Ch. 61Madara's fury

Plot points and events

  • Madara discovers that Hashirama has been using a computer without being present, then explores the forum’s casual farming game and Konoha Penguin chat program.
  • After Dave adds him as a friend, Madara finds Tobirama online. Their teasing quickly turns hostile, and Madara struggles to contain his anger.
  • Madara tries to calm himself by tending his virtual farm, only to learn that Tobirama stole all 100 of his cabbages. Enraged, he smashes computers and desks at the internet café, then leaves.
  • Tobirama enjoys his stolen cabbages, but Madara tracks him to the Senju compound. Tobirama escapes with Flying Thunder God, and Madara pursues him.
  • Kakuzu goes to the Uchiha compound to collect compensation for the damage. The bill totals 1.5 million ryo, which the Uchiha Second Elder reluctantly pays.
  • Madara asks Hashirama where Tobirama might have left Flying Thunder God formulas. Hashirama cannot recall, and the chapter ends with a list of places associated with Tobirama’s marks.

Character developments and interactions

  • Madara moves from curiosity about computers and games to intense fury when Tobirama provokes him and steals his virtual vegetables. His pride and rivalry make even a game feel like a personal challenge.
  • Tobirama shows his mischievous side: he insults Madara online, steals his cabbages, and uses his technique to evade the consequences.
  • Dave patiently introduces Madara to the computer programs, while Hiruzen and Danzo witness the outburst and cower.
  • Kakuzu treats the destruction as a business opportunity, collecting the money—and anticipating a commission—from the Uchiha clan.
  • Hashirama remains an unhelpful but friendly intermediary, unable to provide the information Madara wants.

Significant themes

  • Modern technology and online games are humorously transplanted into the shinobi world.
  • The enduring Madara–Tobirama rivalry turns minor digital provocations into a real-world chase.
  • The chapter contrasts powerful ninja abilities with mundane frustrations, while highlighting the financial costs of technology and property damage.

Ch. 62Hashirama: I don't care, I'm topping up 648

Key plot points and events

  • The Warring States F4—Hashirama, Madara, Tobirama, and Izuna—meet at the Love Kidney Internet Cafe at midnight. Izuna teases Tobirama about his badly swollen face, and they briefly fight outside.
  • They find Kakuzu working at the counter instead of the usual attendant. Kakuzu explains that he defected from Takigakure after a failed assassination mission and wants a job in Konoha. Hashirama warmly welcomes him, prompting the others to accept the arrangement without much concern.
  • Kakuzu awkwardly offers them the overnight package, which the four take to save money.
  • At their computers, Madara tends his crops and Izuna browses the forum. Tobirama introduces Hashirama to Konoha Dou Dizhu and promises that, if Hashirama follows his instructions, they will earn plenty of Happy Beans.
  • Hashirama ignores the strategy once the game begins. He and Tobirama lose repeatedly to the mysterious player “Money Is Life,” driving their balances to the maximum negative limit.
  • Seeing the top-up offer, Hashirama becomes fixated on the double reward for a first purchase and insists on buying the largest option, 648 ryo. Madara lends him 1,000 ryo, which Hashirama loads onto his card.
  • After Hashirama leaves the counter, Kakuzu quietly smiles at his own Happy Bean balance, suggesting he has profited from the game.

Character developments and interactions

  • Hashirama remains generous and impulsive: he immediately accepts Kakuzu, then enthusiastically overspends when tempted by a “limited” double top-up.
  • Tobirama tries to manage his brother and play strategically, but Hashirama’s chaotic decisions undo his plans. He eventually considers taking the lead himself.
  • Madara is still annoyed at Tobirama for stealing his crops, yet readily lends Hashirama money. Hashirama also continues to cherish Madara’s earlier smile.
  • Izuna mocks Tobirama’s appearance, and their teasing escalates into a fight.
  • Kakuzu acts like a dutiful employee while secretly calculating the cafe’s profits; his restrained amusement hints that the Happy Bean game may be working in his favor.

Significant themes

  • The chapter uses comedy and irony to contrast the characters’ formidable reputations with their petty gaming disputes and poor decisions.
  • Greed, impulse, and false bargains drive the ending: Hashirama is drawn in by the promise of doubled rewards, while Kakuzu appears to benefit from the chaos.
  • The cafe’s ordinary routines—overnight deals, online games, and top-ups—bring the powerful warriors together in an unexpectedly mundane setting.

Ch. 63Uncle Madara Actually Took Selfies?

Plot points and events

  • Hashirama confidently tops up 648 ryo to play Dou Dizhu, while Tobirama starts with a smaller amount. Kakuzu expects to profit from the Hokage and his companion, but Tobirama’s skill—and Hashirama’s poor play—leave Kakuzu with 5,000 Konoha Beans in debt.
  • Hashirama keeps losing despite Tobirama trying to let him win. Determined to become landlord and claim a victory, he loses his entire 648 top-up without winning a round.
  • Hashirama borrows another 648 from Madara, then asks Kakuzu to top up two more rounds’ worth. Kakuzu quickly obliges, pleased to have found a generous customer.
  • Meanwhile, Izuna teaches Madara how to take and upload a selfie. Madara experiments with poses and even activates his Mangekyo Sharingan, producing photos that look more frightening than flattering. He posts his favorite with the simple caption: “Me, Madara Uchiha. Photo.”
  • Dave spots the post and is astonished that Madara has learned to take selfies. He leaves an enthusiastic compliment. Madara is pleased to see Dave’s reply and messages him to go to bed, though both end up staying awake browsing.

