Locationmajor

Toyotama

Toyotama is the middle region of Tsushima in Ghost of Tsushima, positioned between Izuhara to the south and Kamiagata to the north.

Importancemajor

Key takeaways

  • Toyotama opens at the beginning of Act 2, after A New Horizon The normal story route leads Jin towards Umugi Cove and A Message in Fire.
  • The region contains six prefectures Akashima, Kubara, Kushi, Otsuna, Umugi and Yarikawa.
  • Its major settlements and hubs are Akashima Village, Umugi Cove, Yarikawa Stronghold, Omi Village, Omi Monastery, Kushi Temple and Castle Shimura.
  • Toyotama contains the central parts of the Ishikawa, Masako, Norio and Yuna questlines, as well as the conclusion of several of their personal stories.
  • Its three Mythic Tales are The Unbreakable Gosaku, The Six Blades of Kojiro and The Spirit of Yarikawa’s Vengeance.
  • A thorough Toyotama clear includes 17 fox dens, six Bamboo Strikes, six hot springs, six Shinto Shrines, five map Haiku, nine Pillars of Honour, 17 Mongol Artefacts, 16 Records and 26 Sashimono Banners. The exact map totals vary slightly between guide classifications where quest-related locations and bonus Haiku are counted differently.

About this guide

Scope: Base game of Ghost of Tsushima, including the Toyotama map region in the main campaign. Iki Island and Legends are excluded. Spoilers: This guide discusses Act 2 progression, major character arcs, mission names and the regional story outcome.

Overview

Toyotama is the middle region of Tsushima in Ghost of Tsushima, positioned between Izuhara to the south and Kamiagata to the north. It becomes available during Act 2, after Jin Sakai escapes from Castle Kaneda and completes A New Horizon. The region is larger in narrative importance than its position on the map suggests: it contains Castle Shimura, Yarikawa Stronghold, Omi Village, Umugi Cove, several character quest hubs and the central turning points of Jin’s conflict with Lord Shimura.

Toyotama is also the game’s most varied region geographically. Its southern and central areas combine golden fields, marshland, rice paddies and dense forests, while the western coast is dominated by cliffs, fishing settlements and the smuggler-run Umugi Cove. The eastern side contains Yarikawa’s fortified settlement and the Omi region, including Omi Lake and the Sakai estate. Unlike Izuhara, where the early game establishes the invasion, Toyotama shows Tsushima in a more complicated state. Mongol occupation remains widespread, but local resistance is organised through samurai, monks, peasants, ronin, smugglers and former enemies of Lord Shimura.

The game’s map separates Tsushima into three broad regions: Izuhara in the south, Toyotama in the middle and Kamiagata in the north. Toyotama is therefore not just the area around Umugi Cove or Yarikawa. Its scope includes all six of the region’s named prefectures: Akashima, Kubara, Kushi, Otsuna, Umugi and Yarikawa.

Overview and boundaries

Toyotama begins at the southern boundary of the Act 2 map, where the road from Izuhara leads into the central island. Its western edge faces the sea and includes the marshes, fishing villages and coastal approaches around Umugi. The northern edge rises towards Kamiagata, with the border becoming more obvious after the story moves to the frozen north in Act 3.

The region’s internal structure is best understood through its six prefectures rather than through its largest towns.

Akashima

Akashima occupies the eastern and south-eastern part of Toyotama. It includes coastal wetlands, rice fields and the important settlement of Akashima Village. The prefecture is associated particularly with Norio’s warrior monks, the Akashima lighthouse and several marshland exploration activities.

Named areas and locations associated with Akashima include:

Akashima Village functions as a full service settlement. Its listed services include a gift altar, bowyer, merchant, trapper, armorer and swordsmith. It is also connected with Ghosts in the Fog, Three Actions, Three Illusions and parts of Norio’s storyline.

Kubara

Kubara lies in the west-central part of Toyotama. It is a region of forests, mountain routes, waterfalls and the road network around Lake Kubara. It contains Kubara Lighthouse and several locations connected with A Final Request and The Six Blades of Kojiro.

Named areas and locations associated with Kubara include:

The area is useful for travelling between the western coast, Omi and the central Toyotama roads. Its cliffs and forest routes can make direct travel unreliable, so following roads or using the Guiding Wind is usually quicker than attempting to cross the terrain in a straight line.

