Beast of Reincarnation: All Weapon Locations and How to Get Them

- Beast of Reincarnation has 21 blades, two ranged weapons and twelve ammunition types. Nine blades you have to find yourself — eight out in the world and one sitting inside your own ship; the other twelve are handed to you at the start, by the story, by a golem you talk to, or by a merchant. One, Kanzashi, cannot be obtained until New Game+, and the Deluxe-only Big Dipper is not part of the 21.
- Nothing is missable. You can free-roam every zone after the ending, and re-collecting a blade in New Game+ pays out Amber instead.
- Blades are not marked on your map when you walk past them, which is why they get missed. Arrow and bolt manuals are marked, with a book icon — and Keeper Golems will mark a nearby weapon for you if you ask them.
- The real wall is not finding weapons, it is upgrading them. Enhancement is capped by the Cleanse Walker’s Bauera stats — Power is usually the limiter — and fully upgrading the ranged side costs somewhere around 500,000 to 600,000 Amber, far more than all 21 blades combined.
Game Freak’s first non-Pokémon action RPG hands you two swords in the opening minutes and then spends forty hours quietly scattering nineteen more across a ruined Japan — the hidden ones lying in the dirt, unmarked, easy to walk straight past. This is where all of them are.
Platforms. Beast of Reincarnation launched on 4 August 2026 for PlayStation 5, Xbox Series X|S and Windows PC (Steam and the Microsoft Store), plus cloud. It is Xbox Play Anywhere, and it is on Game Pass Ultimate from day one — see our Xbox Game Pass August 2026 lineup for the rest of the month. There is no PS4 or Xbox One version. It costs $59.99, or $69.99 for the Digital Deluxe Edition.
One wrinkle worth knowing before you install: the PC copy you get through Game Pass is the Xbox build, the same one Play Anywhere delivers — not the Steam build. They are separate installs from separate storefronts.
What weapons are in Beast of Reincarnation?
Thirty-five in total: 21 blades, two ranged weapons, and twelve types of ammunition. A twenty-second sword, Big Dipper, comes with the Digital Deluxe Edition and is not counted among the 21.
Those numbers are not estimates. The game’s own trophy list asks you to collect all 21 blades, upgrade all 21 to +3, obtain all twelve ammunition manuals, and fully upgrade both ranged weapons along with every arrow and bolt type. The totals have to be right or the trophies would not pop.
| Category | Count | Source |
|---|---|---|
| Blades | 21 | 2 starting, 3 story rewards, 3 golem gifts, 3 merchant buys, 9 you have to find, 1 New Game+ |
| Ranged weapons | 2 | Both automatic story unlocks |
| Arrow types | 6 | 1 automatic, 5 from manuals |
| Bolt types | 6 | 1 automatic, 5 from manuals |
Big Dipper sits outside that structure because it is edition content. The Digital Deluxe Edition bundles it with black and brown Shiba skins for Koo, an “Oni’s Hat” for Emma, 100,000 Amber and a set of vegetable seedlings; a standard pre-order got the brown Shiba skin and 30,000 Amber. Since the Platinum requires no DLC, Big Dipper is excluded from every weapon trophy.
If you do own it, it is not a trophy sword. Its ability, Lucky, raises Amber from defeated foes by 1.2× for 60 seconds — which, given that the ammunition upgrades below are the real Amber sink in this game, makes it the most useful thing in the Deluxe bundle by a distance.
Nothing is missable. After the final boss you can save, keep free-roaming, and mop up anything you skipped before starting New Game+. Re-collecting a blade on a second run gives you Amber instead of a duplicate.
Where are all 21 blades in Beast of Reincarnation?
Nine you have to find yourself — eight lying out in the world and one sitting inside your own ship. The other twelve are handed over: two at the start, three by the story, three by golems you talk to, three by merchants, and one in New Game+. That split matters more than the map does: the hunt is really for nine swords.