Character developments and interactions

  • Hashirama is exuberant and stubborn: his confidence persists despite repeated losses, and he keeps spending in hopes of turning things around.
  • Tobirama proves capable at the game but is exasperated by his brother’s inability to win, even when Tobirama tries to help.
  • Kakuzu shifts from smug confidence to financial disaster, then immediately sees Hashirama’s repeated top-ups as a business opportunity.
  • Madara shows an unexpectedly playful, self-conscious side while taking selfies. Dave’s attention makes him visibly happy, surprising Izuna.
  • Izuna acts as Madara’s guide to online posting and selfie-taking, while quietly marveling at his brother’s smiles. Dave and Madara exchange a warm, affectionate message.

Significant themes

  • Comic irony: Hashirama’s confidence and Kakuzu’s greed both backfire at the card table.
  • Technology and changing habits: The characters adapt to internet cafés, online games, forums, and selfies.
  • Affection beneath sternness: Madara’s concern for Dave—and his delight at Dave’s praise—reveals a tender side.

Ch. 64Time to graduate

Key plot points and events

  • The Ninja Academy’s first students are deemed ready to graduate as Genin. Hashirama and Tobirama discuss which promising graduates they will personally mentor.
  • Still battered from the previous night’s fight, Tobirama objects when Madara volunteers to teach Senju Dave and Tsukimi Uchiha. Hashirama backs Madara, while Izuna declines to take students.
  • Hashirama takes Hiruzen Sarutobi, Danzō Shimura, and Kagami Uchiha as disciples. Tobirama takes Torifu Akimichi, Homura Mitokado, and Koharu Utatane. Madara takes Dave and Tsukimi as a two-person squad.
  • At the graduation ceremony, the students receive their forehead protectors. Dave gently ties Tsukimi’s on, and the two share an affectionate moment.
  • Tobirama announces the new squads. Hiruzen, Danzō, and Kagami excitedly react to becoming Hashirama’s students; Dave tells them to sit down.

Character developments and interactions

  • Madara and Tobirama’s rivalry continues from their online insults into a physical fight, leaving both men visibly injured. Tobirama distrusts Madara and fears his influence over Dave, but Hashirama trusts his friend enough to assign him students.
  • Hashirama is sleepy and conciliatory, yet chooses Madara over Tobirama when the two disagree. He also reflects that Tobirama and Izuna behave like children when they resume arguing and fighting.
  • Izuna refuses to mentor students because his academy teaching and blind dates already keep him busy, drawing Tobirama’s scorn.
  • Tobirama shows a protective, fatherly concern for Dave, whom he sees as being swept up by Tsukimi. Dave and Tsukimi’s relationship is openly tender: they are engaged, affectionate, and clearly devoted to each other.
  • The graduates are thrilled to receive their headbands and become Genin, especially those chosen as Hashirama’s disciples.

Significant themes

  • Mentorship and the next generation: The newly formed squads mark the academy students’ transition into shinobi life and connect them with Konoha’s senior leaders.
  • Rivalry and family-like bonds: Madara and Tobirama’s hostility is played for comedy, while Hashirama’s loyalty to Madara and Tobirama’s protectiveness reveal close, complicated relationships.
  • Young love and overprotectiveness: Dave and Tsukimi’s affection contrasts with Tobirama’s anxious disapproval.
  • Humor through incongruity: The chapter pairs important institutional milestones—graduation, Genin status, and mentorship—with slapstick injuries, childish feuding, and Dave’s irreverent commentary.

Ch. 65Dave vs. Madara

Plot points and events

  • After graduation, Dave and Tsukimi stay behind with Hiruzen, Danzo, and Kagami. The three boys consider attacking Dave, but Tsukimi steps in to protect him. Faced with the couple’s confidence and affection, they retreat and end up crying.
  • Madara arrives and takes Dave and Tsukimi on as his students. Since he struggles to make conversation, he asks them to demonstrate their abilities.
  • Madara takes Dave to the mountains for a spar. Dave summons plant-like fighters inspired by Plants vs. Zombies: sunflowers, Gatling Peas, Torchwoods, Wall-nuts, and a Magic-shroom. His combined pea-and-fire attack meets Madara’s fire techniques, while the Wall-nuts block Madara’s fire dragon.
  • Madara escalates the fight by activating Susanoo. Dave’s Magic-shroom uses its oversized hat to conjure a second giant Susanoo, prompting Madara to launch a powerful attack. The chapter ends mid-battle.

Character developments

  • Dave is playful and confident, but his unusual summons exact a cost: the Magic-shroom nearly drains the Nine-Tails’ chakra.
  • Tsukimi shows her loyalty by immediately shielding Dave from the three boys.
  • Madara proves to be an awkward teacher in conversation but an enthusiastic, formidable fighter who respects Dave’s strange abilities.
  • Hiruzen, Danzo, and Kagami are revealed as long-suffering, jealous rivals whose resentment collapses into comic despair.

Themes

  • Comedy through contrast: the boys’ supposed confrontation becomes a retreat, while Madara’s serious combat style clashes with Dave’s whimsical summons.
  • Affection and loyalty: Tsukimi’s support frustrates Dave’s rivals and reinforces the couple’s closeness.
  • Power and creativity: Dave’s unconventional techniques can challenge Madara’s conventional strength, though they come with a cost.

