Inazuma Archon Quest
Chapter II, "Omnipresence Over Mortals," is the Inazuma story: a locked nation, a confiscated god, and the longest uninterrupted political arc in the game.
Reviewed 2026-09-05. Story content is final; confirm availability in-game.
1. What the Inazuma Archon Quest covers
The Inazuma Archon Quest is Chapter II of the main story, titled "Omnipresence Over Mortals." It opens with a prologue, "Autumn Winds, Scarlet Leaves," which gates your entry to Inazuma at Adventure Rank 30 and walks you through Ritou and the initial border controls. From there the nation-focused story runs as three acts: Act I "The Immovable God and the Eternal Euthymia," Act II "Stillness, the Sublimation of Shadow," and Act III "Omnipresence Over Mortals." A fourth act, "Requiem of the Echoing Depths," closes Chapter II but shifts to the Traveler's sibling and plays out in Enkanomiya and the Chasm — treat it as the Traveler chapter, not part of the Inazuma civil-war plot. If you only care about the Raiden Shogun and the Shogunate, Acts I through III are the whole Inazuma experience.
This is the first chapter where the Archon is the open antagonist rather than a distant figure. The pacing is dense: long dialogue stretches, mandatory story domains, and a rebellion storyline that pays off over roughly three acts instead of resolving in one climactic fight. Players coming from Liyue should expect to spend real time here, and the map stays gated behind progression until Act III opens the remaining islands.
Where it sits in the roadmap
Chapter II follows the Liyue arc and the interlude "We Will Be Reunited," and it leads directly into the Sumeru Archon Quest. If you are sorting region order, the safe path is Mondstadt, Liyue, then Inazuma. The Electro region also unlocks its own Electro mechanics, the Sakura Electroculus tree, and a set of island layouts you can study on the region maps before you travel.
2. The Vision Hunt Decree and the Shogunate
The inciting conflict is the Vision Hunt Decree. The Shogunate, ruling in the name of the Raiden Shogun, orders every Vision in Inazuma confiscated and "offered" to the throne, on the belief that seizing ambition from mortals protects Eternity. Enforcement falls to the Tenryou Commission, with Kujou Sara leading the raids and the Shogun's puppet carrying out the public executions of will. Visions are not destroyed in the open — they are gathered, and the threat of having your ambition taken is what keeps the population subdued.
Watatsumi Island refuses. Under Sangonomiya Kokomi, the island mounts an open resistance that the Shogunate treats as treason. The war between Watatsumi and the Shogunate is the spine of Act II and Act III: supply runs, ronin camps, delusions manufactured to keep soldiers fighting, and a slow realization that the fight is less about territory than about what Eternity actually means. The resistance is not framed as innocent — both sides commit to hard choices — which is why the Inazuma story reads heavier than the Mondstadt or Liyue openings.
The Delusion economy
A turning point is the Delusion factory. The Shogunate distributes Delusions — fake Visions that grant power at the cost of the user's life force — to soldiers who lost their real Visions. Teppei's arc lands this brutally: a friend who takes a Delusion to stay useful, and who does not survive the cost. The factory sub-quest in Act III is where the Decree stops being an abstraction and becomes personal, and it is the moment most players mark as the story earning its length.
3. Raiden Shogun, Ei, and the name Baal
The identity question trips up new players. The "Raiden Shogun" the public sees is a puppet, built by the true Archon to govern while she pursues Eternity inside the Plane of Euthymia. The true Archon is Ei, and early external material labeled her "Baal" (with her sister Beelzebul as "Baalzebul"); in-game the Archon is Ei, and the Shogun is her construct. When the story says "the Shogun," it usually means the puppet; when it says "Ei," it means the woman meditating on her own eternity. The Electro Gnosis sits at the center of the conflict, and its fate threads forward into later chapters.
This distinction matters for the climax. You do not actually talk Ei out of anything in a council chamber — you are pulled into the Plane of Euthymia and forced to prove, through combat and argument, that a frozen eternity is a dead one. The puppet and the Archon are addressed as one office, which is the whole thematic point: the ruler and the rule have become the same unchanging thing.
4. Act-by-act breakdown
Act I, "The Immovable God and the Eternal Euthymia," handles arrival: Ritou's entry permit, the Kamisato clan (Ayaka, Ayato, and the housekeeper Thoma), the Sacred Sakura, and your first contact with Yae Miko at the Grand Narukami Shrine. It establishes the Decree as everyday oppression rather than a single event, and it funnels you through Narukami Island before the other islands unlock.
