Ghost of Yotei: Walkthrough
Ghost of Yotei is not a completely linear production, and its story missions can often be completed in the order you choose. On this page of the guide we have described all the main story quests available in Ghost of Yotei.
Atsu's pursuit of the Yotei Six will take her through several regions and consists of multiple main quests. Ghost of Yotei is not entirely linear and often allows you to complete story quests and visit regions in any order. This guide covers all the main quests in Ghost of Yotei, with a brief walkthrough for each.
This page contains plot spoilers.
Yotei Grasslands
- Prologue - after a long cut-scene, you will immediately set out to kill your first target - the Snake. After passing through the village, you will have a short battle with his bandits - this teaches you the basics of the combat system. Then you will fight the Snake. The first member of the Yotei Six is completely drunk, so he is a very easy opponent. He doesn't have any special attacks, so all you have to do is keep blocking and counterattack when he starts to stagger. Watch out for the sand throw - always back up slightly while blocking. At the end of the fight, Snake will suddenly disarm Atsu and you will have to complete a short QTE to defeat him. After the fight, follow the game instructions to wake up and end the intro. Ride your horse towards Atsu's house, where you'll find tutorials on sprinting, playing the shamisen, blacksmithing, and a more in-depth combat tutorial. Once it is completed, the prologue will end.
- The Old Inn - a short, simple quest. Go to the old inn, where you will have a single skirmish with several enemies. Here you will learn how standoffs work and how to use Onryo's howl. Once all enemies have been killed, the quest will end and the inn will become your main base in Yotei Grasslands.
- The Way of Dual Katana – completing this quest unlocks dual katanas, especially effective against spearmen. Head for Mount Yotei, accessible through a narrow mountain pass. Climb to the summit while avoiding the leaf-covered pittraps laid by Master Hanbei. When you reach his estate, examine the katana inside the house. After the cutscene, follow the master to the summit, where your training begins. You’ll need to slice through the coals being hurled at you - Atsu still isn’t able to match Hanbei’s speed. Next, you’ll take on a bamboo-cutting minigame. During the flashback, follow Lord Saito. Training ends with another coal-cutting minigame - this time, Atsu can slice through every lump thrown her way. The quest wraps up with a fight against a group of enemies, giving you the chance to test your skills with dual katanas.
Ishikari Plain
- The Road to Ishikari Plain - at the gate, guards will stop you, demanding a pass. You can buy a pass for cheap from a nearby beggar. After talking to the guard, you’ll join the battle against the Oni raiders. After the fight, follow Lord Kitamori to locate the captured samurai. Investigate the ambush site, follow the footprints to the kidnappers, and defeat them. Grab some salmon from the bandit camp and light a fire. After a cutscene, you’ll discover Lord Kitamori’s true identity: Jubei, Atsu’s brother. Follow Jubei to the gates, where you’ll fight the bandit leader. He wields two sickles, for which you don’t yet have a counter. After defeating him, take out the remaining enemies and follow Jubei to the camp. You can take part in a small competition here - complete the bamboo-cutting minigame and earn a helmet as a reward. After another conversation with Jubei, the quest concludes.
- The Way of the Yari - completing this quest unlocks the yari, a weapon effective against enemies wielding sickles. Upon arrival, you’ll face a yari master - use dual katanas. After the fight, you’ll undergo training, attacking fish leaping from the water and painting the surroundings. You’ll finish your training by mastering special spear attacks and battling several bandits.
- A Mad Pursuit - you and Jubei set out to track down Mad Goro and gain favor with the Oni. After checking the wanted poster board, defeat a few bandits and then eavesdrop on the inn’s patrons. You and Jubei will engage in another battle before heading to Iwami Village and then to the nearby Bear Rock. There, you'll fight several ronin. Jubei will guide you to an enemy camp guarded by eight bandits. You can bet with him - he'll pay you for each enemy you eliminate without sounding the alarm. You spot your target atop the cliff through your spyglass, then set off in pursuit. While Jubei distracts the enemy, you’ll need to approach from cover. Finally, you'll fight Goro. Be especially cautious of his sickle combos, since his first attack is often delayed. Once you defeat Goro, you will complete the quest.
- Belly of the Beast - you’ll infiltrate Ishikari Castle. Take Jubei, disguised as a prisoner, to the Oni and head to his treasury to claim the bounty - be sure to examine the sword sheath there. Then, you must find a way to get Jubei out of his cell. Approach the jailer, Kanta, near the arena and try to steal his keys. You'll have to fight him in the arena. The enemy uses a kanabo, so your only option is to dodge his attacks. Strike quickly after he finishes a combo, or interrupt his attacks with powerful sword strikes. After the fight, you'll obtain the cell key. You'll have to sneak through the castle to Jubei's cell. The path is fairly linear - keep climbing upward, sticking to rooftops whenever you can. After freeing Jubei, circle the fortress and climb to the top of the castle with him to confront the Oni. After a cutscene, you'll have to escape the castle on a horse. You’ll learn to trample enemies - use this skill only when surrounded, as it consumes a lot of Spirit. Escape the castle by trampling enemies and dodging artillery fire to complete the mission.