Character interactions

  • Dave and Tsukimi share easy affection, and Tsukimi protects him when Hiruzen, Danzo, and Kagami approach.
  • The three boys’ jealousy is intensified by Dave’s relationship with Tsukimi, especially Kagami’s resentment as her brother.
  • Madara takes both Dave and Tsukimi as students, then tests Dave directly. Dave’s summons—and the Nine-Tails’ angry complaints about lost chakra—add a comic edge to their escalating duel.

Ch. 66Uncle... Hiruzen... You two...

Plot and events

  • Hashirama senses Madara’s chakra and rushes to the Back Mountain, where Madara is fighting Dave.
  • Dave’s Magic Shroom produces an endless stream of Susanoo-like giants. Madara escalates to his final form, but eventually gives up when he realizes the multiplying opponents will exhaust him. Dave jokingly claims defeat and dismisses the summoned plants.
  • Hashirama mocks Madara, who ignores him and takes Dave and Tsukimi to choose a mission. Dave selects a relatively harmless assignment to catch a peeping pervert at a hot spring, despite Madara’s preference for a more challenging mission.
  • Hashirama’s squad also takes a hot-spring-related mission. Hiruzen pretends to use the bathroom but sneaks off to peep at the women’s bath. Hashirama follows and catches him.
  • Dave and Madara arrive with Tsukimi and catch Hashirama and Hiruzen together. Their shocked reactions leave Hashirama frozen.

Character developments and interactions

  • Dave demonstrates that his power lies in overwhelming numbers rather than matching Madara’s strength directly. Madara respects his ability but is frustrated by the endless summons.
  • Madara and Hashirama resume their familiar rivalry: Hashirama teases Madara after the fight, and Madara dismisses him.
  • Dave and Tsukimi are an easygoing pair; Tsukimi readily agrees with Dave’s choices.
  • Hiruzen presents himself as dutiful and concerned for villagers, but his chosen mission and secret peeping expose his real motives. Hashirama admires his public-minded speech before discovering the truth.
  • The chapter ends with an awkward comic reversal: the team assigned to catch a peeper instead discovers Hashirama and Hiruzen peeping.

Significant themes

  • Strength through numbers: Dave’s endlessly multiplying giants overcome Madara’s superior individual combat ability.
  • Hypocrisy and appearances: Hiruzen’s noble explanation for his mission choice contrasts with his actual intentions.
  • Rivalry and comedy: Madara and Hashirama’s competitive banter continues, while the mistaken assumptions surrounding the hot-spring mission drive the chapter’s humor.

Ch. 67Manager Kakuzu, Please Lead Me to Wealth

Key plot points

  • Mito confronts Hashirama about the day’s chaos; her sweet tone carries enough menace that Tobirama grabs Dave and escapes with him.
  • Tobirama drops Dave at the internet café before returning to his laboratory. There, Orochiroku explains that Kakuzu has asked him to discuss new game ideas.
  • Kakuzu reports that top-ups—especially Hashirama’s spending on Fight the Landlord—are earning far more than hardware sales. He proposes a collectible-character game set in the Modern Shinobi World.
  • Dave and Kakuzu enthusiastically refine the monetization plan: lottery draws with low odds, discounted ten-pulls, cash-exclusive characters, and stamina that can be replenished with money. Orochiroku becomes uneasy about what this means for Konoha.
  • The brainstorming runs late, causing both Orochiroku and Dave to forget plans with their partners. Dave comforts the upset Tsukimi with a romantic compliment; Orochiroku is caught trying to imitate him but makes peace with Tamaki over dinner.
  • Kakuzu ends the night playing Fight the Landlord and earns 648 Ryo, reaffirming his belief that money beats romance.

Character developments and interactions

  • Kakuzu emerges as a shrewd, highly effective businessman, quickly identifying game spending as the café’s biggest source of income and designing ways to increase it.
  • Dave joins Kakuzu’s profit-focused thinking but shows tenderness when he realizes he neglected Tsukimi. His soothing words restore her good mood.
  • Orochiroku balances his passion for experiments and business with affection for Tamaki. He recognizes Dave’s romantic approach as useful, though Tamaki sees through his attempt to copy it.
  • Tsukimi and Tamaki express hurt at being forgotten, prompting Dave and Orochiroku to make amends.
  • Hashirama is left to face Mito’s displeasure, while Tobirama prioritizes a quick escape.

Significant themes

  • The chapter satirizes predatory free-to-play game design and the psychology of collecting.
  • It contrasts profit-driven ambition with personal relationships: business discussions repeatedly make the characters neglect loved ones.
  • Humor comes from Kakuzu’s relentless money-mindedness, Dave’s smooth reassurance, and the characters’ exaggerated reactions.

Ch. 68Let those two take a mission like this?

Plot points and events

  • Kagami complains that the team has been assigned another tedious farming mission. Hashirama promises their next job will be C-rank.
  • At the mission office, Danzo and Kagami choose a bandit-suppression mission—but Hashirama and Hiruzen quickly claim a different one: improve a client’s online-game account, steal crops from friends, and rank up in Konoha Fight the Landlord.
  • The game’s busy internet café is filled with players arguing over cards, rankings, and stolen crops. Hashirama’s younger brother appears to be one of the troublemaking users.
  • Hashirama eagerly takes over the client’s account, but his play drives it from Silver I down to Bronze I and costs thousands of Konoha Beans. Hiruzen then confidently volunteers to take over.
  • Danzo and Kagami decide to let their teacher and Hiruzen keep playing for now, planning to restore the account afterward. Dave messages Danzo in disbelief, warning that the client may be furious.

