Overview
A Tale of Tsushima in Toyotama, sensei ishikawa tale 7 of 9 — part of Ishikawa hunting Tomoe, the student who took his archery to the Mongols.
The Terror of Otsuna belongs to Sensei Ishikawa’s questline: Ishikawa hunting Tomoe, the student who took his archery to the Mongols. It is sensei ishikawa tale 7 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: Another of Tomoe’s training camps, this one in Otsuna.
This is tale 7 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 "The Ghost and the Demon Sensei"This tale does not appear until then.
Objectives
- Find Ishikawa
- Speak with him
- Meet Ran
- Walk to the horses
- Ride to the camp
- Survey the area
- Defeat the archers
- Investigate the footprints
- Chase Tomoe
- Check the cliff
- Return to Ishikawa
- Speak with the sensei
Full walkthroughSpoilers
- 01Find Ishikawa
In the moss-covered farmhouse at the marker.
- 02Speak with him
To start.
- 03Meet Ran
An injured woman by the washing line outside.
- 04Walk to the horses
Through the grass with Ishikawa. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.
- 05Ride to the camp
A long ride southwest across roads and bridges until you have to dismount.
- 06Survey the area
From the grassy overlook on the right. Survey points are not decoration — each one you mark puts an objective or a hazard on your map, and skipping them means finding the same things the hard way.
- 07Defeat the archers
Shoot from the overlook or go in — melee is faster, since archers are poor up close. 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.
- 08Investigate the footprints
On the road out of the camp, which triggers a cutscene.
- 09Chase Tomoe
On horseback along the road toward the ocean cliffs. Whistle the horse rather than walking back to it, and remember a charge is itself an opening move against a loose group.
- 10Check the cliff
Out onto the rock and look down. She is gone.
- 11Return to Ishikawa
Southeast, back to the campsite.
- 12Speak with the sensei
To finish.
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 IncreaseA smaller step toward the next Legend rank — the size a side tale, a liberated settlement or a cleared encounter gives.
- Minor Ranged 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.
- +2 SilkUpgrade 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
- Ghost of Tsushima Walkthrough — PowerPyx
- Ghost of Tsushima Walkthrough — All Tales — PowerPyx