View the story from a whole new perspective.
From Akito B. Takahashi, the Path Of War Saga is the story of Arthur, a Christian trapped in the virtual world of ninjas!
READ VOLUME IX HERE



Arthur and six others win a lottery ticket to participate in a high-tech company's virtual reality experiment. The other participants come from diverse backgrounds: Alexander Costa, Jasper Reza, Margaret Campbell, William Rodriguez, and Jada Schmidt. When Arthur arrives in this new world, he finds himself trapped in a prison cell and unable to log out. He is terrified by the warning he received prior: if he dies in the game, he will die in real life.
After enduring grueling days in prison, he resolves that his only way to escape this world is by destroying it while maintaining his faith in Jesus Christ our Lord. Not only does he manage to break free from prison, but he also learns his first real technique, allowing him to transform into smoke. Once he perfects combat skills, he enters the Leaf Village, only to discover that the other players have been living comfortably while he was imprisoned. Suspicious of their involvement in this game, he decides to test their spirit, only to understand that he cannot trust anyone. He, therefore, chooses to play innocent until he grows stronger.

Immediately following the events of the first volume, readers gain deeper insight into the other six players. Arthur manages to escape and decides it's finally time to leave the Leaf Village. Jada witnesses him commit a terrible act and becomes upset for his brutality. Despite her disappointment, he remains unchanging, which only heightens her emotional resentment toward him and allows her to advance her ocular technique to the next stage.
With a lot of wealth at his disposal, Arthur begins constructing a building with the help of a business mogul, of which he knows will take about six months to finish. To bide time, he travels to different countries to learn a new illusion-based technique, as well as collect various weapons.
Meanwhile, the other players have their own objects. Once Arthur discovers their plans, he decides that to thwart them, he must eliminate the main characters of the ninja world.





The volume begins with Arthur dreaming about church, where a prophecy is spoken over him, stating that he will face much trouble but is destined for greatness. The dream shifts as he wakes up on a tree branch, signifying that he is still trapped in the ninja world yet managing to thrive.
Determined to ensure the story is still in his hands, Arthur seizes the opportunity to acquire necessary skills to enhance his own abilities. He sneaks into different villages, collects blood samples from various characters, and gathers as much information as possible.
Being that this world has a lot of opportunity, Arthur later decides to host a martial arts-only tournament, where he operates behind the scenes. The tournament attracts many fighters, and he is selective in choosing those he deems worthy to compete. While Jada attends as a spectator, William and Margaret compete in the tournament alongside Arthur, who adopts the persona of "Hoshikaze," marking his third significant transformation.

As the finals approach, it's revealed that Jada is struggling with feelings of emptiness and purposelessness. Things continue to progress as Arthur dons his fourth and final main transformation as Kaito, a Sound ninja. Meanwhile, Alice is there to stand in his way.
Arthur himself understands that he needs to alter his plans after this event and goes out to recruit subordinates. Yet he is unable to lay low due to an evil organization catching on to his schemes. In order to evade them, he flees the country to enact his other plans.
To prevent his other assets from failing him, Arthur engages in various activities, such as secretly interacting with the other players to understand them more. Only by knowing his adversaries, is he able to train himself to command any and all foes.





The volume opens by recapping the events that have transpired thus far. Arthur returns to his estate but no longer deems it safe. While his grand plaza isn’t finished, he seeks out means to complete the construction. Be it through casinos or a wealthy secret society member, he goes out to access the illegal underground market.
Following his work, Arthur travels to another country to test his abilities and acquires a forbidden technique that could help him revive the dead. However, using this technique himself would be fatal, so he devises a plan to find someone else to wield it. Using a loophole within this world, he manages to revive a notable character without repricusions. This hints that now he can revive anyone he pleases.
Afterward, Arthur conducts various experiments on himself to enhance his potential, earning respect from the plaza's residents—all while preparing for his confrontation against another player, Alice.

Following the aftermath of a player-versus-player battle, Margaret joins the fight. She’s a hot-headed ninja enthusiast and, most importantly, incredibly powerful. Throughout these events, Arthur uncovers a crucial revelation: one of the players can travel through time.
Additionally, the main characters are undergoing rapid transformations, accelerated by the players’ involvement. Determined to prove himself, Arthur challenges the main character to solidify his strength as an unrivaled shinobi.
Other players are doing well, especially Jada, who has gained significant popularity. Meanwhile, the concept of time travel—something Arthur is eager to explore—remains a mystery. But before he can delve into that, he forms an unlikely partnership with one of the other players. This allows him to travel the world and reach new heights.





What sets Arthur apart from others is his remarkable patience. He understands that to become the most dominant shinobi in existence, he must first earn the respect and power necessary to elevate his status. Achieving this requires time, dedication, and strategic growth. Through his recent enhancements and territory improvements, his legacy continues to expand, laying a solid foundation for his ambitions. But why settle for just one small section? Arthur sees the potential to forge entire nations with the newfound power at his command.
Yet, there are always obstacles—someone or something eager to stand in his way. That someone is Margaret. Feisty and often awkward, Margaret’s unique transformations and her foreknowledge of this world make her a formidable opponent. She possesses the skills and abilities to go head-to-head with Arthur, challenging his dominance at every turn.
So, what happens when an unstoppable force encounters an immovable object? One of them is bound to fall. If Arthur can overcome Margaret, he will be free to focus on confronting his other enemies, all while rebuilding and strengthening his assets—both politically and in combat—to secure his empire and cement his legacy.

Arthur's encountered so many players thus far. Now, Jasper emerges. Who exactly is Jasper? Being recognized as even stronger than Margaret is no small feat. He’s a jerk, wicked at heart, and a pest to everyone around him. This makes him the perfect challenge to test Arthur’s unrivaled strength.
As Jasper continues to demonstrate his dominance, Arthur’s reputation soars within his own country, opening doors to new locations, allies, and entire clans that fall under his influence.
The ninja world features a complex system that allows for exploration almost anywhere. And Arthur’s next target? None other than the moon itself.