Character developments and interactions

  • Hashirama is enthusiastic about the gaming mission and treats it like a serious challenge, despite being very bad at the game. He also shows a fond, trusting attitude toward Hiruzen.
  • Hiruzen shares Hashirama’s eagerness and believes he can succeed where his teacher failed.
  • Danzo and Kagami act as the practical observers: they recognize the danger, exchange a silent understanding, and plan to repair the damage.
  • Kakuzu is thriving in the crowded internet café, though his attempt to call Hashirama “broke” is interrupted when he notices the Hokage.
  • Dave is bewildered by the mission and its likely consequences, while his affectionate moment with Tsukimi contrasts with the café’s noisy chaos.

Significant themes

  • Comedic incompetence: Hashirama and Hiruzen approach a simple gaming task with confidence but quickly ruin the account.
  • Teamwork and responsibility: Danzo and Kagami quietly prepare to clean up after their teammates.
  • The spread of online culture: Gaming, rankings, and social interactions have become popular across Konoha, creating both community and conflict.

Ch. 69Kirigakure's Confidence, Kidnapping Dave

Key plot points and events

  • After leaving the Uchiha compound, Dave is ambushed by Kirigakure shinobi. Though he could easily defeat them, he willingly submits, suspecting the kidnapping will provoke a larger response.
  • Dave tells Kurama to alert Konoha’s powerful leaders. In the Sealing Space, he hints to Black Zetsu that he knows more about its history and mother than he should, unsettling both Black Zetsu and Kurama.
  • Little Nine-Tails relays the news to Madara during a dance gathering. Madara, Hashirama, Tobirama, and Izuna set out toward the Land of Water.
  • In Kirigakure, Mizukage Byakuren explains the plan to Hozuki Gengetsu: use Dave, whom they believe to be Tobirama’s son, as leverage against Konoha while its leaders and defenses are supposedly distracted.
  • The leaders pursue the kidnappers, but Tobirama understands that Dave is capable of handling the captors and has allowed the incident to become a pretext for confronting Kirigakure. Madara likewise doubts Dave is in real danger.

Character developments and interactions

  • Dave remains playful and calculating, deliberately allowing himself to be captured to create an opening against Kirigakure. His cryptic remarks suggest he has startling knowledge about Black Zetsu.
  • Black Zetsu becomes alarmed by Dave’s reference to its mother, while Kurama recognizes Dave’s manipulative streak.
  • Madara reacts with immediate fury and rushes to pursue Dave, although he privately trusts that Dave can manage the kidnappers.
  • Tobirama sees the kidnapping as a political opportunity, while Hashirama follows the others’ apparent understanding despite not grasping the plan.
  • Byakuren is confident that Konoha can be coerced; Gengetsu is more cautious and questions whether the risk is worthwhile.

Significant themes

  • Power and miscalculation: Kirigakure assumes Dave is helpless and underestimates both him and Konoha’s leaders.
  • Manipulation and political leverage: Dave and Tobirama turn the kidnapping into a possible justification for action against Kirigakure.
  • Hidden knowledge and mystery: Dave’s hints about Black Zetsu suggest deeper secrets beyond the immediate conflict.
  • Comic contrast: The leaders’ dramatic response and Hashirama’s confused attempts to keep up offset the serious political stakes.

Ch. 70Black Zetsu Armor, combine!

Chapter 70: “Black Zetsu Armor, Combine!”

  • Dave turns the tables on his captors. While being carried by Kirigakure ninja, Dave awakens Black Zetsu’s power and transforms into “Black Zetsu Armor.” His body can pass through restraints and move through the ground, trees, and even other people. He kills several pursuers with extraction attacks; when the survivors flee, he combines Black Zetsu’s chakra with Nine-Tails chakra to create golden, extended black hands that finish them off. He then heads back toward the village.
  • Kirigakure faces the rescue party. Madara, Hashirama, Tobirama, and Izuna arrive at the Mizukage’s building before Byakuren has received confirmation that Dave was captured. Byakuren tries to deter them by claiming Dave is in his custody, but Hashirama and Madara answer with overwhelming force: Hashirama summons the Great Buddha of the True Several Thousand Hands, and Madara cloaks it in Susanoo, devastating a large portion of Kirigakure.
  • The confrontation escalates. Byakuren declares he will fight to the death. Madara and Hashirama press their attack, while Izuna mocks Tobirama for not possessing Wood Release. Tobirama joins Izuna with Flying Thunder God techniques, and Izuna manifests Susanoo.

Character developments and interactions

  • Dave is increasingly confident and theatrical, turning Black Zetsu’s unusual abilities into a combat style and discovering that Black Zetsu and Nine-Tails chakra work well together. His joking threats—even invoking his father, Tobirama—contrast with the brutality of the fight.
  • Black Zetsu reluctantly lends Dave power and objects to Dave’s insults, reinforcing their comic, uneasy partnership.
  • Hashirama and Madara fight in close coordination and enjoy their combined attack, though Hashirama’s willingness to devastate Kirigakure reflects how seriously he takes the threat to Dave.
  • Tobirama and Izuna trade barbs: Izuna teases Tobirama about lacking Wood Release, while Tobirama reacts with irritation but fights alongside him.
  • Byakuren shifts from attempted intimidation to defiant resistance when the rescue party appears.