Blades are ordered below as they appear in your equipment menu, which roughly tracks the order you can get them.
| Blade | Zone | How |
|---|---|---|
| Mechblade (Standard) | — | Starting weapon |
| Purifier Blade | — | Starting weapon |
| First Moon | Giant Tree | Golem trade |
| Cirrus Sword | Ogouchi Buffer | Golem gift |
| Mechblade (Light) | Ogouchi Buffer | Pickup |
| Mechblade (Heavy) | Ancient Civilization | Pickup |
| Thunderwave Sword | Ancient Civilization | Story reward |
| Purity | Ancient Civilization | Buy · 4,390 Amber |
| Bell Sword | Great Wall Terraces | Buy · 5,850 Amber |
| Hunter’s Sword | Great Wall Terraces | Golem gift |
| Sunrise Sword | Pilgrim’s | Pickup |
| Resonance Sword | Matsukawa | Pickup |
| Hazebringer | Matsukawa | Pickup |
| Shark Cutter | Fuji Frontier | Pickup |
| Fall Thunder | Giant Tree | Story reward |
| Winterwake | Crater | Buy · 9,750 Amber |
| Spring Storm | Crater | Pickup |
| Silverlight | Inukami River | Pickup |
| Black Blossom | Mount Hiei or Inukami River | Story reward · sources disagree, see below |
| Camellia | The Capital | Find it in the Cleanse Walker |
| Kanzashi | — | New Game+ |
The single most useful thing to know: blades do not get marked on your map when you walk near them, and they are physically small when stuck in the ground. Arrow and bolt manuals do get marked, with a book icon. That asymmetry is why the manuals come in complete and the swords do not.
There is one way to force a marker, and it is easy to miss: Keeper Golems, scattered across the map and shown with their own icon, will point you at a nearby weapon or manual and mark it if you ask. They are the game’s built-in answer to the problem above, and they are worth talking to in every zone rather than relying on a list.
Ogouchi Buffer Zone (Kanto Region)
The opening region, and the one whose two blades are easiest to leave behind.
- Cirrus Sword — at the Nushi’s Lair: Gate Approach campsite. Speak to the Gatekeeper Golem during the Chapter 1 task to follow Rangifer, and the sword becomes available to pick up beside him.
- Mechblade (Light) — directly above the Ruined Tower Area campsite, on the top floor of the Ruined Tower, inside the tent behind where the Elite Golem was standing.
Ancient Civilization Zone
- Mechblade (Heavy) — south of the Reservoir Interior campsite. Go through the room where you first fight Lacerta, cross to the far side of the hole in the ground the characters comment on, and it sits directly in front of the Lore Painting.
- Thunderwave Sword — automatic. It arrives alongside the Lightning Stone when you beat the Elite Golem during story progression.
- Purity — south of the Raging River campsite, from the Ancient Golem vendor, for 4,390 Amber. You can buy it here in Chapter 2, or from Brad from Chapter 3 onward if you walk past. Note that this is the Ancient Golem vendor, not a Wandering Merchant, and it is available two regions earlier than several guides claim.
The Great Wall Terraces
- Bell Sword — south of the Mountain Plaza: Forefront campsite, from the Wandering Merchant. Later instances of the same merchant stock it too, as does Brad once you move on, so missing this window is not fatal.
- Hunter’s Sword — beside the Great Forest Entrance campsite. Talk to the Storyteller Golem, choose to listen to the story, then pick up the sword next to him. Declining the story leaves it there.
Pilgrim’s Zone
- Sunrise Sword — north of the Scorched Grassland campsite, lying in the middle of the path near the broken golems and the second large statue. It is on the road, in the open. It is not in a pit of lava, whatever you may have read.
Matsukawa Zone
- Resonance Sword — northwest of the Cave Entrance campsite, in the room where you must fight three Malefact to progress, in front of the Lore Painting.
- Hazebringer — south of Upper Matsukawa Colony (Front). Go through the door on the central pillar, take the elevator down to the lower level, and it is in the second room, sticking out of a Malefact’s body.
Fuji Frontier Zone
- Shark Cutter — directly beside the Bridge Control Room: Approach campsite, stuck in the ground in front of a painted wall, just past the room where you fought the Elite Golem.
Giant Tree Zone
- First Moon — the most involved one on the list. North of the Cableway – Line 0: Base Station campsite, climb the stairs to the top of the building and cross to the Line 1 gondola. Interact with the Curious Golem and give him the box dropped by the first Corvus boss; he hands over the sword.
- Fall Thunder — automatic, and unmissable. It comes with the Giant Tree Key, one of your main objectives, after you beat an Elite Golem.
Crater Zone
- Winterwake — beside the Nushi’s Lair Entrance campsite, from the Wandering Merchant. As with Bell Sword, later merchants and Brad also stock it.
- Spring Storm — southeast of Lake Base: Outer Wall, in the hallway beside a Golem corpse, before you reach the control panel room.
Inukami River Zone
- Silverlight — southeast of the Ruined Plaza campsite, stuck in the ground in the very centre of the central stone platform. Exposed, but easy to run past.
