Ghost of Tsushima is a gorgeous game. Most people buy it because they want to run around a stylized version of feudal Japan and slice through Mongol invaders like a hot knife through butter. But honestly? If you just stick to the main story, you’re missing out on the actual soul of the experience. I’m talking about the Mythic Tales. These aren’t just side quests. They aren't "fetch quests" where you go grab five flowers for a random peasant. They are blue-petaled journeys into the supernatural—or at least, what Jin Sakai perceives as the supernatural.
You’ve probably seen the blue flowers while riding your horse, Kage. They lead to Yamato, the musician. He sits there with his biwa, plucking strings and spinning yarns about ancient demons, legendary bows, and cursed armor. It’s atmospheric as hell. Every time I find him, I stop. I don’t care if Khotun Khan is burning down a village nearby; I need to hear about the demon who fell from the sky. These quests are where Sucker Punch Productions really let their creativity go nuts. They blend the grounded, gritty reality of the Mongol invasion with the ink-wash aesthetics of Japanese folklore. It creates this weird, beautiful tension. Is the story real? Is the reward actually cursed? Usually, the answer is somewhere in the middle, and that’s what makes them so compelling.
The Reality Behind the Mythic Tales
People often ask if the Ghost of Tsushima Mythic Tales are actually "magic." It’s a fair question. The game goes to great lengths to stay somewhat historically grounded. You aren't fighting actual dragons or casting fireballs from your fingertips. Yet, during these missions, things get... strange. Lightning strikes right as a duel starts. You find yourself hallucinating in a field of red spider lilies.
Basically, Sucker Punch uses these tales to explore the psychology of a warrior. When Jin completes The Legend of Tadayori, he isn't just finding old armor. He’s stepping into the shoes of a legendary archer. The "power" he gains is more about his own skill and the psychological edge of wearing a relic. It’s brilliant. You feel like a god, but the game never breaks its own rules of reality.
Take The Curse of Uchitsune, for example. You’re looking for a longbow that supposedly brings death to anyone who touches it. You end up in a fever dream of a duel against a man wearing a tengu mask. Is he a demon? Probably not. He’s likely just a guardian or a rival who bought into the myth as much as you did. But in that moment, with the music swelling and the petals flying, it doesn't matter. It feels real. That’s the magic of the writing here.
The Rewards: Why You Can't Skip Them
Let’s talk shop. If you’re playing on Lethal difficulty, these tales aren't optional. They are mandatory survival. Without Heavenly Strike, you are going to struggle. This move is arguably the most important skill in the game. It’s an unblockable strike that consumes Resolve but absolutely shreds the stagger bar of shielded enemies. You get it from the "Heavenly Strike" mythic tale, which involves tracking down a serial killer who thinks he’s mastered a divine technique. The final duel in the lightning-heavy rain? Pure cinema.
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Then there’s The Unbroken Gosaku. This one is a bit of a grind because you have to liberate several farms to get the keys. But the armor? It’s a tank build's dream. It increases your health and your stagger damage. If you like to play aggressively—breaking guards and then finishing them off—this is your go-to gear.
And we can't forget The Fireman's Touch (or more accurately, the Way of the Flame). This comes from the tale "The Undying Flame." You have to climb Mount Jogaku in the freezing north. If you don't find a campfire every thirty seconds, you freeze to death. It’s a brutal environmental puzzle. But once you reach the top and learn to light your katana on fire? Everything changes. Watching a group of Mongols panic as you swing a flaming blade is incredibly satisfying. It’s the ultimate "Ghost" move.
Why the Storytelling Works So Well
Most open-world games suffer from "map bloat." You see a hundred icons and you feel tired just looking at them. Ghost of Tsushima avoids this by making the Mythic Tales feel like events. They have their own unique cutscenes—those incredible hand-drawn, ink-wash animations. They look like Sumi-e paintings come to life. They provide context that the main quest sometimes lacks. They tell you about the history of the island, the failures of previous heroes, and the cost of power.
The nuance is what sticks with you. In The Spirit of Yarikawa’s Vengeance, you’re hunting a "ghost" that is killing people in the fog. It turns out to be a person fueled by very human grief and political resentment. It mirrors Jin’s own transformation into the Ghost. It asks the player: at what point does a man become a myth? And is that a good thing?