- A Fiery Consequence – Atsu will infiltrate the Matsumae camp to rescue Mad Goro. Make your way to the camp beneath the partially constructed bridge and rescue Goro from his cell by entering through the roof. After the cutscene, you’ll face a prolonged battle against the Oni raiders. Infiltrate the rear of their formation to disable the artillery, seize a cannon, and fire on enemy groups - they're wielding torches, so you can easily spot them. The mission ends with a battle on the bridge - you’ll need to race there to help Jubei. When wielding a yari, you can kick enemies into the fire.
- Twin Wolves, Twin Hearts - a short quest that sends you hunting Mad Goro once again. Head to the temple atop the mountain, taking out bounty hunters along the way. After the floor gives way under Atsu, you’ll need to detour around the destroyed bridge and follow the cliffside. Eventually, you’ll reach the mountain’s peak and come face-to-face with Goro. You’ll need to escort him down to the base of the mountain, fending off ronin along the way. Goro will show you how to light your weapons on fire - do so and grab extra kindling from him whenever you run out. Since you're fighting on cliffs, you can also knock enemies off with a yari kick. Once you reach the bottom, the quest will end.
- The Tale of the Oni - the final main quest on Ishikari Plain. You and Jubei will sneak into Ishikari Castle through Goro’s secret passage. Make your way through an abandoned mine to the castle’s basement, where you’ll face a long battle against Oni raiders. Along the way, you’ll free Matsunae Clan prisoners, who will fight alongside you. Inside the vault, you'll fight the Oni in a two-phase duel. The enemy wields a massive odachi, which he can set ablaze in the second phase. Watch out for the combo of two red spinning attacks that ends with a disarm - if you time your focus attack right, you can disarm the boss and make him switch to dual sickles. Defeating the Oni wraps up the Ishikari Plain storyline.
Tokachi Range
- Way of the Odachi - head to Master Yoshida's Dojo. After a brief training session, you’ll master the Odachi and put it to use against Saito’s soldiers. You and Yoshida will need to climb a cliff to reach the top of a nearby waterfall, battling groups of enemies along the way. Twice, you’ll need to take out enemy artillery - rush straight at them to close the distance as fast as you can.
- Shogun of the North - in this mission, you’ll infiltrate Lord Saito’s training fortress in the southeast corner of the Tokachi Range. After passing through the main gate, you’ll need to sneak up to the fortress, where Saito awaits. The fortress consists of three areas. The first section is fairly linear - a path of white flowers guides you to a nearby rooftop, from where you can continue across rooftops and ropes. The second area is tougher, with enemies scattered unevenly - don’t hesitate to take them out silently with your bow. The third area is packed with enemies but fairly linear - you can move across the whole camp using ropes strung overhead. After scaling the cliffside, you’ll reach the top of the fortress - following a scripted assassination attempt, you’ll fight Lord Saito. The enemy wields a naginata, so use dual katanas. The fight will be cut short, and Saito will make his escape. This marks the end of the Tokachi Range storyline.
Teshio Ridge
- Spirits of Teshio Ridge - a short quest that introduces the game’s penultimate region. Follow a group of merchants until you're ambushed. You'll have to kill several enemies. After a long cutscene and a run-in with the Kitsune, follow your horse into a cave and light a campfire to finish the mission.
- Blood on the Snow - a long quest in which you infiltrate Kitsune's hideout. Go to the inn in search of information – you must play zeni hajiki, go to commander Matsumae's room, and then defeat several samurai in a fistfight. After the fight, follow Oyuki to the nearby altar and leave the money there. Wait for enemy shinobi to appear and follow them, hiding in the bushes. When they split up, follow the left shinobi and defeat a group of enemies. Go to the hideout and open the door by lighting the lanterns with fox statuettes on them. You can open the next door by placing the fox statuettes on the pedestals. Inside the hideout, you will find Kitsune's code – exit the room by pulling the chain marked with a different icon. After another fight, solve the final puzzle by turning the fox statuettes toward the symbol painted on them (you can check the code for reference). Pick up the shinobi armor and leave the hideout.