Mount Hiei Zone / Inukami River Zone
- Black Blossom — automatic, but the guides genuinely do not agree on which fight triggers it. One completion guide says it arrives after the Shidou and Nue boss in the Mount Hiei Zone; a hands-on weapon wiki says it arrives after the Crimson Malefact in the Inukami River Zone, and turns up back at the Cleanse Walker. Either way it is unmissable and you do not have to hunt for it — but if you are ticking off a checklist, do not treat the zone as settled.
The Capital
- Camellia — after the Kunai and Kirin fight, it is inside the Cleanse Walker, opposite Emma’s bed. Go and look; nothing tells you it is there, and no source describes it as handed to you, which is why this guide counts it among the swords you have to find rather than among the story rewards.
New Game+
- Kanzashi — the one blade you cannot hold on a first playthrough. It appears in your inventory at the start of New Game+, which is why the “all 21 blades” trophy needs two runs.
How do you get the bow and crossbow?
Both are automatic story unlocks, and you already have one of them.
| Weapon | Attack | How |
|---|---|---|
| Spring Thunder Crossbow | 20 | In your inventory from the start of the game |
| Zangetsu Bow | 200 | Chapter 1, on locating the foreman in the subcity |
That attack gap looks absurd until you read the second stat. The crossbow reloads in 1.0–1.4 seconds and holds 24 basic bolts; the bow has a 1.0-second draw and carries ten arrows. The crossbow is a sustained-fire weapon that chips, the bow is a single heavy shot. Their ammunition reflects it: a basic arrow does 97 damage with a limit of 10, a basic bolt does 5 with a limit of 24.
⚠️ Those carry limits are for the basic ammunition only, and every other type is far smaller — special arrows run to a handful of shots each and special bolts to about a dozen, unupgraded. That is what the seven quiver upgrade levels are for, and it is why the elemental types are something you open a fight with rather than fight with.
Do not treat either as a backup. The crossbow in particular scales hard once upgraded, and ranged weapons earn their place against Nushi bosses in two specific ways: matching the boss’s elemental weakness with the right ammunition, and punishing it when it moves out of melee range. Against Rangifer that means stocking fire ammunition rather than counting on any particular blade.
Where are all 12 arrow and bolt manuals?
Two are automatic, five are bought from merchants, and five are found in the world. You can pick up and fire an ammunition type before you own its manual — the manual is what lets you upgrade it and, more usefully day to day, what makes that type replenish when you rest at a campsite. In your inventory, a type you already have the manual for is labelled as such under its name, which is the quickest way to audit what you are still missing.
Unlike blades, these are marked on your map with a book icon when you get close, and the icon disappears once collected.
| Manual | Zone | How |
|---|---|---|
| Arrows | Ogouchi Buffer | Automatic, with the Zangetsu Bow |
| Poison Arrows | Great Wall Terraces | West of Flower Field Tower campsite, on a table in the corner of the platform |
| Acid Arrows | Ogouchi Buffer | Subcity 03, by Toward the Nushi’s Lair campsite — Wandering Merchant |
| Fire Arrows | Ogouchi Buffer | In the building south of Cliffside Village: Interior |
| Lightning Arrows | Ancient Civilization | South of Raging River campsite — Ancient Golem vendor |
| Explosive Arrows | Fuji Frontier | From the area start, west across the pipes; slightly north by a peaceful Golem |
| Bolts | — | Automatic, with the crossbow at game start |
| Poison Bolts | Great Wall Terraces | South of Mountain Plaza: Forefront campsite — Wandering Merchant |
| Acid Bolts | Ogouchi Buffer | Above Quarry Interior campsite, in the building behind the Elite Golem |
| Fire Bolts | Ogouchi Buffer | Subcity 03, by Toward the Nushi’s Lair campsite — Wandering Merchant |
| Lightning Bolts | Giant Tree | East of Cableway – Line 2: Terminal Stop campsite, lower level of the fortress |
| Explosive Bolts | Great Wall Terraces | South of Mountain Plaza: Forefront campsite — Wandering Merchant |
Two of the twelve share one vendor, at the Mountain Plaza: Forefront campsite in the Great Wall Terraces — Poison Bolts and Explosive Bolts — and the same merchant also sells the Bell Sword, so that stop is worth three items. If you visit one merchant deliberately on this list, visit that one. Two more manuals share the Subcity 03 merchant in the opening region, and the Ancient Golem vendor south of Raging River sells both Purity and the Lightning Arrows manual — so that stop is worth Amber twice.
