Locationmajor

Tsushima

Tsushima is the principal open-world setting of Ghost of Tsushima.

Importancemajor

Key takeaways

  • Tsushima has three campaign regions Izuhara, Toyotama and Kamiagata.
  • The regions are also story acts Izuhara is Act 1, Toyotama is Act 2, and Kamiagata is Act 3.
  • Castle Kaneda controls the transition from Izuhara to Toyotama Castle Shimura controls the route from Toyotama into Kamiagata.
  • Liberating Mongol territories is one of the main ways to clear the fog of war Izuhara contains 24 occupied areas, Toyotama 17, and Kamiagata 15, although some territories are cleared automatically or are tied to story missions.
  • Most exploration rewards are region-wide systems rather than isolated treasure hunts: fox dens lead to Inari Shrines, torii gates lead to Shinto Shrines, and liberated settlements often provide merchants, quest-givers or fast-travel points.
  • Some locations change or become inaccessible as the story advances Castle areas, major fortifications and certain mission interiors should be searched before leaving them if you want records, supplies or other optional items.

About this guide

Scope: Ghost of Tsushima, base game campaign on the main island. Iki Island, Legends, New Game+, and Director’s Cut-only Iki content are treated separately and are not included in the main directories. Spoiler warning: The progression and mission sections contain major story spoilers, including the endings of Acts 1–3.

Overview

Tsushima is the principal open-world setting of Ghost of Tsushima. It is a fictionalised version of Tsushima Island during the first Mongol invasion of Japan in 1274. The game presents the island as a large, continuous landmass divided into three major regions: Izuhara in the south, Toyotama in the centre, and Kamiagata in the north. The player begins in Izuhara after the defeat at Komoda Beach and gradually reclaims the island as Jin Sakai’s story progresses.

The game’s Tsushima is not a literal recreation of the modern island. Its coastline and broad shape are inspired by the real Tsushima, but its settlements, climate, mountains and biomes are substantially rearranged for exploration, storytelling and visual variety. The southern island is green and temperate, the central region is dominated by grasslands, marshes and cultivated country, while northern Kamiagata becomes colder and snow-covered.

The island as a whole

The game’s Tsushima is organised into a three-level hierarchy:

The regional divisions are not merely map labels. They determine the order in which Jin receives story missions, the types of terrain he encounters and the point at which new sections of the map become accessible. Castle Kaneda lies at the narrow connection between Izuhara and Toyotama, while Castle Shimura guards the northern route towards Kamiagata.

Neighbouring but separate locations

---

Izuhara is the southern region and the setting for Act 1. It is the player’s introduction to the island, combining forested hills, coastal villages, rice fields, fishing settlements and heavily occupied Mongol territory. The region contains many of Jin’s earliest allies and establishes the central conflict between samurai tradition and the Ghost’s increasingly unconventional methods.

Izuhara is generally the most forgiving region for learning the game’s systems. Its routes are relatively open, its settlements are close together and its main story introduces stances, stealth tools, archery, charms and the first major ally questlines.

The island as a whole: steps

  1. 01
    Tsushima Island
  2. 02
    Major regions
  3. 03
    Izuhara
  4. 04
    Toyotama
  5. 05
    Kamiagata
  6. 06
    Local areas and settlements
  7. 07
    Villages
  8. 08
    Farmsteads
  9. 09
    forts and Mongol territories
  10. 10
    temples and shrines
  11. 11
    castles
  12. 12
    beaches, forests, marshes, mountains and named landmarks

Named major regions

Important subareas and settlements

The following names are verified locations or named local areas associated with Izuhara:

Komatsu and the northern border

Some names above describe broad map areas, while others identify a settlement, mission location, fortification or named point of interest. They should not be treated as interchangeable. For example, Komatsu Forge is both a settlement and a major story location, while the surrounding Komatsu Fields are a broader landscape area.

