Locationmajor

Yarikawa Stronghold

Yarikawa Stronghold is the fortified home of Clan Yarikawa in southern Toyotama.

Importancemajor

Key takeaways

  • Yarikawa Stronghold is in Toyotama, north-east of Rebel’s Last Stand and south of Urashima’s Village.
  • The settlement is not the same place as Old Yarikawa or the Ruins of Old Yarikawa Survivor Camp.
  • Entry is first handled through The Walls of Yarikawa, a mandatory stealth sequence using a hidden waterfall route.
  • The principal liberation story is The Ghost of Yarikawa, which culminates in a duel with General Temuge.
  • After liberation, the stronghold functions as a settlement hub with services, a gift altar and fast travel.
  • Three Records are associated with the stronghold To My Brother, Rationing in Yarikawa Stronghold and Report to Steward Ujimasa.
  • The stronghold is the starting point for several Act 2 stories, but the Mythic Tale The Spirit of Yarikawa’s Vengeance primarily takes place in Old Yarikawa, not within the fortified settlement.

About this guide

Scope: Base game on Tsushima, including the stronghold itself and its immediate story state changes. Old Yarikawa, the surrounding countryside and the separate Ruins of Old Yarikawa Survivor Camp are treated as neighbouring locations rather than parts of the stronghold. The Iki Island expansion and Legends mode are excluded.

Overview

Yarikawa Stronghold is the fortified home of Clan Yarikawa in southern Toyotama. It is one of the most important settlements in Ghost of Tsushima, both as a practical hub and as a major story location. The stronghold is introduced while it is under Mongol siege, and its residents initially distrust Jin Sakai because of the old conflict between Clan Yarikawa and Lord Shimura.

The location changes significantly during Act 2. Jin first enters through a concealed route beneath a waterfall, helps the defenders survive the siege, and defeats General Temuge in single combat. After the stronghold is liberated, it becomes a friendly settlement with fast travel, vendors, collectible Records and a central role in the campaign to retake Castle Shimura. The surrounding ruins remain separate and are used by several Tales, including The Spirit of Yarikawa’s Vengeance.

Yarikawa Stronghold

This is the walled settlement and fortified keep occupied by Clan Yarikawa. It contains the main gate, interior streets, watchtowers, the keep, residential buildings and the settlement’s services.

The stronghold is the correct location for

Old Yarikawa

Old Yarikawa is a ruined settlement outside the stronghold. It is a separate open-world area with ruined buildings, fields, waterways and abandoned structures. Although both locations belong to the Yarikawa area, Old Yarikawa is not an outer district of the stronghold.

The Mythic Tale’s objectives repeatedly instruct the player to search Old Yarikawa for white smoke, investigate sites along the river and eventually travel to the Garden of the Gods. Those objectives should not be interpreted as taking place inside the stronghold.

Old Yarikawa is particularly important for

Ruins of Old Yarikawa Survivor Camp

The survivor camp is a separate named location near the ruins. It serves as a meeting point during The Walls of Yarikawa, where Jin meets Yuna and Taka before the group approaches the besieged stronghold. Guides place the camp outside the settlement and use it as the starting point for the hidden-entry route.

Boundary directory

The last three are neighbouring map locations rather than parts of Yarikawa Stronghold. The available sources consistently place the stronghold south of Urashima’s Village and south-east of Kawamata Village.

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Yarikawa Stronghold is built as a compact fortified settlement rather than a sprawling castle complex. Its defensive character comes from its walls, gates, raised watch positions and central keep. The settlement is connected to the surrounding countryside by roads and approaches, but its story introduction deliberately avoids the obvious main entrance.

The hidden route enters through a watercourse and a cave beneath a waterfall. During The Walls of Yarikawa, Jin leads Yuna and Taka through the countryside, avoids Mongol patrols and reaches the concealed opening. The route then climbs into the stronghold before the group is escorted towards the main gate and the steward.

Once inside, the settlement is easier to navigate than its siege-state presentation suggests. The central area contains the principal services, while the keep and watchtowers provide vertical landmarks. The swordsmith’s area is reached by crossing the bridge and turning towards the smith’s buildings, while the armorer and other services are located around the main settlement area.

Boundary directory

Principal internal areas

Main gate and outer approach

The main gate is the most recognisable entrance and is used prominently in the story. During the initial approach, however, it is not the route Jin uses to enter. The gate becomes a major defensive position during the siege and a useful orientation point after liberation.