Significant themes

  • Power and cooperation: Combining different abilities—especially Hashirama’s Wood Release and Madara’s Susanoo—creates overwhelming strength.
  • Family loyalty and deterrence: Dave’s capture provokes a forceful response, with the rescue party seeking not only to save him but to prevent future attacks.
  • Comic bravado amid violence: Dave’s exaggerated “armor” persona and the group’s teasing provide humor against the chapter’s lethal battles and destruction.

Ch. 71I, Hashirama, kidnap children

Key plot points and events

  • Kirigakure is devastated after Hashirama, Madara, Tobirama, and a young Mangekyō Sharingan wielder destroy it in retaliation for Byakuren kidnapping Tobirama’s son, Dave. Byakuren dies, and Hozuki Gengetsu becomes the Second Mizukage, leading the surviving villagers in rebuilding.
  • Reports of the massacre reach Sunagakure. Reto and Chiyo conclude that Konoha is too powerful to challenge and should not be provoked while Hashirama and Madara are alive. The other great villages share this view.
  • Returning from Kirigakure, Hashirama brings back a surviving infant, apparently from the Kaguya Clan. He decides the child needs a guardian, but neither he nor Madara is willing or able to raise him.
  • Hashirama assigns the baby to Tobirama and Izuna, then leaves with Madara to handle paperwork. Dave also slips away, leaving the two men alone with the child.
  • When the baby starts crying, Izuna panics. Tobirama admits he has little experience with infants: Dave’s mother cared for Dave until he was five.

Character developments and interactions

  • Reto and Chiyo recognize the consequences of Kirigakure’s destruction and adopt a cautious stance toward Konoha. Chiyo connects the disaster to the sharp-tongued child she met at the Five Kage Summit.
  • Hashirama shows compassion by rescuing the infant, but his impulsiveness leads him to hand off the practical responsibility of raising the child.
  • Tobirama and Izuna are both caught off guard by the assignment. Izuna’s matchmaking dates are his excuse for avoiding responsibility, while Tobirama’s duties and inexperience make him reluctant too.
  • Dave supports the idea of having a younger sibling, but quickly escapes the childcare duty.
  • The contrast between battle-hardened shinobi and their helplessness with a crying baby provides much of the chapter’s humor.

Significant themes

  • The cost of revenge: Konoha’s retaliation leaves Kirigakure shattered, with even major clans suffering enormous losses.
  • Power and deterrence: The other villages see Konoha’s overwhelming strength as a reason to avoid conflict.
  • Compassion amid destruction: Hashirama’s rescue of the infant offers a small act of care amid the massacre.
  • Family and responsibility: The chapter humorously explores how a child’s care becomes everyone’s problem—and how little combat experience prepares anyone for parenting.

Ch. 72Kakuzu Babysits

Plot and events

  • Izuna and Tobirama struggle to care for a crying baby. They guess he may be hungry and take him to a dango shop, where Izuna stops Tobirama from feeding him a dumpling nearly as large as his head.
  • They argue over the child’s name and surname: Izuna proposes Uchiha Jun, while Tobirama insists on Senju Junma. Their quarrel turns into a fight, and they leave the baby unattended on a bench.
  • Kakuzu finds the abandoned child, assumes he has been left behind, and takes him to get milk. He notices the baby’s fascination with money and teases him by offering and snatching back a roll of cash. The child clings to it and tries to bite Kakuzu when he reaches for it.
  • Izuna and Tobirama return to find the bench empty. After searching Konoha, they realize someone must have taken the baby and resume arguing—this time blaming each other for their mistaken search.
  • Hashirama and Madara arrive to find them fighting. After hearing what happened, Hashirama suggests asking for help through the village’s online forum, and the group heads to the Internet Café.

Character developments and interactions

  • Izuna and Tobirama are both anxious and inexperienced as caregivers, but their rivalry quickly overtakes their concern. Their competing claims to the child reveal that each sees himself as a parent, even as their bickering makes them irresponsible.
  • Kakuzu unexpectedly takes on a caretaker role, feeding the baby and showing a small, unfamiliar warmth—though his attachment to money remains central to the scene.
  • The baby is shown to be comforted by milk and unusually captivated by Kakuzu’s cash.
  • Hashirama and Madara act as observers and practical helpers, offering a way to search for the child without joining the feud.

Themes and tone

The chapter uses slapstick comedy to contrast the seriousness of childcare with the adults’ petty rivalry and poor judgment. It also plays with unlikely affection: Kakuzu’s reluctant kindness contrasts with his stinginess, while Izuna and Tobirama’s arguments reveal a shared sense of responsibility beneath their competition.

Ch. 73Hashirama: Can 17 Cards Kill Me?

Key plot points and events

  • Kakuzu finds a crying baby left alone near a dango shop and brings him to the internet café. The baby is fascinated by the computer and points insistently at the ¥648 top-up option.
  • The baby cries whenever Izuna holds him but settles down in Kakuzu’s arms. Kakuzu discovers the baby is especially soothed by money: offering him silver stops his crying, and he happily grabs it.
  • The group decides to stay overnight at the café, leaving Kakuzu to watch the baby.
  • Hashirama boasts that his hand in Fight the Landlord is unbeatable, even wagering he would eat the computer if he lost. An opponent plays “Airplane,” immediately ruining his confidence.
  • While caring for the baby, Izuna searches online for childcare advice and angrily blames Tobirama for feeding the child dango. Tobirama retaliates by stealing from Izuna’s online vegetable plot.
  • Tobirama’s theft of Madara’s sweet potatoes is exposed when he complains about a user who stole them and deleted him. Madara, Hashirama, and Izuna all point at Tobirama.