Komoda and the south-west coast

Ariake and central Izuhara

Azamo and the eastern coast

Komatsu and the northern border

Izuhara’s key locations

Komoda Beach

Komoda Beach is the opening battlefield and the site of the disastrous first confrontation between Tsushima’s samurai and Khotun Khan’s invading army. It functions as the game’s prologue location rather than as a normal free-roam area at the beginning.

The beach is important for narrative reasons, but it also establishes several recurring themes: the effectiveness of Mongol tactics, the limits of a conventional samurai charge and Jin’s transformation from Lord Shimura’s nephew into the Ghost.

Golden Temple

Golden Temple is one of Izuhara’s safest and most useful settlements. It becomes a central refuge for survivors and serves as an early hub for merchants, quest-givers and upgrades.

Golden Temple is especially useful in the early game because several ally tales and rescue objectives direct Jin there. It is also one of the first places where the player can see how restoring a settlement creates a stronger network of services.

Hiyoshi Springs

Hiyoshi Springs is a settlement built around hot springs. Its most distinctive feature is the hot spring activity, which increases Jin’s maximum health. It also contains villagers and a quest associated with the settlement.

The town is a useful early stop because it lies near several roads and exploration sites in southern Izuhara. The hot spring is a permanent upgrade rather than a temporary healing effect.

Komatsu Forge

Komatsu Forge is both a settlement and a story-critical location. It is associated with Taka, Yuna’s brother, and the early effort to produce equipment capable of challenging the Mongol occupation.

The settlement is initially threatened by Mongol forces. Clearing the surrounding occupation is part of the first act’s progression and makes the forge available as a safer base. It also illustrates the game’s repeated pattern of rescuing a community, restoring its services and unlocking a new fast-travel point.

Castle Kaneda

Castle Kaneda is the fortified gateway between Izuhara and Toyotama. The castle is first approached as a major Mongol stronghold and later becomes the route into Act 2.

Its liberation is tied to the end of Act 1. The transition is not an ordinary open-world border crossing, so players should complete any desired Izuhara exploration before committing to the mission that retakes the castle. After the story moves on, the wider region remains available, but some castle interiors and mission-only areas may not be revisitable in the same way.

---

Toyotama is the central region and the setting for Act 2. It is larger in narrative importance than Izuhara because it contains several of the game’s major political and military conflicts: the liberation of Yarikawa, the rescue of Lord Shimura, the attack on Castle Shimura and the collapse of Jin’s relationship with his uncle.

The region’s landscape includes wide grasslands, rice fields, forest, coast, marshes and cultivated valleys. Toyotama also contains many of the game’s most important armour and mythic-tale locations.

Named subareas and settlements

Other named farms and settlements

The six farmsteads associated with The Unbreakable Gosaku are particularly important. They are Aoi Village, Iijima Farmstead, Kuta Farmstead, Koshimizu Farmstead, Ohama Fishing Village and Yagata Farmstead. Jin must obtain a key from each location before opening the armour’s hidden chamber in the Old Togo Rice Fields.

Akashima

Umugi and the south-west

Yarikawa and the east

Kubara and the north

Other named farms and settlements

Major Toyotama locations

Umugi Cove

Umugi Cove is a lawless coastal settlement built into a cove. It is associated with smugglers, thieves, ronin and people who survive outside the authority of the samurai clans.

The cove becomes central to the rescue of Lord Shimura and the confrontation with the Straw Hat ronin. It is also home to important services and story characters, including Lady Sanjo. Its atmosphere is deliberately different from Golden Temple or Castle Shimura: Umugi survives through secrecy and negotiation rather than military order.

Yarikawa Stronghold

Yarikawa is the former stronghold of a clan that has a bitter history with Lord Shimura and the samurai establishment. During Act 2, Jin must persuade the people of Yarikawa to fight alongside him despite their distrust.

The area is the setting for the Siege of Yarikawa, one of the game’s largest defensive battles. After the siege, Yarikawa becomes an important allied settlement. Its story also unlocks the Ghost Stance, making the location central not only to the narrative but to Jin’s combat progression.