Central settlement

The central streets contain homes, working areas and the main vendor cluster. This is where players can replenish supplies, improve equipment and collect gifts after the stronghold becomes a friendly settlement.

Swordsmith’s quarter

The swordsmith’s shop is associated with Taka and is one of the first interior locations Jin is directed to after entering the stronghold. A Record can be found in the hut behind the swordsmith.

Watchtowers

The watchtowers overlook the gates and interior approaches. One contains the Record Rationing in Yarikawa Stronghold. The exact tower description varies between guides, but the consistently verified instruction is to climb the tower associated with the gate and inspect its upper landing or interior.

Keep

The keep is the principal political building and the residence or administrative centre associated with Steward Ujimasa. Its top floor contains Report to Steward Ujimasa.

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First access: The Walls of Yarikawa

The stronghold is first reached during The Walls of Yarikawa, an Act 2 main tale. Jin meets Yuna near the survivor camp, follows her and Taka towards Yarikawa, then surveys the Mongol positions before attempting to enter. The stealth section is mission-controlled: being detected fails the objective.

The safest approach is to treat this as an infiltration rather than a normal open-world camp. Ronin Armour can help with detection speed, but patience, grass cover and avoiding unnecessary attacks are more important than equipment.

Recommended route

  1. 01
    Travel to the Ruins of Old Yarikawa Survivor Camp and speak with Yuna.
  2. 02
    Follow Yuna and Taka along the approach road.
  3. 03
    When the Mongol patrol passes, descend towards the lower ground and use the tall grass.
  4. 04
    Move between grass patches and avoid unnecessary assassinations. Combat is not the objective, and detection can fail the sequence.
  5. 05
    Follow the route towards the river.
  6. 06
    Stay low near the water and continue towards the waterfall.
  7. 07
    Enter the concealed opening beneath the waterfall.
  8. 08
    Climb into Yarikawa Stronghold.
  9. 09
    Follow the escort towards the main gate and then to the steward.
  10. 10
    Continue to the swordsmith’s shop, where the opening tale concludes.

Fast travel

After the stronghold has been brought into the friendly settlement state, it becomes a useful fast-travel destination. Its position makes it a practical base for southern Toyotama, Old Yarikawa, Rebel’s Last Stand and the routes towards Akashima and Umugi.

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Clan Yarikawa

Clan Yarikawa is a disgraced but highly capable warrior clan. Its strained relationship with Lord Shimura is central to the settlement’s initial refusal to cooperate. The clan’s independence, pride and resentment are not merely background details: they explain why Jin must earn its support rather than simply issue orders as a samurai.

The Yarikawa fighters are also known for their archery. During Act 2, Jin works to recover the loyalty and cooperation of Yarikawa’s warriors so they can contribute to the wider campaign against the Mongols.

Named characters

Ujimasa Yarikawa

Ujimasa is the steward and political leader of the stronghold during the game’s story. Jin meets him after entering the settlement and must persuade him to support the resistance.

Yuna

Yuna leads Jin towards the stronghold during The Walls of Yarikawa. Her knowledge of the area and her relationship with Taka make her essential to the initial infiltration.

Taka

Taka accompanies Jin and Yuna during the approach and is later found at the swordsmith’s shop. His connection with the settlement’s smithing work is particularly important in the opening sequence.

Yamato

Yamato is the travelling musician who introduces The Spirit of Yarikawa’s Vengeance. He is not a permanent resident or administrator of the stronghold. His role is that of a storyteller and quest giver, and the associated tale quickly moves into Old Yarikawa.

General Temuge

Temuge is the Mongol commander responsible for the assault on Yarikawa. He is the major boss associated with the stronghold’s liberation and is fought in a formal duel during The Ghost of Yarikawa.

Residents and ordinary NPCs

After liberation, the settlement is populated by Yarikawa warriors, workers, craftspeople, guards and civilians. Many are unnamed and provide environmental dialogue rather than quests. Their behaviour changes between the siege and post-liberation states, with the later settlement functioning as a normal allied hub rather than an active battlefield.

Character directory

The final entries are faction or role descriptions rather than individually named characters.

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The stronghold’s services are most useful after liberation. The available evidence supports the following functional facilities.