- Way of the Kusarigama - during this quest, you'll gain access to the kusarigama, a weapon that counters enemy shields. Go to Master Enomoto's dojo and help him fight enemy shinobi. After the fight, follow him and learn the kusarigama attacks while fighting enemies you encounter. A severe blizzard is raging on the mountaintop. Atsu won't be able to learn the kusarigama's area-of-effect attack until she bathes in the mountaintop spring. You'll conclude your training with a quick sparring match with Master Enomoto, during which you must break his guard three times.
- Way of the Shamisen - follow Oyuki in the inn and eavesdrop on Leader Fujita inside the secret passage. Explore his room and head to the sake house. Undercover, you'll need to give the informant the correct sake – you'll find it on the shelf on the left. Go to the dye craftsman's house, where the passage to the shinobi hideout is hidden. By using the code, place the fox statuettes on the pedestal and rotate the barrel lids in the direction that matches the symbol painted on them. In the underground hideout, look for symbols painted near the passages and avoid the symbol of death. The main hall contains many hidden enemies. There's also a locked room and four statuettes that can be rotated – you'll need to examine the statuettes scattered around the hall to discover the correct setting. Don't touch the first statuette on the left (it's marked with a death symbol). Turn the second and third statuettes to the right and the fourth to the left to open the passage. Take the locked chest from the room and return to Oyuki to complete the quest.
- Poison and Lies - during this mission, you'll infiltrate the forest where Kitsune is producing poison. Follow Oyuki and allow her to distract the guard. Open the passage by lighting fire under only the statuettes whose copies lie under the tree. Continue forward, fighting enemy shinobi along the way. Open the passage by rotating three statuettes – the first to the right, the second forward, and the third to the left. As you continue, you'll encounter hidden pits with spikes. The stones in the center of the path have a coded message – the direction shown on them indicates on which side of the stone the traps lie. When you reach a meadow with poisonous flowers, the Matsumae clan will attack. Run forward, ignoring the enemies, and run into the main building to have a short fight with Kitsune. The boss uses a kusarigama, so fight with your yari. The enemy will poison Atsu at the end of the fight. Keep moving forward and let Oyuki kill enemies while you watch the hallucinations. After speaking with Oyuki at the bonfire, the quest will end.
- The Tale of the Kitsune - go to the cemetery and speak with Oyuki, after that you will fight her. Like Kitsune, Oyuki uses a kusarigama, so fight her using the spear. After the fight, follow Oyuki to unlock a new ability – you can now listen for enemies and detect them even while hidden. Then, light some incense in the cemetery and follow Oyuki. You will engage in several fights with shinobi, during which you can test your listening skills and receive a new tool: smoke bombs. After the fight in the abandoned village, return to the cemetery and light the braziers. You will have a second duel with Oyuki, during which Atsu will become immune to the hallucinations of Kitsune's poison. The arena will change periodically due to the poison fumes, but this does not affect the fight. After defeating Oyuki, watch the cut-scene and speak with her again outside. You'll complete the quest by composing a song together - choose whichever option you like.
- The Kitsune's Fate - return to the inn and examine the bloodstains by the stairs, then climb to the upper floor. Follow Oyuki, go behind the nearby waterfall, and together rotate the two statuettes (left to the left, right to the right) to open the passage. In the next corridor, Oyuki will notice a secret passage you can use to ambush the shinobi preparing to ambush you. Continue along the wooden scaffolding, and soon you'll engage in two large battles with multiple enemies at once. Be especially careful of the grenadiers standing on the wooden scaffolding during the second battle. In the main chamber, you'll face Kitsune. He primarily uses a kusarigama, so fight him with a spear. He can also switch to a sword and shield, so use the kusarigama. After a while, the boss will start throwing smoke bombs - you'll then need to use your listening skills to detect him through the fog and avoid his attacks. At the end of the fight, Kitsune will try to escape. Chase him together with Oyuki. During the second phase of the fight, you two will fight side by side.Together, defeat Kitsune to conclude the Teshio Ridge storyline.
Oshima Coast
- Ghosts of the Past - a very short, simple quest. Return to the ruins of Atsu's house and meet with Jubei. Follow him, then play zeni hajiki with him to complete the mission.
- The Storm Breaks - head to the passage to the Oshima Coast and join Matsumae's charge. Ram the riflemen on horseback and fight Saito's army. Take cover as you approach the next group of riflemen. Then, you and Oyuki must sneak through the Saito clan's camp. Oyuki will quietly eliminate enemies alongside you, so you can easily eliminate pairs of enemies. You will complete the mission by rescuing the hostages held by the Saito clan. While Jubei distracts them, use your newly acquired musket to shoot the gunpowder barrels at the back of the square, then eliminate the remaining enemies.