Akashima Village

Akashima Village is a settlement in southern Toyotama and a major starting point for the mythic tale The Unbreakable Gosaku. A musician in the village directs Jin towards the story of Gosaku and the six farmsteads holding the armour keys.

Akashima also represents one of the farming communities caught between Mongol occupation, bandit activity and the breakdown of local authority.

Cedar Temple

Cedar Temple is a Buddhist temple in northern Toyotama. It serves as a refuge for monks and displaced civilians and is associated with Norio’s tale series.

The temple is a useful landmark when travelling towards Mount Jogaku and the northern border. Its story content deals with faith, anger, duty and the difference between protecting people and pursuing vengeance.

Port Izumi

Port Izumi is a major harbour and one of the key locations in the endgame. It is used by the Mongols as a base for their invasion fleet and becomes the setting for The Fate of Tsushima, the final major assault of the campaign.

Its position on the northern coast makes it strategically important. It is not simply a decorative harbour: it represents the point from which the Mongol occupation can be extended beyond Tsushima.

Castle Shimura

Castle Shimura controls the route from Toyotama into Kamiagata. It is a major story location, a fortified samurai centre and the setting for the first attempt to retake the north.

Castle Shimura changes substantially through the story. It is first a strategic objective, then a base for the samurai counter-offensive, and later the setting for the final confrontation between Jin and Lord Shimura. Because of these progression changes, players should treat its major story sequences as potentially missable spaces for optional exploration.

---

Kamiagata is the northern region and the setting for Act 3. It is visually distinct from the rest of Tsushima because much of it is covered by snow, ice and dark coniferous forest. The region conveys the late-game deterioration of the island and Jin’s increasingly isolated position.

Its playable area is more compact in story terms than Toyotama, but it contains important endgame missions, the final Mongol bases and the conclusion of several character arcs.

Named locations

Key Kamiagata locations

Jogaku Temple

Jogaku Temple is the principal safe settlement in northern Tsushima. It functions as the main hub for Act 3, offering merchants, allies, fast travel and access to several northern tales.

The temple is also a practical staging point for exploration. Players should use it to replenish supplies, improve equipment and clear nearby Mongol territories before travelling farther into the snowfields.

Kin Sanctuary and Kin Village

Kin is a remote northern settlement associated with the final act’s civilian population and the resistance against the Mongol occupation. It gives Act 3 a more isolated atmosphere than the populated valleys of Toyotama.

The area is connected with missions involving refugees, local resistance and the consequences of the Mongol retreat. Its surrounding roads can be difficult to read in snowstorms, so following the Guiding Wind or using landmarks is safer than trying to cross the region in a straight line.

Izumi Village

Izumi Village is a northern settlement and one of the occupied areas that may be liberated through the story. The campaign’s endgame uses several northern communities to show the difference between an area that has been reclaimed and one that is still controlled by Mongol forces.

Mount Jogaku

Mount Jogaku is one of the most recognisable landmarks in northern Tsushima. It is closely associated with the final act, the icy landscape and several late-game missions.

The mountain’s terrain is more hazardous than the lowlands. Snow, cliffs and narrow paths make it easy to miss nearby side content, particularly when travelling during a story mission rather than free roaming.

---

Unlocking the three regions

The game uses story gates rather than a completely unrestricted map. Attempting to enter a later region before the relevant castle or story transition will generally result in blocked routes, inaccessible borders or forced travel restrictions.

The normal campaign route is

  1. 01
    Begin in Izuhara after the Battle of Komoda Beach.
  2. 02
    Complete the principal Act 1 missions and recruit Jin’s main allies.
  3. 03
    Retake Castle Kaneda.
  4. 04
    Enter Toyotama and complete the Act 2 campaign.
  5. 05
    Retake or lose control of Castle Shimura as required by the story.
  6. 06
    Enter Kamiagata for Act 3.
  7. 07
    Complete the northern campaign and the final confrontation.