The Lightning Bolts manual is the one you are most likely to trip over legitimately: follow the quest steps to speak to the Tower Storyteller and then the Fortress General, and the game walks you to it.
How do you upgrade weapons in Beast of Reincarnation?
At the Workbench in the Cleanse Walker, or through “Enhance Weapons” at any camp — but the cap is set by the Cleanse Walker itself, not by your wallet.
The Workbench sits behind Brad in the pilot’s seat, next to the kitchen. Upgrades cost Amber only; there are no crafting materials to farm, which is unusual for the genre and means the whole system is really a money problem.
Then you hit the wall. After one or two upgrades on any weapon, enhancement stops, and no amount of Amber moves it. The limiter is Bauera, the Cleanse Walker’s onboard program, which has three stats — Power (blue), Calculations (yellow) and Knowledge (green). Power is almost always the one blocking weapon enhancement. You raise these by bringing back spoils found out in the world, so if your upgrades have stalled, the fix is exploration, not farming.
Budget for the ammunition, not the swords. This is the part no recipe screen tells you:
- Blades cap at +3. All 21 cost Amber alone, and two full playthroughs generate more than enough.
- Arrows and bolts each go to +14 — seven levels toward the element and seven toward the quiver, on all twelve types.
- Fully upgrading the ranged side runs to roughly 500,000–600,000 Amber, far more than every blade in the game put together.
One legitimate shortcut for anyone chasing the upgrade trophies: save at the bed in the Cleanse Walker, sell everything you own, spend the proceeds on upgrades to pop the trophy, then reload. You keep the trophy and your inventory both.
Which blade should you actually use?
Almost none of them are stronger than any other — the base attack values only take two figures, 27 and 21, and the split tells you exactly what each sword is for.
Run down the published stats and a pattern falls out that no weapon list states outright. Every blade with an on-hit proc that fires at a distance or stacks a second status is rated 21. Every blade with a simple on-hit buildup, or none at all, is rated 27. Those six lost points are the price of the proc.
| Blade | Attack | Ability |
|---|---|---|
| Sunrise Sword | 21 | Blasts flame; flame buildup 12.0, matching Thunderwave for the highest value in that stat field |
| Thunderwave Sword | 21 | Calls lightning onto nearby foes; lightning buildup 12.0 |
| Spring Storm | 21 | Gushes water; drench buildup 20 |
| Camellia | 21 | Crackling lightning; lightning buildup 10 |
| Black Blossom | 21 | Poison lightning on nearby foes; poison buildup 10 |
| Winterwake | 21 | Flaming lightning on nearby foes |
| Hunter’s Sword | 27 | Poisons the blade, buildup 7.0 — status without the damage penalty |
| Hazebringer | 27 | Adds acid, corrosion buildup 7.0 |
| Fall Thunder | 27 | Charges the blade, lightning buildup 7.0 |
| Purity | 27 | Recovers 3.5% of damage dealt as HP |
| Shark Cutter | 27 | +7% critical chance for Emma and Koo |
| Silverlight | 27 | Slash damage +2.5% |
| First Moon | 27 | Applies Weaken, up to 2 stacks |
| Cirrus Sword | 27 | Emma and Koo both deal ×1.02 damage |
| Kanzashi | 27 | Light barrier that slowly restores HP |
| Resonance Sword | 27 | 2% chance to turn foes into puppets — never on bosses or Nushi |
| Mechblade (Standard) | 27 | Mech Slash: Medium — the third hit of the combo does ×1.03 |
| Mechblade (Light) | 27 | Mech Slash: Light — the second hit of the combo does ×1.03 |
| Purifier Blade | 27 | Purifier Soul — stagger reduced by 1 when Emma takes damage |
⚠️ Two scales are in play and they are easy to conflate. The attack column and the flame/lightning buildup figures above come from one wiki’s stat fields; the buildup numbers quoted inside effect text (Spring Storm’s 20, Camellia’s and Black Blossom’s 10) are written on a different scale and are not comparable to the 12.0 figures. Read them within their own column, not across.
So the choice is not “which is best” but which half of the trade you want. Because Koo’s attacks flag what a boss is weak to, the elemental 21s are situational picks you swap in for a fight, while the 27s — Hunter’s Sword, Hazebringer and Fall Thunder especially — give you a status effect while keeping full damage, which makes them the better general-purpose blades.