Act II, "Stillness, the Sublimation of Shadow," opens the wider archipelago and the resistance. You meet Kokomi, run Swordfish II spec-ops missions, and watch Teppei volunteer for the front line. The act is lighter on combat than its bookends but does the worldbuilding that makes Act III land — the ronin, the supply lines, the growing doubt inside the Shogunate's own ranks.
Act III, "Omnipresence Over Mortals," is the rebellion proper. The sub-quest chain runs from "Sword, Fish, Resistance" through "Those Who Yearn For the Gods' Gaze," "Delusion," "The Servant's Path," "Proof of Guilt," "Blind Loyalty, Reckless Courage," and into the throne-room finale. Yae Miko's role comes into focus here: she is not a side character but the one holding Ei's trust and the sway needed to end the Decree without destroying the nation.
Infiltration and the fireworks
One set-piece worth calling out is the Chinju Forest infiltration, where Yoimiya's fireworks are used to distract the Tenryou Commission guards so the plan can move. It is a rare lightbeat before the duel, and it shows the resistance leaning on civilians and craftsmen rather than just soldiers. By the time you reach "Duel Before the Throne," every faction introduced in Act I has a stake in the outcome.
5. The climax: Duel Before the Throne and Magatsu Mitake Narukami no Mikoto
The final sub-quests, "Duel Before the Throne" and "The Omnipresent God," put the Traveler against the Shogun inside the Plane of Euthymia. Ei manifests to test the outsider who keeps interfering with her eternity, and the fight is built around her signature technique, the Musou no Hitotachi — the same move her playable kit uses as an elemental burst. Losing the duel is not a fail state; the point is the exchange that follows, where Yae Miko's intervention and Kokomi's pressure force a resolution short of civil collapse.
The boss form you fight is Magatsu Mitake Narukami no Mikoto, the corrupted Shogun puppet. It returns as the weekly trounce domain "End of the Oneiric Euthymia" after you clear Raiden Shogun's own story quest, Imperatrix Umbrosa Chapter Act II, "Transient Dreams." If you are farming for Yae Miko, Ayato, or Raiden materials, that domain is the repeatable version of this exact fight, and it scales with your world level. Build advice and team notes for the puppet sit with the other character guides.
6. Key characters
Yae Miko is the Guuji of the Grand Narukami Shrine and Ei's oldest friend; she is the narrative hinge of Act III and the reason the ending works without a full purge of the Shogunate. Sangonomiya Kokomi leads Watatsumi as its divine priestess and tactician, and her logistics operation is what keeps the resistance alive long enough to matter. Kujou Sara is the Tenryou Commission's general, the Shogun's adopted daughter, and a bow user who enforces the Decree before questioning it — her defection is part of what makes the finale function.
Shikanoin Heizou appears in the Inazuma cast as the Tenryou Commission's lone detective, an Anemo catalyst user whose story quest fleshes out the Commission's internal politics. Thoma, the Kamisato housekeeper, and the Kamisato siblings (Ayaka and Ayato) round out the Yashiro Commission side. Teppei, a recruit you meet early, is the emotional anchor of the Delusion subplot and the reason the factory quest hits as hard as it does.
7. Length and rewards
Most players report six to eight hours for the prologue and three acts if they read the dialogue, and longer if they chase the optional world quests that interlock with the main line. The pacing is front-loaded with exposition, so the first hour feels slower than the Liyue arc. Treat the full Inazuma commitment as a multi-session job rather than a single sitting.
Completing the acts returns Primogems, Adventure EXP, Mora, Hero's Wit, and Mystic Enhancement Ore, and it permanently unlocks the rest of the Inazuma map and its Electroculus network. Finishing Act III is also the gate for Raiden Shogun's story quest and therefore the Magatsu Mitake Narukami no Mikoto trounce domain. If your goal is the Electro Archon's boss materials, the Archon Quest is the mandatory first step, not an optional side story.
When you are done here, the chain continues with the Sumeru Archon Quest, which picks up the Gnosis thread this chapter leaves dangling. For region order and prerequisites, the full quest index lists every chapter in sequence.
Sources
- Genshin Impact Wiki (Fandom) — Archon Quest act list and chapter structure — used to confirm Chapter II act names and the prologue/Act IV split.
- Game8 — Raiden Shogun boss guide (Magatsu Mitake Narukami no Mikoto) — used to confirm the boss name and the End of the Oneiric Euthymia trounce domain.
- GameWith — Archon Quests main story list — used to cross-check act order and Adventure Rank requirements.
Chapter and act names cross-checked across the sources above on 2026-09-05.