TaleminorTale of TsushimaIki Island

The Ghost of Iki Island

A standalone Tale of Tsushima in the Iki Island region, told by the people living under the occupation rather than by anyone commanding it.

RoleSide tale
Importanceminor
  • TypeSide Tale (Iki Island)
  • ActIki Island
  • RegionIki Island
  • Quest giverA peasant
  • PrerequisiteFind the tale in the open world
  • RewardsMinor Legend Increase, Minor Utility Charm, +4 Leather
  • Steps26

Overview

A standalone Tale of Tsushima in the Iki Island region, told by the people living under the occupation rather than by anyone commanding it.

The Ghost of Iki Island is a standalone Tale of Tsushima in Iki Island — not attached to an ally questline, and told from inside the occupation rather than above it.

The side tales are where the game shows what the invasion costs people who were never going to be defended by eighty samurai on a beach. They are short, and collectively they are most of the game’s texture.

In the game’s own framing: Someone on Iki Island is pretending to be the Ghost, and Jin would like to know who.

Objectives

  1. Talk to the quest giver
  2. Travel to the offering site
  3. Investigate it
  4. Observe from the lookout
  5. Spot the imposter
  6. Chase down to the houses
  7. Track the muddy footprints
  8. Follow the trail uphill
  9. Reach the campfire
  10. Learn about the prisoner
  11. Defeat the guards
  12. Free the prisoner
  13. Escort Kenji
  14. Speak with Fugu
  15. Ride after them
  16. Reach the beach settlement
  17. Walk in with Kenji
  18. Talk to the Viper
  19. Duel, if you pushed
  20. Ride to the Mongol camp
  21. Clear the camp
  22. Collect the navigation charts
  23. Regroup
  24. Speak with Kenji
  25. Return to the Viper
  26. See how it ends

Full walkthroughSpoilers

  1. 01
    Talk to the quest giver

    A peasant on Iki.

  2. 02
    Travel to the offering site

    The marked location.

  3. 03
    Investigate it

    The burned wood, the jar and the torch on the ground.

  4. 04
    Observe from the lookout

    The scene shifts; look at the white outline toward the houses.

  5. 05
    Spot the imposter

    Running away in the distance.

  6. 06
    Chase down to the houses

    Where he was seen.

  7. 07
    Track the muddy footprints

    On the path between the leaves.

  8. 08
    Follow the trail uphill

    Along the muddy path.

  9. 09
    Reach the campfire

    Two people discussing debts owed to raiders, and a cutscene.

  10. 10
    Learn about the prisoner

    The imposter was caught and is being held about 120 metres away.

  11. 11
    Defeat the guards

    Weak enemies around the building.

  12. 12
    Free the prisoner

    The imposter Ghost is Kenji.

  13. 13
    Escort Kenji

    Back to his accomplice, Fugu.

  14. 14
    Speak with Fugu

    At the campsite.

  15. 15
    Ride after them

    Whistle your horse and follow the pair. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.

  16. 16
    Reach the beach settlement

    Where they are going.

  17. 17
    Walk in with Kenji

    On foot, to meet the Viper.

  18. 18
    Talk to the Viper

    You can defuse — "I am not my father", then "we can work this out" — or push, with "watch your tone" and "this isn’t a negotiation".

  19. 19
    Duel, if you pushed

    The Viper cannot be killed; the duel ends when he is low. Duels disable your tools, so this is stances, parries and dodges only. Let them commit first and take the recovery window rather than opening yourself.

  20. 20
    Ride to the Mongol camp

    Manually — fast travelling leaves Kenji behind.

  21. 21
    Clear the camp

    Shamans on the ruins first, then everything else. Kill the Shaman before anything else — while he is chanting every Mongol near him hits harder, moves faster and blocks better, so removing him is worth more than removing two ordinary soldiers.

  22. 22
    Collect the navigation charts

    Glowing gold on the broken wooden bridge beside the large tent.

  23. 23
    Regroup

    Back out toward the marker.

  24. 24
    Speak with Kenji

    Near the camp exit.

  25. 25
    Return to the Viper

    For the closing conversation.

  26. 26
    See how it ends

    Kenji gives his place on the ship to Fugu and stays on Iki.

    Checkpoint

Enemies in this tale, and how to fight them

Strengths

  • Shaman — Kill first, before anything else on this list. A Shaman does not fight you directly — he chants, and while he is chanting every Mongol around him hits harder, moves faster and blocks better. Killing him is worth more than killing any two of the others. Kunai to stagger, then a heavy attack, is the fastest answer; sustained Wind Stance pressure also works. Shamans usually stand back from the line, often on rocks or ruins, so the bow is frequently the cleanest route.

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 Utility 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.
  • +4 Leather
    Upgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.

Sources