Character developments

  • Kakuzu proves unexpectedly capable of calming the baby, though he suspects the child is motivated by money rather than affection.
  • Izuna becomes protective and takes childcare seriously, consulting online advice despite his usual rivalry with Tobirama.
  • Hashirama remains overconfident and unlucky at cards, while imagining what kind of grandfather he would—or would not—be.
  • Tobirama continues his mischievous, competitive behavior, including online crop theft.

Significant themes

  • The chapter’s comedy comes from the contrast between the characters’ serious shinobi reputations and their childish online habits.
  • The baby’s apparent fondness for money becomes a running gag, while the group’s attempts to care for him show an unexpected, if chaotic, sense of responsibility.

Character interactions

  • Kakuzu and the baby develop an amusing rapport, with Kakuzu becoming the only one who can reliably calm him.
  • Izuna and Tobirama bicker over the baby and their online games, carrying their rivalry into both childcare and crop-stealing.
  • Madara and Hashirama join Izuna in exposing Tobirama, leaving him to protest against all three.

Ch. 74Might Wei, Muscle Golden Wheel

Plot points

  • Tobirama is caught stealing crops from a forum user whose username turns out to belong to Sasuke Sarutobi. Embarrassed and unwilling to confront his respected elder, Tobirama escapes using Flying Thunder God; Sasuke angrily gives chase.
  • Madara notices a new profile photo posted by Might Guy, titled “Muscle Golden Wheel.” Guy’s shirtless, exaggeratedly suggestive poses horrify both Madara and Hashirama.
  • Dave is equally disturbed by the photos. He remembers that Guy asked him for photography advice after Aunt Cai refused to help, and realizes the result is even more alarming than he expected.
  • Tobirama returns to Dave’s home, claiming he left the internet café to get back to work. Dave suspects the real reason is the crop-stealing incident. After Dave goes to bed, Tobirama sneaks back online to continue stealing crops.
  • Madara messages Tobirama to ask whether Dave is asleep. Tobirama realizes Madara is interested in his son and floods the chat with furious, profane warnings to stay away from him.

Character developments and interactions

  • Tobirama’s respectable, work-focused image is undercut by his compulsive online crop theft. He is also deferential toward Sasuke, despite being powerful enough to escape him.
  • Dave understands his father’s habits well and quietly catches Tobirama lying, though he lets him think he has gotten away with it.
  • Madara’s curiosity about Dave provokes Tobirama’s intensely protective, jealous response.
  • Hashirama and Madara share a reaction of comic horror to Guy’s photos; Dave, meanwhile, seeks comfort by looking at a picture of himself with Tsukimi.

Significant themes

  • Online identities and mischief: Usernames, photos, and virtual antics create real-world embarrassment and conflict.
  • Family protectiveness and jealousy: Tobirama’s outburst reveals how possessive he is of Dave.
  • Appearance and absurdity: Guy’s earnest attempt to present himself as youthful and attractive becomes a source of exaggerated comic shock.
  • Public duty versus private behavior: Tobirama praises work and discipline while secretly returning to his online hobby.

Ch. 75Danzo: It was all for Konoha

Plot points and events

  • Madara discovers that Tobirama has stolen 200 apples from his virtual farm, prompting a furious confrontation that shakes Tobirama’s house through the night.
  • The next morning, Dave finds Tobirama exhausted and sore. Dave heals his neck with a sunflower and leaves to meet Tsukimi.
  • Dave encounters Hiruzen and Danzo at Kagami’s house. He openly dotes on Tsukimi, much to their irritation and Kagami’s embarrassment.
  • Seeking revenge for Dave’s constant displays of affection, Danzo recruits Hiruzen and Kagami. He frames their scheme as being “for Konoha.”
  • After Dave and Tsukimi finish their missions, the three plotters throw a kunai bearing a supposed love letter toward them, hoping to provoke jealousy or a quarrel.
  • Tsukimi and Dave stay calm, while the trio’s own thrown kunai gives them away. Dave and Tsukimi confront the conspirators, each asking for an explanation.

Character developments and interactions

  • Dave remains playful and affectionate, teasing Hiruzen and Kagami while showing genuine tenderness toward Tsukimi. He is baffled by the planted letter but does not react jealously.
  • Tsukimi is warmly devoted to Dave and composed when faced with the letter. Her calm suggests she trusts him.
  • Tobirama is revealed to keep stealing Madara’s virtual crops; despite his bitterness toward Madara, he takes pride in Dave and wants to shield him from Madara’s influence.
  • Danzo shows a mischievous, scheming side, persuading Hiruzen and Kagami to join his revenge prank. Hiruzen and Kagami share his resentment, though Kagami worries the plan might hurt Tsukimi.
  • Dave’s affection embarrasses and irritates Hiruzen, Danzo, and Kagami, creating the chapter’s main comic tension.

Significant themes

  • Romance and trust: Dave and Tsukimi’s closeness withstands the attempted misunderstanding.
  • Petty revenge and friendship: The plotters’ retaliation is more playful than malicious, though it backfires.
  • Comedic hypocrisy: Danzo disguises a personal grudge as patriotic duty, repeating “for Konoha” to justify the prank.
  • Rivalry across generations: Madara and Tobirama’s antagonism continues even through a virtual farm game.