The game doesn't give you easy answers. It just gives you a really cool sword move.
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Finding the Tales Naturally
You don't need a guide to find most of these, though it helps if you're rushing. The best way to experience them is to talk to NPCs in survivor camps. They’ll whisper about a "musician" seen in a certain village. Once you hear the rumor, the location marks on your map.
- Act 1 gives you the basics: Heavenly Strike, Tadayori’s Armor, and the Longbow of Uchitsune.
- Act 2 ramps it up: The Unbroken Gosaku, The Spirit of Yarikawa’s Vengeance (for the Dance of Wrath), and the Kensei Armor from "The Six Blades of Kojiro."
- Act 3 is where you get the fire: "The Undying Flame."
If you’re a completionist, you’ve probably done all of these. But if you’re a new player or someone returning for a New Game+ run on the PS5 Director’s Cut, prioritize the Dance of Wrath. It’s the reward for the Yarikawa tale. It lets you strike three enemies in rapid succession. It’s expensive on Resolve, but it’s the best "get out of jail free" card in the game when you're surrounded.
The Technical Artistry
From a technical standpoint, these missions allow Sucker Punch to flex. The duel arenas are specifically designed to be the most beautiful spots on the map. The duel for the Kensei Armor takes place in a cave behind a waterfall called Omi Monastery. The lighting is moody, the water reflects your movements, and the sound design is focused entirely on the clashing of steel.
It's also worth noting how these tales integrate with the Iki Island expansion. While the base game has seven main mythic tales, Iki Island adds more, like The Legend of Black Hand Riku. This one gives you the Sarugami Armor, which is arguably broken if you’re good at perfect parries. It changes the core mechanics of the game by disabling your regular parry but making your perfect parry a triple-hit counter. It’s a high-risk, high-reward style that keeps the combat feeling fresh even 50 hours in.
The Emotional Weight
The Mythic Tales often deal with tragedy. These aren't happy stories. They are stories of betrayal, obsession, and the weight of legacy. Tadayori was a hero who eventually became a hermit. The musicians often tell these stories with a hint of sadness. Jin, as a character, is often skeptical. He’s a samurai trained in logic and the code of Bushido. Seeing him slowly accept that these "myths" have power—whether literal or symbolic—is a huge part of his character arc. He realizes that the people of Tsushima don't just need a soldier; they need a legend. They need the Mythic Tales to be true so they have something to believe in while their world is burning.
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Actionable Strategy for Your Playthrough
If you want to maximize your efficiency while exploring these legends, follow this path. It’ll save you a lot of backtracking and frustration.
Prioritize the Heavenly Strike early. As soon as you hit Act 1, find the musician south of Golden Temple. This move makes duels significantly easier because it can’t be blocked. If an enemy is about to hit you with a red-glint attack, you can often just Heavenly Strike them to interrupt their animation. It’s a life-saver.
Don't ignore Tadayori’s Armor. Even if you prefer melee, there are sections of the game where you have to defend a gate or a boat. This armor turns you into a machine gun with a bow. The "Concentration" perk (slowing down time) lasts forever with this set. It makes headshots trivial.
Get the Dance of Wrath before finishing Act 2. The difficulty spikes toward the end of the second act. Having a move that can instantly delete three enemies or deal massive damage to a boss is essential. You’ll find this quest in Yarikawa after the main siege mission there.
Prepare for the Cold. Before you head to Mount Jogaku for the Way of the Flame, make sure your Resolve is full. You might need to heal through the cold if you miss a campfire. Also, look up. The path isn't always forward; sometimes you need to use the grappling hook on specific ledges that aren't immediately obvious in the snowstorm.
The Sarugami Armor is for parry kings. If you struggle with timing, avoid the Iki Island mythic tale "The Legend of Black Hand Riku" until you’ve practiced. It removes your ability to do a standard block/parry. You either hit the perfect window or you take the full hit. It’s the ultimate "expert" gear.
Ghost of Tsushima is a rare game where the side content is just as polished as the main narrative. These tales provide the color and the grit that make the world feel lived-in. They turn Jin from a simple rebel into a folk hero. Next time you see those blue flowers, don't just ride past them. Stop. Listen to the music. Follow the trail. The rewards—both in terms of gear and story—are worth every second.