Three caveats. Mechblade (Heavy) and Bell Sword are the two blades missing from the stat list this table is built on, so they are not in it; a second wiki does carry them, on a different attack scale where every blade above rated 27 comes out at 51 and every 21 comes out at 45 — and it puts both of them in the 51 group. Bell Sword’s ability there is Crushing Blade, raising Emma’s knockback by 1.1×; Mechblade (Heavy)’s is Mech Slash: Heavy, boosting the fourth hit of the combo.
Second, these are all base values, and both the ability strength and the effect duration climb as you enhance the blade — so treat the column as a ranking, not as what you will actually be swinging at +3.
Third, the listed effects last 5 seconds almost across the board — Kanzashi’s healing barrier is the exception at 3 — so these are combo-window buffs, not passives.
One honest caveat on the recommendation itself: this 27/21 reading is ours. The one weapon list that publishes an outright ranking puts the elemental Thunderwave Sword at number one, on the strength of its area lightning and how often bosses are weak to it. That is a defensible call if you swap blades per fight; the case for the 27s is that they cost you nothing when you cannot be bothered to.
The bottom line
Nine blades you have to find, twelve are given, and the ones you have to find are not marked on your map as you walk past them — that one asymmetry accounts for nearly every missed weapon. Sweep the campsites named above as you pass through each zone, ask the Keeper Golems when you see them, and you will finish a first playthrough one sword short, with Kanzashi waiting at the start of New Game+.
One region does not appear in the list above and that is not an oversight: Starfall Tower, the tenth area, holds no blades and no ammunition manuals. You can pass straight through it.
The weapons themselves are the easy part. Collecting all 21 takes attention; upgrading them takes 500,000–600,000 Amber and a Cleanse Walker with its Power stat raised, and that is what actually gates the back half of the game.
How we verified this
This guide covers the game as it shipped on 4 August 2026, checked on 5 August.
ON SOURCES AND HOW CONFLICTS WERE SETTLED. Weapon locations here follow a 100% completion guide that lists blades down to the campsite they sit beside, cross-checked against a separate wiki’s hands-on weapon list and against a third guide site. The completion guide is treated as the baseline for one specific reason: its counts are independently corroborated by the game’s own trophy requirements, which ask for all 21 blades and for every blade upgraded to +3. A total that has to satisfy a trophy is harder to get wrong than a total someone assembled by hand.
It was also checked against itself. The same site publishes per-zone collectible pages written separately from its master blade list, and all 21 blades appear in the same zone on both passes.
WHERE WE DID NOT FOLLOW A SOURCE. One widely-syndicated guide places three weapons incorrectly, and its errors have already been copied by at least one aggregator, so readers will encounter them. It puts Purity in the Pilgrim’s Zone stock of a Wandering Merchant (it is bought from the Ancient Golem vendor in the Ancient Civilization Zone, two regions earlier), the Sunrise Sword in a pit of lava (it lies on the path north of the Scorched Grassland campsite), and Fall Thunder as a world pickup near a campsite (it is an automatic story reward). In each case two independent hands-on sources agree against it.
BLACK BLOSSOM IS THE ONE WE COULD NOT SETTLE. An earlier version of this guide listed it as a Mount Hiei reward after the Shidou and Nue fight and said the sources agreed. They do not. The completion guide says Mount Hiei; a hands-on weapon wiki says it is awarded after the Crimson Malefact in the Inukami River Zone and appears back at the Cleanse Walker, and the syndicated guide above agrees with the wiki. Neither placement has a first-party source behind it, so the table now shows both and the section says plainly that the trigger is disputed. It is unmissable either way.
THE STAT TABLE AND ITS TWO SCALES. The wiki carrying per-weapon attack and ability values is still marked a work in progress: it omits Mechblade (Heavy) and Bell Sword, and lists five bolt types where the trophy requirements and the manual list both establish six. A second wiki does carry both missing blades, but on a different attack scale (51 and 45 where the first uses 27 and 21), so the two cannot be merged into one column — both are reported separately in the text rather than blended. All values in the table are base, unenhanced figures.
THE 27/21 SPLIT IS OUR READING, not a published claim. It is arithmetic on the published attack values, and it covers the 19 blades with values on that wiki — the two it omits are handled above. The one list that does publish an outright ranking disagrees with our conclusion, and the text says so.
This guide was postponed for a day on purpose. On launch day only two guides existed and they contradicted each other on six blades; a location guide that sends readers to the wrong place is worse than no guide.