Ch. 76Kakuzu's commission

Plot points and events

  • Dave and Tsukimi confront Kagami, Hiruzen, and Danzo over a scheme Danzo arranged. Kagami and Hiruzen immediately blame Danzo; Dave recognizes Danzo’s resemblance to the “Pot Kage,” beats all three, then leaves with Tsukimi.
  • The pair take a one-day babysitting commission from Kakuzu, who is overwhelmed caring for baby Kaguya Kimima. Kakuzu pays them 100,000 Konoha Beans and eagerly returns to his ranked Fight the Landlord match.
  • Dave and Tsukimi take Kimima for a walk. They meet Tobirama, who is searching for Hashirama to show him a newly developed technique. Dave directs him toward the Internet Cafe.
  • Tobirama finds Hashirama and Madara there and proudly announces his invention. Hashirama guesses it is Water Release; when Tobirama says no, Hashirama points him toward the Scroll of Seals, ending the exchange with a deadpan joke.

Character developments and interactions

  • Kagami and Hiruzen show how quickly they will sacrifice Danzo to avoid Dave’s anger. Danzo, battered and furious, turns on them once Dave leaves.
  • Dave and Tsukimi work comfortably as a team, accepting the unusual babysitting job as useful mission experience despite Dave’s doubts about their childcare skills—and Kakuzu’s notorious stinginess.
  • Kakuzu’s frustration with Kimima contrasts with his enthusiasm for gaming. He also reveals that the Nara Clan dominates higher ranks in the card game.
  • Tobirama is excited and proud of his new ninjutsu, but remains irritated with Hashirama for shirking Hokage duties and with Madara for a recent over-the-top pursuit after Tobirama stole apples.

Significant themes

  • Comedic blame and rivalry: Characters deflect responsibility, bicker, and settle disputes through exaggerated violence.
  • Everyday life alongside ninja ambition: Babysitting, office work, and online games sit beside missions and ninjutsu research.
  • Family and caregiving: Responsibility for Kimima is shared among the adults, though Kakuzu’s impatience makes the children’s help necessary.

Ch. 77Helping Uncle Madara awaken the Rinnegan

Plot points

  • Dave warns Madara that Black Zetsu altered the Uchiha stone tablet at Naka Shrine to manipulate him. Madara accepts the warning and laughs coldly at Zetsu’s attempt to scheme against him.
  • Dave encourages Madara to awaken the Rinnegan by transplanting Hashirama’s flesh, and argues that they should also free Kaguya, whom he sees as a victim. Madara agrees.
  • Hashirama gives Madara a piece of his flesh without hesitation. Tobirama performs the transplant, while warning that the effects are uncertain.
  • Madara feels his ocular power strengthening and old injuries healing. At Dave’s suggestion, he tests Wood Release by trapping Tobirama in a wooden prison, prompting Tobirama to curse him.
  • In Dave’s sealing space, Black Zetsu celebrates the prospect of freeing his mother and taunts the Nine-Tails, who angrily reminds him that he is still sealed.

Character developments and interactions

  • Madara shifts from uncertainty about the tablet to determined anger at Black Zetsu. He confidently accepts the transplant and sees awakening the Rinnegan as a worthwhile challenge.
  • Dave acts as the mediator and strategist, trying to protect Madara from Zetsu’s manipulation while guiding him toward greater power.
  • Hashirama shows unwavering trust and affection for Madara by immediately sacrificing some of his own flesh. His emotional reaction to Kaguya’s plight is so intense that Madara punches him away.
  • Tobirama remains skeptical and antagonistic toward Madara, though he carries out the procedure. Madara’s Wood Release test turns him into an unwilling target.
  • Black Zetsu and the Nine-Tails continue their hostile, comedic rivalry: Zetsu is thrilled by the hope of Kaguya’s return, while the Nine-Tails mocks his confinement.

Significant themes

  • Trust versus manipulation: Dave exposes Black Zetsu’s deception and prevents Madara from being led by the altered tablet.
  • Loyalty and sacrifice: Hashirama’s willingness to help Madara underscores their deep bond.
  • Power and risk: Madara accepts an experimental transplant despite possible complications, pursuing the Rinnegan and greater strength.
  • Comedy amid danger: Emotional misunderstandings, Tobirama’s curses, and the sealed-space bickering lighten the otherwise high-stakes plot.

Ch. 78Four years later

Key plot points and events

  • Four years have passed. Konoha has advanced rapidly toward the information age, while the other villages remain unable to access its technology.
  • Hashirama steps down, and Tobirama is inaugurated as Konoha’s Second Hokage. Madara’s distractions and the other clan leaders’ lack of confidence in competing leave Tobirama the clear choice.
  • At the ceremony, Dave struggles to supervise a chaotic group of children. Several have ended up in his care: Sakumo, Jiraiya, Tsunade, Orochimaru, Kimima, and Might Duy.
  • Kimima has secretly been selling bone powder online, while the children’s behavior causes Dave and Tsukimi constant trouble.
  • In Sunagakure, Reto and Chiyo discuss Konoha’s leadership change. Reto plans to wait two or three years, expecting Hashirama and Madara’s age and old injuries to weaken them before attacking.