- Echoes of the Storm - make a bouquet with Kiku by choosing any flowers. You'll need to help her steal the medicine from the armory - the path is straight and linear, and you don't have to worry about the guards. The medicines are in the armory's attic. After eliminating the guards, talk to Jubei and follow him to the lighthouse. Go around the area to the side and attack when Jubei blows his horn. You must kill all enemies, especially the riflemen, and stay in cover whenever possible. The riflemen are hiding behind shields or on rooftops. Don't use the artillery - Atsu is defenseless while operating the cannon, and you're constantly under fire from a nearby ship. After killing all the enemies, chase the Dragon to the top of the lighthouse, avoiding its fire. After a short cut-scene, the mission will end.
- To Catch a Spider - speak with Jubei and Oyuki at Jubei's house, then follow Oyuki to the Tamura estate. You and Kiku will find a hidden passage in the wall, after which you'll have to sneak through the estate's garden. Enemies usually stand in pairs, so you and Oyuki can eliminate them together. After crossing the garden, climb onto the nearby tent and from there, use the ropes suspended above the square to reach your objective. A large battle awaits, during which you'll unlock the Ghost Stance. This is an enhanced version of the Onryo Howl, allowing you to kill three enemies at once. Use it to defeat the Spider and his soldiers. Thanks to the Ghost Stance, the fight shouldn't pose any problems. After defeating and capturing the Spider, the quest will end.
- A Wolf's Pack - the last quest before the game's finale. Atsu, Jubei, Oyuki, and Kiku will head into the forest. You will spar with Kiku - the outcome doesn't matter. Then, you will draw a map together and collect mushrooms (they grow on the sides of two paths in the mission area). Then, follow the wolf and use the grappling hook to free her imprisoned companion. You will complete the quest by lighting a fire, preparing food, and composing a song.
- The Reckoning - lead the Spider to the beach. After a cut-scene, you'll fight the Dragon. The biggest threat in this fight is the Spider, who stands outside the arena and shoots at you with a musket. Additionally, the Dragon will occasionally shoot at you with a pistol - always be ready to dodge to the side. Try not to let the Spider out of your sight, but if that happens, watch for a white light at the edge of the screen, warning you of an incoming shot. Occasionally, the Spider will use a cannon instead of a musket, so run away from the projectile before it explodes. After killing the Dragon, head for Matsunae Castle, killing any enemies you encounter along the way. After clearing several courtyards, head towards the temple to find Kiku, then take her back on horseback to the Yotei Grasslands, to Atsu's home. This concludes the Oshima Coast storyline.
Finale
- Call of the Hunt - go to Master Hanbei near Mount Yotei. After the conversation, you'll make your final journey on horseback to the Tokachi Range (fast travel is disabled). Wait for the Spider in the cemetery, and after the cut-scene, chase him. The Spider will fire at you with a musket, so move from cover to cover. The path to the top is linear, though there are some long jumps along the way. At the top of the cliff, you'll fight the Spider. Be especially careful of his disarming attack – he can throw his spear at you right after drawing it. He also occasionally uses a pistol, so be ready to dodge. Defeating the Spider will complete the game's penultimate quest and unlock the point of no return.
- The Final Hunt of the Onryo - the final mission in the game involves infiltrating Koga Fortress. You'll have to make your way through several courtyards – whether you choose to do this quietly or fight is up to you. Ultimately, to open the gate blocking your path, you'll have to eliminate all nearby enemies. About halfway through the fortress, you'll free Jubei and head on to find Oyuki. Fight alongside him and move forward – stealth is no longer an option. Don't be afraid to use up ammo or bombs, as this is the last time they'll be useful. Eventually, you'll reach the fortress's roof, where you can climb inside through a window and kill the guards holding Oyuki. Then, escape on horseback – trample enemies, shoot the gunpowder barrels surrounding the second group of gunners, and avoid the artillery on the bridge to escape the fortress. Return home, where you'll have the final duel with Saito. In the first phase of the fight, the enemy uses all weapons except the katana – match your weapons to his. The second phase of the fight is very short – Atsu will be hit by a scripted attack, and a moment later, Jubei will join the fray. In the third phase, Saito will gain Spirit Points, while Atsu will lose hers. Be very careful when he has three points – he will use them on a very long, fast combo, in which the third hit can be a disarming attack. Fight him with the katana, frequently parry blows to regain spirit strength, save it for healing instead of special attacks, and use up all the quickfire weapons. You'll end the fight with a scripted disarming attack and a finisher on Saito. After a short epilogue during which you must follow Kiku, the story of Ghost of Yotei will conclude. The world will be restored to its state before Saito's death, and you will be free to focus on unfinished side activities.
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