Kushi

Kushi is a fertile, heavily wooded area in central Toyotama. It is dominated by Kushi Temple, Kushi Grasslands and routes leading towards Omi and Yarikawa. The prefecture is strongly associated with Norio’s questline and contains one of the region’s Bamboo Strikes, a Haiku and a hot spring.

Named areas and locations associated with Kushi include:

Kushi Temple is both a religious site and a quest hub. Its surrounding missions become increasingly dangerous as Mongol attacks intensify. The temple is connected with The Birth of Suffering, The Blood Sutra, The Cause of Suffering and The End of Suffering.

Otsuna

Otsuna occupies the north-western and western interior of Toyotama. It includes the marshes and settlements around Otsuna, as well as routes towards the border with Kamiagata. This is an important area for Sensei Ishikawa’s story, especially the later stages involving Tomoe.

Named areas and locations associated with Otsuna include:

The western part of Otsuna is particularly easy to confuse with Umugi because both prefectures contain coastal routes, marshes and ronin activity. The distinction is useful when following the character questlines: Ishikawa’s later missions move through Otsuna, while Lady Sanjo’s and Goro’s stories are centred on Umugi Cove.

Umugi

Umugi is the south-western coastal prefecture. Its principal settlement is Umugi Cove, a semi-lawless port controlled by smugglers and ronin rather than by a conventional samurai administration. Umugi also contains Ichi’s Inn, Smuggler’s Estuary, Hidden Cranes Marsh and several quest-only or mission-linked locations.

Named areas and locations associated with Umugi include:

Umugi Cove is the normal narrative entry point to Toyotama. It becomes available during A Message in Fire, and much of Act 2’s early political work is conducted there. The cove contains Lady Sanjo, Goro and a large population of ronin, smugglers and displaced people. It also provides access to the Black Dye Merchant, which sells dark cosmetic dye options for selected armour sets.

Several missions in Umugi have progression conditions. A Thief of Innocence becomes available after Jin speaks to Goro during A Message in Fire. The Generosity of Lady Sanjo does not necessarily appear immediately when Umugi Cove first opens, and may require leaving the cove and completing further Act 2 content before returning.

Yarikawa

Yarikawa lies in eastern Toyotama. It is the former home of the Yarikawa clan, a fortified settlement with a long-standing rivalry with Lord Shimura and the Sakai family. The prefecture contains Yarikawa Stronghold and is the setting for one of Act 2’s most important military and thematic sequences.

Named areas and locations associated with Yarikawa include:

Yarikawa Stronghold becomes a fast-travel location after The Walls of Yarikawa. It contains a gift altar, armorer, merchant, trapper and swordsmith.

Akashima

Kushi

Umugi

Yarikawa

Access and recommended routes

Toyotama is normally unlocked by progressing through the main story. After the conclusion of Act 1, Jin begins A New Horizon, which brings him into the region. The game’s story directs him towards Umugi Cove and A Message in Fire, but the wider map can then be explored more freely.

The fastest ordinary transport is horseback, although fast travel becomes more valuable once the region’s settlements and liberated territories have been activated. The mountainous terrain and river crossings often force the player to use roads, bridges and narrow passes rather than taking a direct line.

Suggested exploration loops

Southern loop

Umugi Cove → Hidden Cranes Marsh → Ichi’s Inn → Smuggler’s Estuary → Otsuna coast → Akashima Village.

This route combines several early Act 2 side tales, survivor activity and coastal exploration.

Central loop

Akashima Village → Kushi Temple → Kushi Grasslands → Old Kanazawa Marsh → Kubara Forest → Lake Kubara.

This is a good route for Norio’s tales, hot springs, fox dens and records.

Eastern loop

Yarikawa Stronghold → Garden of the Gods → Yarikawa countryside → Omi Lake → Omi Village → Omi Monastery.

This route works well for Yarikawa’s story, the Sakai family content and several Masako and Yuriko missions.

Northern loop

Otsuna → Old Toyotama Hills → Fort Koyasan → northern roads towards the Kamiagata boundary.

Use this after completing the relevant Act 2 character missions, especially Ishikawa’s later tales.

