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
- Talk to the quest giver
- Travel to the offering site
- Investigate it
- Observe from the lookout
- Spot the imposter
- Chase down to the houses
- Track the muddy footprints
- Follow the trail uphill
- Reach the campfire
- Learn about the prisoner
- Defeat the guards
- Free the prisoner
- Escort Kenji
- Speak with Fugu
- Ride after them
- Reach the beach settlement
- Walk in with Kenji
- Talk to the Viper
- Duel, if you pushed
- Ride to the Mongol camp
- Clear the camp
- Collect the navigation charts
- Regroup
- Speak with Kenji
- Return to the Viper
- See how it ends
Full walkthroughSpoilers
- 01Talk to the quest giver
A peasant on Iki.
- 02Travel to the offering site
The marked location.
- 03Investigate it
The burned wood, the jar and the torch on the ground.
- 04Observe from the lookout
The scene shifts; look at the white outline toward the houses.
- 05Spot the imposter
Running away in the distance.
- 06Chase down to the houses
Where he was seen.
- 07Track the muddy footprints
On the path between the leaves.
- 08Follow the trail uphill
Along the muddy path.
- 09Reach the campfire
Two people discussing debts owed to raiders, and a cutscene.
- 10Learn about the prisoner
The imposter was caught and is being held about 120 metres away.
- 11Defeat the guards
Weak enemies around the building.
- 12Free the prisoner
The imposter Ghost is Kenji.
- 13Escort Kenji
Back to his accomplice, Fugu.
- 14Speak with Fugu
At the campsite.
- 15Ride 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.
- 16Reach the beach settlement
Where they are going.
- 17Walk in with Kenji
On foot, to meet the Viper.
- 18Talk 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".
- 19Duel, 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.
- 20Ride to the Mongol camp
Manually — fast travelling leaves Kenji behind.
- 21Clear 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.
- 22Collect the navigation charts
Glowing gold on the broken wooden bridge beside the large tent.
- 23Regroup
Back out toward the marker.
- 24Speak with Kenji
Near the camp exit.
- 25Return to the Viper
For the closing conversation.
- 26See how it ends
Kenji gives his place on the ship to Fugu and stays on Iki.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Utility CharmA 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 LeatherUpgrade material. Silk, linen and leather are what armourers and swordsmiths charge to improve your gear.
Sources
- Ghost of Tsushima Walkthrough — PowerPyx
- Ghost of Tsushima Walkthrough — All Tales — PowerPyx