Character directory

Armorer

The armorer upgrades armour and offers armour dyes where applicable. The armorer is positioned near the main settlement area and is one of the easiest facilities to use after fast travelling into Yarikawa.

Swordsmith

The swordsmith upgrades Jin’s katana and tanto. The shop is associated with Taka in the opening story sequence. Guides place it across the bridge and towards the right-hand side of the settlement from the main approach.

Merchant

The merchant provides general purchases, including supplies and other available stock. The exact inventory depends on game progression and the merchant’s available upgrades. Do not confuse the merchant’s decorative stalls with separate functional shops.

Trapper

The trapper exchanges predator skins for ammunition and other stock, subject to the normal inventory rules. The stronghold is a useful place to check for trapper services, although the available search evidence is less consistent about the exact stall position than it is for the armorer and swordsmith.

Gift altar

The stronghold has a gift altar in its post-liberation settlement state. Gifts accumulate there as Jin completes suitable Tales and story activities. The altar is a facility, not a normal shop, and its contents are not purchased directly.

Fast-travel point

Once available as a friendly settlement, Yarikawa Stronghold can be selected for fast travel. This makes it one of the more convenient hubs for Toyotama exploration.

Service directory

A dye merchant has not been included because the available evidence does not reliably establish a distinct functional dye merchant within Yarikawa Stronghold. Decorative stalls should not be treated as confirmed services.

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The Walls of Yarikawa

Type: Main Tale Act: Act 2 Purpose: Enter the stronghold and begin the Yarikawa storyline.

This is a controlled stealth mission. Jin, Yuna and Taka approach from outside, evade Mongol patrols and enter through the hidden waterfall passage. The mission introduces the stronghold’s political situation and establishes the immediate conflict between Clan Yarikawa, Lord Shimura and the Mongol siege force.

The Ghost of Yarikawa

Type: Main Tale Purpose: Defend Yarikawa and defeat General Temuge.

This is the stronghold’s principal liberation mission. It develops the settlement’s defence, brings Jin into direct cooperation with Yarikawa’s fighters and ends with the duel against Temuge. Completing it changes the stronghold from a besieged story space into a friendly settlement.

The mission also gives Yarikawa’s forces a decisive role in Jin’s wider plan to retake Castle Shimura.

The Coward of Yarikawa

Type: Side Tale Associated area: Yarikawa and Old Yarikawa.

This Tale concerns Yarikawa fighters who have not remained with the stronghold’s defenders. It moves between the settlement and the surrounding ruins, so it should not be catalogued as an activity entirely contained within the stronghold.

The Spirit of Yarikawa’s Vengeance

Type: Mythic Tale Quest giver: Yamato Requirement: Enter Toyotama and complete the relevant progression, commonly listed as after A New Horizon Rewards: Moderate Legend increase, the Dance of Wrath technique and the sword kit Omukade’s Revenge.

The tale begins with Yamato but takes place mainly around Old Yarikawa. Jin investigates white smoke, offerings, a Mongol camp, a refugee camp and a ruined home before reaching the Garden of the Gods. The final duel is against the Spirit of Yarikawa, who uses the Dance of Wrath. Jin learns the technique after defeating the spirit’s challenge.

Mythic Tale route

The tale does not permanently remove the stronghold’s services or ordinary collectibles. It is a separate Mythic Tale layered over the surrounding ruins.

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Mythic Tale route

  1. 01
    Find Yamato in or near the Yarikawa area.
  2. 02
    Search Old Yarikawa for the first column of white smoke.
  3. 03
    Read or collect the offering.
  4. 04
    Investigate the Mongol camp along the river.
  5. 05
    Speak with the prisoner.
  6. 06
    Follow the next clues through Old Yarikawa.
  7. 07
    Investigate the refugee camp and follow Heitaro.
  8. 08
    Search the ruined home and inspect its clues.
  9. 09
    Follow the smoke and offerings towards the Garden of the Gods.
  10. 10
    Enter the flower field and begin the duel.
  11. 11
    Defeat the Spirit of Yarikawa.
  12. 12
    Use the newly acquired Dance of Wrath when the game prompts you to do so.

Records

Three Records are verified within Yarikawa Stronghold. Their placement is distributed between the ordinary settlement, a watchtower and the keep.

The first Record is reported inside a house. The second is associated with the watchtower and gate area. The third is in the keep’s upper level. Sources differ slightly in describing the precise building names and tower side, but agree on the three titles and their broad placements.

