You’re riding through Umugi Cove, the rain is pouring, and suddenly some guy tells you about six legendary assassins looking to take your head. It sounds like a standard open-world trope. But for anyone who has actually played Ghost of Tsushima, the Six Blades of Kojiro isn’t just some checklist activity. It’s a masterclass in boss design. It’s also one of the most frustrating, beautiful, and rewarding sequences Sucker Punch ever put to digital paper.
Most players stumble into this Mythic Tale during Act 2. You meet a musician named Yamato. He’s the guy who tells you about Kojiro, a bloodthirsty straw hat ronin who basically wants to see if Jin Sakai is worth the hype. To get to him, you have to kill his five students first. It’s a classic "boss rush" setup, but it feels deeply personal because each duel happens in a location that looks like a desktop wallpaper.
Honestly, the way people talk about this quest usually boils down to how hard the parry windows are on Lethal difficulty. It’s tough. Really tough.
Finding the Six Blades of Kojiro (Without Losing Your Mind)
You can't just walk up to Kojiro. He’s waiting at the Omi Monastery, but the door is locked by the blood of his subordinates. You’ve gotta hunt down five specific ronin scattered across the Toyotama region. They aren't hiding, really. They’re standing in spots that make you wonder if they just spend all day posing for the inevitable cinematic standoff.
Take the Duel of Crashing Waves. You find it on the coast of Umugi. It’s just you, a guy named Tomotsugu, and the violent spray of the ocean. There is no music. Just the sound of the Pacific crashing against the rocks. It’s atmospheric as hell.
Then you’ve got the Duel Under the Autumn Leaves. This one is arguably the most famous visual in the game. You’re fighting among bright orange maples. Every time you dodge or strike, the leaves kick up around your feet. It’s basically Kurosawa fanservice, and it works perfectly. You’ll also need to track down the Duel Among the Spider Lilies, the Duel Under the Waterfalls, and the Duel of Breaking Waves.
💡 You might also like: Stuck on the Connections hint June 13? Here is how to solve it without losing your mind
The order doesn't actually matter, which is nice for a game that usually holds your hand. You just explore. You find a straw hat. You draw your sword.
Why the Ronin Fight Differently
If you think these are just reskinned enemies, you’re gonna get bodied. Each of the straw hats has a slightly different rhythm. Some are aggressive and will spam unblockable stabs that require a perfectly timed sidestep. Others are "turtles"—they wait for you to swing first so they can parry and ruin your day.
Kanetomo, the guy at the Duel of Crashing Waves, is a nightmare if you haven't mastered the Stone Stance. He has this specific overhead strike that feels like it has a variable delay. You think he’s swinging, you parry too early, and then—bam—half your health is gone. It’s a test of patience.
The Six Blades of Kojiro acts as a skill check for the mid-game. If you haven't learned how to read body language instead of just watching for the "red glint," these five guys will teach you. Or they'll kill you twenty times. One or the other.
The Final Showdown at Omi Monastery
Once the five are dead, you head to the monastery. You go into a cave. It’s dark, lit only by candles, and Kojiro is just sitting there. He looks like he hasn't slept in three weeks.
📖 Related: GTA Vice City Cheat Switch: How to Make the Definitive Edition Actually Fun
Kojiro is a beast. Unlike his students, he uses every trick in the book. He mixes up fast slashes with heavy, slow strikes. He’s faster than you. He has more reach than you. And on higher difficulties, he can one-shot Jin before you even realize you missed the parry window.
What makes this fight special isn't just the mechanics; it's the dialogue. Kojiro isn't some world-ending villain. He doesn't care about the Mongol invasion or the fate of Tsushima. He just wants a perfect fight. There’s something incredibly "ronin" about that. It’s a pure, distilled moment of samurai cinema.
When you finally beat him, you get the Kensei Armor. In my opinion? Best armor in the game for anyone who likes using Ghost Weapons. It’s not just about the stats, though. The armor makes you look like a wandering warrior who has seen some serious stuff. It’s the ultimate trophy for surviving the gauntlet.
Breaking Down the Kensei Armor Rewards
Most people use the Kensei Armor because of the massive increase to Resolve gains. If you’re playing on Hard or Lethal, Resolve is your lifeblood. It’s how you heal and how you use the "Dance of Wrath."
- Ghost Weapon Damage: It boosts the damage of your kunai and bombs by a huge margin.
- Debuffing Enemies: Striking an enemy with a Ghost Weapon makes them deal less damage and take more damage. It’s broken, honestly.
- Aesthetics: It’s got that tattered, "I live in the woods and kill people" vibe that fits the Ghost persona perfectly.
Common Mistakes and How to Avoid Them
I’ve seen a lot of players complain that the Six Blades of Kojiro feels unfair. Usually, it's because they're trying to play it like a standard action game. This isn't God of War. You can’t just mash square and hope for the best.
👉 See also: Gothic Romance Outfit Dress to Impress: Why Everyone is Obsessed With This Vibe Right Now
Don't forget your charms. If you’re struggling, equip the Charm of Mizu-no-Kami. It makes parries and perfect dodges easier to pull off. It’s basically a "training wheels" charm for duels. Also, make sure you’ve upgraded your katana at a swordsmith. If you're going into these fights with a level 2 blade, you’re basically bringing a butter knife to a gunfight.
Another tip: watch their feet. In Ghost of Tsushima, a lot of the unblockable attacks start with a foot shift. If you see their weight change, get ready to circle-step. Don't roll. Rolling creates too much distance and you can't punish them. Just a quick tap of the circle button puts you right behind them for a free hit.
The Legacy of the Quest
Why does this specific side quest stick in people's minds years after the game came out? It's the purity. There are no platforming puzzles. No "follow the footprints" tracking missions. No escorting a slow NPC. It’s just five mini-bosses and one grandmaster.
The Six Blades of Kojiro represents the peak of the game's combat system. It strips away the stealth and the bows and the horses. It forces you to be a samurai. Even if you’re playing Jin as a dishonorable "Ghost," these duels remind you of where he came from.
It’s also a great example of how to do open-world content right. Each location is a landmark you would’ve wanted to visit anyway. Sucker Punch just gave you a reason to draw your sword once you got there.
Actionable Steps for Your Playthrough
If you're about to start this quest or you're stuck on Kojiro himself, here is exactly what you should do to win:
- Unlock the Stone Stance upgrades. You need the "Full Puncture" and the extra damage against swordsmen. Every single one of these six bosses is a swordsman.
- Visit the Spring at Hiyoshi. Get your health bar as high as possible before Act 2 ends. You’re going to need the buffer.
- Practice on the "Bamboo Strikes." You need a large Resolve pool. If you go into the Kojiro fight with only three or four Resolve circles, you won’t have enough to heal through his mistakes.
- Listen to the music—or the lack of it. The audio cues in these duels are subtle. Sometimes the wind or a bird chirping is the only thing you'll hear right before an attack.
- Change your armor for the duel. Even if you love the Kensei Armor you eventually win, use the Samurai Clan Armor or the Gosaku Armor during the fights for the health and stagger bonuses. You can change your "look" later; stay alive now.
The quest is a grueling journey across one of the most beautiful maps in gaming history. By the time you stand over Kojiro’s body, you’ve earned that cape. You’ve mastered the blade. You’re ready for whatever the Mongols—or the Shogun—throw at you next.