Ghost of Tsushima is an open-world game, which means you spend a lot of your time tackling side-quests. Having completed all 92 quests in the game, here are the ones you donât want to miss.
Quests in Ghost of Tsushima are gussied up in unconventional nomenclature that can be tough to parse at first. Hereâs how theyâre broadly categorized:
Gold quests are Jinâs Story. These are main missions.
White quests are âtales of Tsushima.â These are standard side-questsâsmall vignettes that vary in how challenging or compelling they are. If a tale of Tsushima has a face etched in the journal entry, that means itâs a side-quest centered on a character whoâs relevant to the main story.
Blue quests are âmythic quests.â These rare missions usually require a lengthier undertaking than a standard tale of Tsushima, but always bequeath some sort of game-changing reward: a powerful move, weapon, or set of armor.
Many side-quests follow a script: go to a place, fight some Mongols. If youâre lucky, you might do some Witcher-style investigating. Sometimes, youâre tasked with rescuing someone, in which case youâll usually end up reaching them a minute too late. (Ghost features a lot of âSorry, but this person you loved is now deadâ conversations.) But some of the side-quests are true standouts, such as the ones below.
âUnfinished Businessâ
One early story mission, âThe Broken Blacksmith,â requires you to sneak through Azamo Bay, a Mongol-occupied hamlet on Tsushimaâs southern shore. For narrative purposes, you canât engage in combat. So youâre forced to meekly worm your way through the enemyâs ranks, thinking of ways you can take them out all the while. âUnfinished Businessâ gives you that chance.
Once you beat âThe Broken Blacksmith,â you hear word that some Azamo Bay village elders are still held captive by Mongols. That, obviously, cannot stand, so you head back to set them free. Thereâs no narrative twist here, but, from a gameplay perspective, no side-quest comes close to matching the brilliance of âUnfinished Business.â
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Sensei Ishikawaâs Quests
In Sensei Ishikawaâs first quest, âThe Tale of Sensei Ishikawa,â you learn that one of his former students, Tomoe, has taken up a teaching post in the Mongol army. To save herself, sheâs agreed to pass along Ishikawaâs signature Way of the Bow to the invading armyâs archers. So begins a game of cat-and-mouse that spans all three acts and all three regions of Tsushima.

Over the course of nine missions, you watch as Ishikawa comes to terms with carnage wrought on his homeland because of methods he pioneered. The result is a plotline that, in my mind, is more emotionally impactful and genuinely surprising than the main story. Thereâs also one fun mission that peels back Jinâs veneer of composure by revealing just how little game he has.
(Bonus tip for fans of the science-fiction TV show The Expanse: Play these missions with the English voice track on. Francois Chau, who plays Jules Pierre-Mao in the show, lent his talentâand his unmistakable gravely pipesâto bring Ishikawa to life.)
Standout Missions: âFriends In Passing,â âLaid To Rest,â âThe Ghost and the Demon Senseiâ
Lady Masakoâs Quests
Ghost of Tsushima starts on Komoda Beach, where the Mongols stage their invasion. In the ensuing battle, the vast majority of Tsushimaâs samurai are wiped out on the spot, kickstarting the gameâs plot. For the most part the game doesnât reckon with this outside of some narrative hand-waving. Lady Masakoâs questline forces you to return to Komoda Beach, where the bodies are still charred and smoking.

Thatâs just one of countless resonant moments in Lady Masakoâs questline. At the start, when youâre trying to recruit her to aid in the rescue of Lord Shimura, you learn that her entire family has been murdered in cold blood. Your goal involves tracking down the culprits and doling out some justice. It sounds much like the main plotâoh, cool, another revenge storyâbut there are lots of twists and surprises here. That itâs all anchored around Lady Masako, one of the gameâs most fully realized characters, is even more reason to dive in.
As with Sensei Ishikawaâs questline, Masakoâs nine-mission narrative sparns the course of Tsushimaâs three acts and regions. In the tapestry of plots that is Ghost of Tsushima, the ending of Lady Masakoâs thread packs the strongest punch.
Standout Missions: âA Motherâs Peace,â âThe Family Man,â the ninth one (name withheld for spoiler purposes)
âThe Other Side of Honorâ
Just trust me: This oneâs hilarious.
âFit For the Khanâ
Of Tsushimaâs three regions, Kamiagata is the toughest to defog. The wintry wilderness is indeed pretty, but, in its snowy similitude, it can be difficult to navigate. Occasional blizzards sure donât help. Various optional objectives are more scarce than they are in the south, too; you can easily trek 800 meters or more before coming across a single shrine or a hot spring to use as a waypoint. (Compare that to the density of Izuhara and Toyotama, where you can barely go 400 meters without running into some sort of distraction.)
âFit For the Khanâ doesnât offer anything new in terms of plot. It wonât blow your mind with creative level design. But it will give you three waypoints that help a lot with clearing up the cartography of Kamiagata. Youâll also get a combat-focused set of armor. For an easy Act III, do this quest as soon as it opens up.
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âThe Art of Seeingâ
Soon after you reach Toyotama, you meet Yuriko, an elderly woman who cared for Jin while he was a pup. Her first quest, âThe Proud Do Not Endure,â will give you tangible prizes, including one nifty tool that shifts how you can approach stealth sections. Her second quest, âThe Art of Seeing,â will not give you such goodies. The only thing youâll walk away with is a heavy heart.
âThe Art of Seeingâ is one of a few quests in Ghost of Tsushima that doesnât feature a single second of Mongol-killing. Instead, itâs spent taking in the scenery while on an introspective stroll with a woman whoâs lived a full lifeâone of those quiet moments that this game could honestly use more of. Take a minute to hear what she has to say. You can get back to slicing and dicing and using that other thing Yuriko gave you later.
These Five Mythic Quests
If you only have the patience for a few mythic quests, prioritize these:
âThe Curse of Uchitsuneâ and âThe Legend of Tadayoriâ: The first quest gives you a special bow that allows you to zoom in from great distances. The second one gives you a set of armor that restores your concentration meterâthe ability that allows you to slow down time when aiming a bowâwith every headshot. Of all the gameâs potential loadouts, equipping these two prizes gives you the most stopping power.

âThe Heavenly Strikeâ: Few combat moves are better than the Heavenly Strike. For one, it cuts through the defense of any enemy, no matter how large their shield. (Once you level up the Sakai Katana a bit, this takes out lower-level troops in one hit.) For another, it requires just one resolve point. Pair that with the perfect parryâwhich restores some resolve whenever you successfully pull it offâand you can more or less use this move with abandon.
âThe Six Blades of Kojiroâ: Those who enjoy Ghostâs one-on-one duels will get a real kick out of âThe Six Blaes of Kojiro.â In Toyotama, you hear that a guy named Kojiro wants to duel you to the death. To get to him, you first need to duel his five disciples. These bouts are all set in some of the gameâs most stunning backdrops: at the base of a waterfall, or amid an autumnal forest clearing at the edge of a cliff. The final fight is framed with such beauty that you really just need to see it for yourself. You get a sweet-looking set of armor at the end of these map-spanning efforts, but itâs about the journey, right?

âThe Undying Flameâ: âThe Undying Flameâ is the only side-quest that makes the most of Ghostâs platforming potential. To shamelessly lift from Ianâs review, âIn the swirling vortex of the blizzard, learning how to spot footholds and places to attach Jinâs grappling hook become vital.â Oh, and when youâre done, you can light your sword on fire.