Recommended exploration routes

Kamiagata route

---

Early Izuhara route

  1. 01
    Complete the opening rescue missions.
  2. 02
    Visit Golden Temple and Hiyoshi Springs.
  3. 03
    Unlock nearby fox dens and hot springs.
  4. 04
    Liberate Komatsu Forge.
  5. 05
    Complete the first ally tales.
  6. 06
    Clear remaining Mongol territories before retaking Castle Kaneda.

Toyotama route

  1. 01
    Establish yourself at Akashima or Umugi Cove.
  2. 02
    Complete the main ally tales for Yuna, Taka, Masako, Ishikawa and Norio.
  3. 03
    Visit Akashima Village to begin The Unbreakable Gosaku.
  4. 04
    Liberate or visit Yarikawa.
  5. 05
    Travel north through Kubara.
  6. 06
    Complete desired mythic tales before the Castle Shimura endgame.

Kamiagata route

  1. 01
    Establish Jogaku Temple as the main base.
  2. 02
    Complete the local ally tales before the final assault.
  3. 03
    Liberate northern Mongol territories.
  4. 04
    Search Port Izumi and other story fortifications during their active missions.
  5. 05
    Finish the campaign only after collecting any mission-area records or supplies you want to keep.

Major allied characters

The following characters have substantial ties to Tsushima’s campaign:

Jin’s main allies are not interchangeable quest-givers. Each has a separate tale chain, regional emphasis and reward structure. Masako’s stories are concentrated around clan Adachi and the south-east; Ishikawa’s tales move through northern Izuhara and Toyotama; Norio’s tales are centred on temples and monastic communities; Yuna and Taka are closely tied to the lower-class settlements and the practical survival of ordinary people.

Major allied characters

Factions

Samurai

The samurai are represented primarily by Clan Shimura and the allied houses that survived Komoda. Their forces rely on armour, mounted units, disciplined formations and formal authority.

Mongol Empire

The Mongol occupation controls forts, villages, farms, ports and roads throughout Tsushima. Mongol territories include camps, war camps, forts, shipyards and occupied settlements. Clearing them usually grants supplies, rescues civilians and removes local occupation.

Straw Hat ronin

The Straw Hats are former ronin led by Ryuzo. They are initially potential allies against the Mongols but become a major hostile faction after their relationship with Jin breaks down.

Bandits and outlaws

Bandits occupy villages, roads and farmsteads. Some are independent criminals, while others are connected to local disputes or specific tales. They are distinct from Mongol forces and often use different defensive layouts.

Buddhist monks and temple communities

Temples such as Golden Temple, Kushi Temple, Cedar Temple and Jogaku Temple contain monks, refugees and healers. Their role is not limited to religious background: temples often act as refuges, quest hubs and symbols of civilian survival.

---

Tsushima has no conventional law-enforcement system. Security is represented by whoever controls a place.

Liberating a Mongol territory usually removes its fixed garrison, but random encounters and travelling patrols can continue to appear. The territory system should therefore be understood as a change to the local occupation state, not a guarantee that every road becomes permanently empty.

Environmental hazards

---

Services vary by settlement and should not be inferred solely from a place’s name. The most common facilities are:

The availability of individual vendors depends on progression and settlement state. For example, a settlement under occupation may not provide its normal services until liberated.

---

Tsushima’s exploration is built around visual and environmental guidance rather than a dense minimap. Players can use the Guiding Wind to track discovered objectives, while animals, smoke, birds and torii gates draw attention to optional content.

Environmental hazards

Environmental hazards
ServiceMain function
SwordsmithUpgrade the Sakai Katana and Tanto
ArmourerUpgrade armour
BowyerUpgrade the Half Bow and Longbow
TrapperTrade predator hides for ammunition capacity and supplies
MerchantPurchase dyes, armour appearances, sword kits and other items
Dye merchantPurchase specialised colour schemes
Survivor campRest, receive information and sometimes begin tales
TempleRefuge, quest hub, upgrades and fast travel
Hot springPermanently increase maximum health
Bamboo StrikePermanently increase resolve
Fox denLead to an Inari Shrine and charm-slot or charm improvements
Shinto ShrineReward a major charm
LighthouseLight the beacon and increase Legend progress

Fixed collectible categories

The exact number of collectibles differs by region and category. For example, the Toyotama map contains six hot springs, six Shinto Shrines, 17 Mongol artefacts, 16 records, seven singing crickets, 14 sashimono banners, 17 fox dens and six Bamboo Strikes according to one regional map index.