Records

Records
RecordLocation
To My BrotherInside a house in Yarikawa Stronghold
Rationing in Yarikawa StrongholdIn a watchtower or tower landing near the gate
Report to Steward UjimasaOn the upper floor of the keep or main structure

Practical collection route

Because of that inconsistency, a player pursuing every Record should follow the in-game collection menu and inspect both the swordsmith’s hut and the keep, rather than relying on a single guide’s numbering.

For an efficient sweep after liberation

  1. 01
    Start at the fast-travel point.
  2. 02
    Check the nearest houses for To My Brother.
  3. 03
    Move towards the gate-side watchtower.
  4. 04
    Climb the tower and collect Rationing in Yarikawa Stronghold.
  5. 05
    Cross into the keep.
  6. 06
    Climb to the top floor and collect Report to Steward Ujimasa.
  7. 07
    Visit the swordsmith’s hut and inspect the small building behind the shop if your collection tracker still indicates an uncollected Record. Some guide layouts describe the swordsmith-area Record separately from the three-entry lists, so this is an area where published directories are not fully consistent.

Other collectible confusion

Travelers Attire can react to banners carried or worn by ordinary NPCs near the stronghold. Not every banner-like object is a collectible Sashimono Banner. Reports from players also describe misleading detection near the gates caused by NPC-held banners. This is a community-reported behaviour rather than a confirmed collectible placement, so it should not be used as evidence that an additional banner exists inside the settlement.

Named collectible directory

The final two are rewards from The Spirit of Yarikawa’s Vengeance, not physical collectibles placed in the stronghold.

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Before Jin enters

The stronghold is under Mongol siege. The main entrance is not used for the initial infiltration, and the mission requires Jin to avoid detection while leading Yuna and Taka to the concealed waterfall route.

During the siege

The settlement is a story-controlled battlefield. Mongol forces surround or occupy parts of the approach, while the Yarikawa defenders prepare to resist. Some doors, routes and NPC positions are governed by mission scripting rather than open-world exploration rules.

After liberation

The stronghold becomes a friendly settlement. Services, fast travel and ordinary exploration become available. The population changes from a crisis-state garrison to a functioning allied community, although the buildings and defensive structure remain visibly shaped by the siege.

Later Act 2

Yarikawa’s forces become part of Jin’s wider resistance network. The stronghold remains useful as a hub, but the game’s later stories may move the player to other locations or place certain NPCs elsewhere. Mission staging should not be mistaken for permanent changes to the settlement’s geographical boundaries.

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For a first visit after completing the main Yarikawa story:

Later Act 2: steps

  1. 01
    Start at the fast-travel point and identify the armorer, merchant and nearby gift altar.
  2. 02
    Visit the swordsmith and check the hut behind or beside the shop.
  3. 03
    Walk to the gate-side watchtower and collect Rationing in Yarikawa Stronghold.
  4. 04
    Enter the keep and climb to its upper floor for Report to Steward Ujimasa.
  5. 05
    Search the residential buildings for To My Brother.
  6. 06
    Speak with any available Tale-givers and check the journal for Yarikawa-related objectives.
  7. 07
    Leave through the route towards Old Yarikawa.
  8. 08
    Complete The Coward of Yarikawa if available.
  9. 09
    Begin The Spirit of Yarikawa’s Vengeance through Yamato.
  10. 10
    Return to the stronghold for upgrades, gifts and fast travel before continuing deeper into Toyotama.

Completion checklist

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Yarikawa represents one of the game’s clearest conflicts between formal authority and practical resistance. The clan has a history of rebellion against Shimura’s rule, so its refusal to help is politically understandable even though the Mongol invasion threatens everyone on the island.

The stronghold’s story therefore has two simultaneous battles. The first is physical: defenders must hold their walls against Temuge’s army. The second is political: Jin must convince a resentful clan that cooperation with Shimura’s campaign is worthwhile. Jin’s eventual success is not based simply on inherited status. It comes through shared danger, direct action and the recognition that the Mongol invasion has changed the balance of power.

The later Yarikawa stories broaden this idea. Old Yarikawa is a landscape of ruins, memory and unresolved resentment, while the living stronghold becomes a symbol of adaptation. The settlement survives not because it remains untouched, but because its people repurpose their old grievances and military traditions for the resistance.

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Sources