A practical order is

  1. 01
    Complete A New Horizon.
  2. 02
    Travel to Umugi Cove and begin A Message in Fire.
  3. 03
    Activate nearby fast-travel points and survivor camps.
  4. 04
    Complete the first available character missions for Yuna, Masako, Ishikawa and Norio.
  5. 05
    Clear Mongol territories in the south and centre before pushing towards Castle Shimura.
  6. 06
    Visit Yarikawa when The Walls of Yarikawa becomes available.
  7. 07
    Explore Omi, Otsuna and Kubara before finishing the main Act 2 sequence.
  8. 08
    Complete the remaining Toyotama activities before entering Act 3 if you want to avoid a temporary story-driven restriction on travel.

Settlements, services and facilities

Akashima Village

Akashima Village is the most complete general-purpose settlement in eastern Toyotama. It provides:

It is also a useful fast-travel base for the eastern marshes. The village is not simply a cosmetic settlement, since it supports several tales and remains one of Toyotama’s major civilian hubs.

Umugi Cove

Umugi Cove is a story settlement rather than a conventional samurai town. It is controlled by a mixture of ronin, smugglers and local authority figures. It is central to:

Do not assume that every named building in Umugi is a functional shop. Some are mission locations, gambling spaces or decorative structures. The Black Dye Merchant is a real service, but other named inns and dens are often used only for a particular tale.

Yarikawa Stronghold

Yarikawa Stronghold is both a fortress and a political statement. It becomes a major ally in Jin’s campaign after The Walls of Yarikawa. Services include:

The stronghold is the principal base for Yarikawa’s main story content and for The Spirit of Yarikawa’s Vengeance.

Kushi Temple

Kushi Temple is the primary Norio hub in Toyotama. Its importance increases as the monks come under pressure from Mongol forces. The temple itself and the surrounding roads form the setting for a chain of escalating defence missions.

Omi Village and Omi Monastery

Omi Village and Omi Monastery are associated with the Sakai family, Masako’s later investigations and the memories surrounding Jin’s father. These locations are especially significant during Ghosts from the Past and The Proud Do Not Endure.

Umugi Cove

Main story missions

The principal main-story entries listed for Toyotama are:

The region’s main arc is concerned with assembling a force capable of challenging the Mongols. Jin must negotiate with groups that do not naturally trust Lord Shimura, including Yarikawa and the smugglers of Umugi Cove. At the same time, the story begins to make Jin’s stealth tactics and use of poison increasingly difficult to reconcile with his uncle’s samurai ideals.

A Reckoning in Blood and The Walls of Yarikawa are particularly important for establishing Toyotama’s military balance. Ghosts from the Past turns the focus towards Jin’s family history, while The Tale of Lord Shimura brings the region’s political and personal conflicts together.

Main story missions

Mythic Tales

Toyotama contains three Mythic Tales.

The Unbreakable Gosaku

This tale leads to Gosaku’s armour. Its structure involves recovering keys from several occupied farmsteads and using them to open Gosaku’s tomb. It is one of the most useful armour quests in the middle game, especially for players who prefer direct combat and stagger damage.

The farmsteads should be approached as part of ordinary Toyotama liberation rather than treated as isolated collectibles. Clearing them while progressing through the region reduces backtracking.

The Six Blades of Kojiro

This Mythic Tale sends Jin against six Straw Hat ronin in separate duels before the final confrontation. The five Toyotama duel locations listed on the regional map are:

The quest is a test of defensive timing rather than crowd control. Armour and charms that improve survivability, resolve or perfect parries are more useful here than effects designed for stealth camps.

The Spirit of Yarikawa’s Vengeance

This tale is tied to Yarikawa and uses several mysterious white-smoke locations as investigation points. The named quest-related locations include:

The tale rewards the player with The Dance of Wrath, one of Jin’s strongest combat abilities. It is best completed after becoming comfortable with regular duels, since the final confrontation depends on reading attacks and controlling the distance between Jin and his opponent.

Character tales

Toyotama contains substantial sections of the major character questlines.

Ishikawa

Ishikawa’s later missions move between survivor camps, Otsuna and Umugi. The Terror of Otsuna takes place west of Old Toyotama Hills, while later missions carry the storyline towards the northern edge of the region.

Masako

The Fool becomes available after the early part of A Message in Fire. Its marker can appear to disappear while the main mission is active, but the tale remains available through the Journal.

Norio

The chain begins with the monks’ attempts to survive the invasion and becomes progressively more violent as Kushi Temple and the surrounding religious communities come under attack.

Yuna

The first Toyotama stage of Yuna’s tale begins south of Ichi’s Inn, north of Smuggler’s Estuary and Hidden Cranes Marsh.

