You’re standing in the middle of a ruined settlement, the fog is thick enough to swallow your horse, and you’re looking for a ghost. Not a real ghost—well, maybe—but the kind of legend that makes samurai look over their shoulders. If you've played Ghost of Tsushima, you know exactly what I’m talking about. The Spirit of Yarikawa’s Vengeance isn't just another side quest you check off your map while hunting for Sashimono banners. It’s arguably the most mechanical pivot point in Jin Sakai’s entire journey.
Honestly, it’s frustrating. Most people treat Mythic Tales like standard fetch quests. They run to the waypoint, kill the guys, and expect a reward. But Yarikawa is different. It’s moody. It’s violent. It’s basically a Kurosawa horror film packed into twenty minutes of gameplay.
What’s Actually Happening in Old Yarikawa?
The quest kicks off in Act 2. You’ll find a musician—those guys are everywhere, aren't they?—sitting near the ruins of Old Yarikawa. He starts spinning a yarn about a restless spirit executing people who betrayed the clan. It sounds like classic folklore, but in the world of Tsushima, "spirits" usually have a very human, very sharp blade behind them.
You have to find these white smoke signals. It’s a bit of a scavenger hunt.
First off, let’s talk about the atmosphere. Sucker Punch Productions nailed the "dread" factor here. You aren't just looking for clues; you’re reading letters left by victims. These aren't generic NPCs. They are people who were terrified. One guy is hiding in a garden. Another is by a bridge. The game forces you to track the "Spirit" through the aftermath of their work. It builds this tension that pays off in one of the best duels in the game.
I’ve seen players get turned around in the ruins. The verticality of Yarikawa is a pain if you’re just staring at the wind. Look for the smoke. It’s the only thing that cuts through the gloom.
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The Duel Under the Autumn Leaves
Eventually, you end up at the Garden of the Gods. This is where the Spirit of Yarikawa’s Vengeance stops being a mystery and starts being a boss fight. You’re up against the "Spirit," who turns out to be a very real, very angry woman named Tamo.
She is fast. Like, "I didn't see that coming" fast.
If you try to button-mash your way through this, she will gut you. This fight is a lesson in parrying. Tamo uses a lot of unblockable attacks—the ones with the red glint—and if you haven't mastered the dodge roll or the sidestep, you’re going to see the "Death" screen a lot. It’s a rhythmic fight. You’ve got to find the cadence.
- The Unblockables: When she shears the air with that red light, don't just back up. Dodge to her side.
- The Speed: She closes gaps instantly. You can’t heal safely unless she’s finishing a combo animation.
- The Environment: Use the space. The garden is circular, and getting backed into a rock is a death sentence.
Most experts suggest using the Stone Stance here since you're fighting a swordsman, but honestly, Water Stance’s flurry can be a godsend if you manage to break her guard. It’s all about the stagger bar.
Dance of Wrath: The Real Prize
The reason everyone wants to finish the Spirit of Yarikawa’s Vengeance is the reward: The Dance of Wrath.
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It’s broken. In a good way.
The Dance of Wrath allows Jin to strike three targets (or one target three times) with massive damage that cannot be blocked. It costs three Resolve circles. In the late game, especially when you’re dealing with shielded Mongol commanders or those annoying dual-wielding bandits, this move is your "get out of jail free" card.
But there’s a narrative weight to it, too. When Jin learns this move, he isn't fighting like a samurai anymore. He’s fighting like a demon. He’s leaning into the "Ghost" persona. It’s a dark, messy technique born from a quest about a vengeful ghost. The irony isn't lost on anyone paying attention to the script.
Why This Quest Matters for Your Build
If you’re trying to optimize Jin for Act 3 or the Iki Island expansion, you cannot skip this.
You should pair the Dance of Wrath with charms that generate Resolve. If you have the Charm of Fortune or the Charm of Resolve II, you can basically chain this move. Imagine walking into a Mongol camp, dropping three guys instantly, gaining two Resolve back from the kills, and then doing it again. It changes the game from a stealth-action title to a power fantasy.
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Kinda wild how one side quest can shift the entire balance of combat, right?
A lot of players ask if they should do this before or after the Siege of Yarikawa. Do it before. Having the Dance of Wrath during the main story mission in Yarikawa makes the "Ghost Stance" introduction feel even more earned. It fits the timeline better. You become the legend everyone is whispering about.
Practical Steps for Mastering the Vengeance Quest
Don't go in under-leveled. If your katana isn't at least Level 4, you’re making the duel much harder than it needs to be.
- Check your Resolve. Make sure you enter the Garden of the Gods with a full stack. You’ll need it for healing because Tamo hits like a truck.
- Listen to the dialogue. The letters you find aren't just flavor text; they tell you where the "Spirit" is headed.
- Upgrade your armor. The Gosaku Armor is great for this if you want to stagger her, but the Samurai Clan Armor is better for survival if you’re still shaky on your parries.
- Finish the quest at night. Seriously. The lighting and the atmosphere of the final duel are ten times better when it’s dark out. It’s not a mechanical requirement, but it’s the "correct" way to experience it.
Once you have the Dance of Wrath, go test it on a group of random patrols. Notice how it ignores shields. Notice how the third strike usually ends the fight. It’s the single most efficient way to clear a path when you’re surrounded.
You’ve got the tools now. Go to the ruins, find the musician, and don't let Tamo catch you leaning. This is the moment Jin stops being a student and starts being a force of nature. Use the move sparingly if you want a challenge, but if you just want to see Mongols fly, let it rip.
The most important thing to remember is that this quest isn't just about the move. It’s about the history of Tsushima. The Yarikawa rebellion was a bloody, ugly affair, and this quest is the final echo of that war. By the time you sheathe your sword in the garden, you aren't just a warrior with a new trick; you're the person who finally put a decades-old grudge to rest.
Go get that sword kit and the technique. You’re going to need them for what’s coming in the North.