Collectible directory by type

Military and strategic sites

Collectibles found inside mission-only areas deserve special care. Some records, supplies and banners can be collected during a story sequence but may be difficult or impossible to recover in the same form after that mission ends. The safest method is to search large fortresses before completing their final objective and to make a manual save before entering major story locations.

---

Main campaign locations

The exact order of optional tales can vary, but the broad regional progression remains fixed.

Important campaign events include

Mythic Tales

The Unbreakable Gosaku is particularly spread across several subareas. Its six key locations are Aoi Village, Iijima Farmstead, Kuta Farmstead, Koshimizu Farmstead, Ohama Fishing Village and Yagata Farmstead.

Major mythic-tale locations across Tsushima include

Mongol territory activities

There are 24 occupied areas in Izuhara, 17 in Toyotama and 15 in Kamiagata. Some are cleared through story missions rather than ordinary free-roam liberation, so the numbers should not be read as 56 identical camps.

---

Tsushima’s world changes in response to the campaign.

Missability checklist

Before beginning a major castle or endgame mission:

The game generally allows broad free-roam completion after the main story, but this does not guarantee that every mission interior, story encounter or temporary battlefield can be revisited exactly as it appeared during the campaign.

---

Story safety

---

Missability checklist: steps

  1. 01
    Search the active story area for records and supplies.
  2. 02
    Complete nearby ally tales.
  3. 03
    Finish mythic tales you want to experience in their intended regional context.
  4. 04
    Liberate settlements if you want their vendors and fast travel.
  5. 05
    Visit merchants to spend supplies before a long mission.
  6. 06
    Make a manual save before entering a mission that moves the story to another region.
  7. 07
    Do not assume a mission-only fort or castle interior will remain freely accessible afterwards.

Is Tsushima one map or three maps?

It is one connected campaign island divided into three major regions: Izuhara, Toyotama and Kamiagata. The regions are separated by story progression and strategic gates rather than by separate loading-screen maps.

Can Jin travel to Toyotama at the start?

Not normally. The route is controlled by Castle Kaneda and opens through the Act 1 story.

Can Jin return to Izuhara after reaching Kamiagata?

Yes, broad free-roam travel remains possible after the regional transitions, although some story interiors and mission states may not return to their earlier condition.

Is Iki Island part of Tsushima?

Iki Island is part of the wider game setting but is a separate playable island introduced by the Director’s Cut expansion. It is not included in this base-game Tsushima guide.

Are all Mongol camps identical?

No. They vary in size, layout, objectives, enemy composition and narrative context. Some are farms or villages, some are forts, and some are story missions that are cleared automatically.

What is the best region for first-time exploration?

Izuhara is the most natural starting point because it introduces the core systems gradually. Toyotama offers the broadest concentration of major stories and mythic tales, while Kamiagata is best approached after Jin has most of his combat tools and equipment upgrades.

---

This guide is a researched working draft rather than a claim of complete database-level coverage. The three-region hierarchy, principal routes, major settlements, occupied-area totals, key mythic-tale locations and several location-specific services were cross-checked against available map indexes, guide material and location pages.

The main unresolved gap is the exhaustive directory of every minor decorative landmark, unnamed storefront, individual records placement, mission-only room and regional micro-area. Available sources expose many of these entries inconsistently, and some community databases mix the base game with Legends, Iki Island or unused development labels. Those entries should be verified against an in-game map or a complete location database before this article is treated as a definitive encyclopaedia.

Sources