Ishikawa: Important Toyotama Ishikawa locations and tales include

Masako: Masako’s Toyotama material includes

Norio: Norio’s Toyotama chain includes

Yuna: Yuna’s Toyotama entries include

Side Tales

The map source lists 27 Side Tales in Toyotama, while individual walkthroughs may classify character-tale segments or mission-linked activities differently. For that reason, players comparing a Journal total with an interactive-map total should not assume that a discrepancy automatically means a missing mission.

The independently listed Toyotama side tales include

Mongol territories and liberation

Each provides a moderate Legend increase, a Technique Point and two units of gold when liberated. The objectives differ by location:

Some camps also have optional bonus objectives, such as killing an enemy with Heavenly Strike or using a particular bow. These bonuses are not required for liberation.

Liberating a territory normally removes its permanent occupation state, opens fast travel and reveals nearby map information. Mission encounters, random patrols and post-story enemy activity should not be confused with an uncleared Mongol territory.

Toyotama’s principal named Mongol outposts include

Mongol territories and liberation

Mongol territories and liberation
TerritoryAdditional objectives
Fort ImaiEliminate the war-camp general, release three falcons, recover four Sashimono Banners
Kishibe VillageDestroy the black-powder cache, eliminate the general, recover four Sashimono Banners
Numata SettlementReclaim three stolen iron supplies, eliminate the general, recover four Sashimono Banners and release three falcons

Collectibles and exploration

Exploration totals

Toyotama contains a substantial share of Tsushima’s optional exploration content:

These totals come from the regional map directory. Some entries are grouped by map type rather than by story area, and two additional Haiku are associated with missions rather than ordinary free-roam markers.

Fox dens

The 17 Toyotama fox dens lead Jin to Inari Shrines. Completing a den requires following the fox and honouring the shrine. Early shrines unlock charm slots; after the available slots are filled, further shrines improve charm capacity.

Bamboo Strikes

Completing a Bamboo Strike increases Jin’s maximum Resolve. The region’s six locations provide a useful boost before the more demanding Act 2 duels and camp assaults.

Hot springs

Each first use raises Jin’s maximum health by a small amount. The Art of Seeing is associated with Maple Shade Hot Spring, while Yoshinaka Hot Spring is connected to the Yoshinaka area.

Shinto Shrines

They contain charms and Wax Wood, but reaching them requires using climbing paths, grappling points and narrow cliff routes. Cloud Ridge Shrine provides the Charm of Azumi-no-Isora, while Hazy Cliff Shrine provides the Charm of Ryuujin according to the regional directory.

Pillars of Honour

Toyotama’s nine Pillars of Honour provide sword kits:

These are cosmetic rewards for Jin’s sword and do not change combat statistics.

Haiku and vanity gear

Two additional Haiku are written during story or character content, including Ghosts from the Past and The Proud Do Not Endure.

Records and Mongol Artefacts

Toyotama contains 16 Records and 17 Mongol Artefacts. Records remain obtainable after an enemy outpost has been liberated, although some may be relocated within the cleared area. Artefacts are found in forts, encampments and occupied dwellings.

The directory distinguishes the artefact names from their individual placements. The same artefact type may appear more than once, so collecting the named type does not necessarily identify every physical placement.

Exploration totals

Exploration totals
ActivityToyotama total
Fox dens and Inari Shrines17
Bamboo Strikes6
Hot springs6
Shinto Shrines6
Pillars of Honour9
Haiku5 main regional Haiku
Mongol Artefacts17
Records16
Singing Crickets7
Sashimono Banners26
Hidden Altars8
Straw Hat duels5
Mongol camps10
Mongol outposts3
Farmsteads3
Survivor camps3
Towns3

Shinto Shrines: The Toyotama Shinto Shrines include

Hazards and enemies

Toyotama’s ordinary threats include Mongol patrols, archers, shieldmen, brutes, swordsmen and spear fighters. The region also contains more ronin encounters than the early parts of Izuhara, making perfect parries and careful use of smoke bombs particularly valuable.

The most demanding fixed encounters are the Straw Hat duels from The Six Blades of Kojiro, the final fight in The Spirit of Yarikawa’s Vengeance, and the larger fortified missions around Yarikawa and Castle Shimura.

Progression changes and missability

Toyotama is designed to change as the Act 2 story advances. Settlements may become available only after a main mission, and some tale markers can move, vanish temporarily or appear in the Journal rather than directly on the map.

Sources