Character developments and interactions

  • Tobirama takes on the mantle of Hokage, while Hashirama is relieved to leave the demanding position.
  • Dave has become a reluctant “kindergarten principal,” often correcting the children and stepping in when they misbehave. Tsukimi has grown into a young woman and helps care for them.
  • Kimima shows an early talent for money-making—and a strong attachment to money—while Sakumo is responsible but baffled by Jiraiya’s antics.
  • Might Duy enthusiastically tries to inspire Orochimaru, prompting Dave to worry that he will influence the future scientist. Orochimaru himself is calm and focused.
  • Reto is increasingly aware of his own declining health, yet assumes Konoha’s legendary leaders will soon be similarly vulnerable.

Significant themes

  • Generational change: Hashirama’s departure marks a transition in Konoha’s leadership, while the next generation of children begins to take shape.
  • Technological imbalance and envy: Konoha’s progress widens the gap between it and the other villages, fueling resentment.
  • Aging and vulnerability: Reto’s strategy rests on the belief that even powerful leaders eventually weaken.
  • Domestic comedy amid political tension: Dave’s childcare chaos contrasts with the looming possibility of another war.

Ch. 79Dave: Making money was just something he did on the side

Key plot points and events

  • After Tobirama’s succession ceremony, Dave brings the children home. Sakumo asks to train, but Dave sends him to practice with the Wall-nut and Peashooter techniques, advising him to save questions for the Hokage.
  • Sakumo and Might Duy immediately fall into their usual pattern: Duy challenges his “lifelong rival,” and the two begin fighting.
  • Kaguya Kimima stays inside grinding his bones into powder and calculating how much money he can earn from selling it. He refuses to train because fighting Sakumo or Duy would cost him more bones than he could recover. Dave finally scares him into joining them.
  • Dave receives messages from Madara, who is looking for Hashirama to play a game. Madara discovers Tobirama has taken his virtual crops while handling the Hokage transition.
  • Their conversation also reveals that Hashirama banned daytime dancing after it caused security problems, but nighttime dancing continues at the Bar. Mito has successfully defended square dancing from the ban.
  • Madara invites Dave to join him, Izuna, Tobirama, and Hashirama at the Internet Café and Bar that evening.

Character developments and interactions

  • Dave remains a relaxed, wealthy caretaker who treats money-making as a side activity and avoids missions. His patience with the children wears thin when Kimima prioritizes profit over training.
  • Sakumo is eager to improve but recognizes Dave cannot teach him advanced shinobi skills; he is also exasperated by Duy’s constant challenges.
  • Duy is energetic and relentlessly competitive, initiating fights as his preferred way of challenging Sakumo.
  • Kimima is calculating and unusually business-minded, treating combat in terms of bone-production costs and losses.
  • Madara is absorbed in gaming and dancing, while teasing others about their dancing abilities. His playful exchange with Dave highlights the older generation’s familiarity and easy rapport.

Significant themes

  • Comedy through modern life and shinobi culture: smartphones, online games, virtual crops, cafés, and bars coexist with training and combat.
  • Money versus duty: Dave has little interest in missions because his wealth makes them seem pointless, while Kimima turns even training into a financial calculation.
  • Youth and rivalry: Duy’s exuberance and Sakumo’s reluctant participation make competition a recurring, affectionate feature of childhood.
  • Everyday power dynamics: Hashirama’s rules are challenged by Mito’s influence, showing that village authority can be undercut by domestic relationships.

Ch. 80Stop, you two bastards!

Plot points and events

  • Dave leaves for the night, asking Sakumo, Might Duy, and Kaguya Kimima to put the three babies—Jiraiya, Orochimaru, and Tsunade—to bed.
  • Sakumo tries to train before sleeping, but Jiraiya repeatedly wakes and cries. Exhausted, Sakumo finally silences him by threatening him with his blade.
  • Duy can’t settle Orochimaru and asks Sakumo for help. After Sakumo gets the baby to sleep, Duy joins him in bed because he is uneasy sleeping alone.
  • Sakumo teases Duy about his exposed “little acorn” after Duy changes out of his green suit. The insult sparks a fight between them.
  • In another room, Kimima focuses on his savings goal of 100 million ryo. He quiets Tsunade’s crying by giving her a banknote and regards her as a future competitor.
  • Hearing the commotion, Kimima finds Duy and Sakumo fighting and damaging the house. He breaks up the fight with his bone-based fighting style, then itemizes the cost of the damage and bills them for it.

Character developments and interactions

  • Sakumo is disciplined but quickly becomes irritable from sleep deprivation and childcare. He helps Duy despite his frustration, then provokes him with a crude joke.
  • Duy remains enthusiastic and affectionate, but is anxious about being alone and turns to Sakumo for comfort. His embarrassment turns into anger.
  • Kimima is intensely money-minded and treats even household damage as a matter for precise accounting. He shows little concern for Tsunade’s crying until money succeeds in calming her.
  • The children are mostly passive sources of chaos: Jiraiya is a persistent crier, Orochimaru is quiet but difficult for Duy to manage, and Tsunade quickly stops crying for cash.

Significant themes

  • The chapter uses domestic chaos and slapstick to contrast the characters’ young ages and ninja abilities with the mundane difficulty of caring for babies.
  • Money and material value shape Kimima’s outlook, turning both childcare and property damage into financial calculations.
  • Friendship and dependence emerge in Duy’s need for company and Sakumo’s reluctant willingness to help, though their teasing and tempers quickly derail the moment.
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