TalesupportingTale of TsushimaAct II — A Gathering Storm

The Ghost and the Demon Sensei

A Tale of Tsushima in Toyotama, sensei ishikawa tale 6 of 9 — part of Ishikawa hunting Tomoe, the student who took his archery to the Mongols.

RoleSensei Ishikawa questline
Importancesupporting
  • TypeSide Tale (Ishikawa Tale 6 of 9)
  • Act2
  • RegionToyotama
  • Quest giverIshikawa
  • PrerequisiteComplete "Dreams of Conquest"
  • RewardsMinor Legend Increase, Minor Ranged Charm, +2 Silk
  • Steps13

Overview

A Tale of Tsushima in Toyotama, sensei ishikawa tale 6 of 9 — part of Ishikawa hunting Tomoe, the student who took his archery to the Mongols.

The Ghost and the Demon Sensei belongs to Sensei Ishikawa’s questline: Ishikawa hunting Tomoe, the student who took his archery to the Mongols. It is sensei ishikawa tale 6 of 9, set in Toyotama.

The ally questlines are the game’s best writing and they run in order, so this tale assumes the ones before it. Sensei Ishikawa’s arc rewards being followed as a sequence rather than picked at.

In the game’s own framing: Tomoe intends to put Mongol archery camps across Toyotama. One is in Kushi, and the hunt starts at a settlement over the Yarikawa border.

This is tale 6 of 9 in Ishikawa’s arc. The ally questlines run in order and assume the ones before them, so they reward being followed as a sequence rather than picked at.

What to bring

What this tale expects you to have on you.

  • RequiredComplete "Dreams of Conquest"This tale does not appear until then.
  • RecommendedFlaming ArrowsThe steps use fire on grass, barrels or enemies.

Objectives

  1. Reach the starting point
  2. Speak with the frightened man
  3. Travel toward Kawamata Village
  4. Rescue Ishikawa
  5. Climb the watchtower
  6. Speak with Ishikawa
  7. Ride to the ambush site
  8. Investigate the convoy
  9. Follow the trail
  10. Find the captive
  11. Free her
  12. Survive the ambush
  13. Speak with Ishikawa

Full walkthroughSpoilers

  1. 01
    Reach the starting point

    A small farm with peasants and horses. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.

  2. 02
    Speak with the frightened man

    He explains what has him panicked.

  3. 03
    Travel toward Kawamata Village

    Northwest along the road, either climbing the steep cliff or going around.

  4. 04
    Rescue Ishikawa

    Five or six archers are on him; one sword slash each is enough. Deal with the archers first. Everything else in the fight is harder while arrows are landing, and archers fold quickly once you are on them — or take them at range before you commit.

  5. 05
    Climb the watchtower

    The structure nearby.

  6. 06
    Speak with Ishikawa

    At the top.

  7. 07
    Ride to the ambush site

    West along the road with him, to a burning convoy.

  8. 08
    Investigate the convoy

    The bodies, the corpse with a message tied to it, and the blood trail.

  9. 09
    Follow the trail

    Uphill east, then sharply left up a steeper slope, following footprints.

  10. 10
    Find the captive

    Dismount and follow Ishikawa to another camp where a woman is tied up.

  11. 11
    Free her

    Which springs the trap.

  12. 12
    Survive the ambush

    About eight archers shooting down at you. Explosive or fire arrows clear them fastest — keep moving and dodging while you do it. Deal with the archers first. Everything else in the fight is harder while arrows are landing, and archers fold quickly once you are on them — or take them at range before you commit.

  13. 13
    Speak with Ishikawa

    By the campfire.

    Checkpoint

Enemies in this tale, and how to fight them

Strengths

  • Archers — Deal with them before you commit to the melee, because everything else in the fight becomes harder while arrows are landing. Take them with your own bow, drop them from stealth before the fight opens, or close the distance immediately — archers are poor at close range and fold quickly once you are on them. Where the tale gives you high ground, use it: an elevated position means only one side of the field can answer you.

Rewards

  • Minor Legend Increase
    A smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
  • Minor Ranged Charm
    A silver charm. Minor charms are weaker than major ones and go in the minor slots — you start with two major slots and unlock up to four minor ones by honouring Inari Shrines, for six equipped at once.
  • +2 Silk
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

What this unlocks

Ishikawa’s tales

Characters in this tale

Sources

Relationships