once they sprout.
With all the lanterns lit, Mukadejoro will screech and all of its weak points will be exposed. Set your squad into Attack Mode and begin whaling on the monster: if you have Suzaku’s Flame equipped this is an excellent opportunity to pop it to squeak out a longer damage phase. Once you run out of growths to hit, move to the front of Mukadejoro and begin attacking its tongue, which also counts as a weak point.
If you don’t get lucky enough to kill it in one phase, retreat back to Yoshiro with Defend Mode and get ready to light up one of the nearby lanterns as soon as Mukadejoro snuffs them out. Without the light, your party will be unable to defend Yoshiro against the grubs so it’s of supreme importance. At this point, you need to defend Yoshiro from the grubs, and Mukadejoro, until their numbers have thinned significantly (they do respawn after some time but in smaller batches).
Once you feel ready, begin the process again by taking a single Woodcutter around the arena to light the lanterns. Rinse and repeat these steps as many times as necessary until Mukadejoro is taken down.
Step-by-Step Mukadejoro Boss Fight
If you’d like a more straight-forward step-by-step explanation of the Mukadejoro boss fight in Kinutsu-Gami:
- Before the battle begins, assign one of your villagers (preferably one of your Ascenics) to the lantern to the left of Yoshiro. Then, assign one of your other villagers (preferably a Woodcutter) near the next lantern in a clockwise pattern.
- Once Mukadejoro spawns, start by commanding the Ascenic near the lantern to light it, giving your party some light to work with back at base.
- Then, command the Woodcutter to light the next lantern in the sequence. After this, run around the arena lighting up the remaining lanterns in a clockwise fashion with this same Woodcutter.
- Upon reaching the final lantern (which should be to the right of Yoshiro) wait until Mukadejoro is on the ground and near you before commanding your villager to light it.
- Once all six lanterns have been lit, Mukadejoro’s weak points will be revealed and you should hit it with everything you have.
- If you fail to kill it, the lanterns will go out and you’ll need to command a villager to relight one of the lanterns near Yoshiro. This will let your villagers help stall the oncoming hoard of grubs.
- Keep fighting the grubs unit their numbers slow and then repeat the lantern lighting process once more.
- Rinse and repeat until Mukadejoro falls.
That was how to defeat Mukadejoro in Kunitsu-Gami: Path of the Goddess.

















