Spencer Goes Ultimate Ronin in Ghost of Tsushima: Archers, Prison Caravan, and Iki’s Eagle Poison

Summary

Spencer’s Ronin armor chaos turns into full-on Iki Island danger—Eagle Tribe hunters, poison ties to Cloud Forest, and Ghost of Iiki burial rites.

Alright, let’s run it back—because this stretch of Ghost of Tsushima was equal parts story momentum and “why is my game doing this to me” chaos. Spencer’s in Ronin armor trouble, Jin’s pushing through visions and guilt, and Iki Island is basically a trap with an Eagle Tribe bow on top.

Here’s how the whole arc unfolds, start to finish.

Spencer’s Ronin armor problems (and the “can’t call my horse” nightmare)

This run kicks off with Spencer struggling to even get comfortable in his Ronin look. We’re switching into different Ronin-style setups—trying to make it feel right, comparing the vibe of the wandering/lost Ronin look to other armor options.

But then it gets bigger than style.

The core issue that kept popping up was simple and infuriating: Spencer can’t call his horse. Not after attempting fast travel. Not even when it feels like he should be able to. Every time the mission flow demands that mount-and-go rhythm, the game just… doesn’t give him the horse.

So I’m stuck with the same problem over and over: you need the mission to progress, but you can’t access the basic tool the game expects you to have.

Combat restarts and the Sakai Clan setup (arrows go missing too)

Once we swing back into Sakai clan territory, the struggle continues—this time as “controls and combat aren’t cooperating.” It’s not one clean obstacle, either. It’s the whole stack:

  • Spencer can’t call the horse
  • combat feels off because basic stuff is getting lost (including arrows)
  • the flow breaks in a way that makes the fight feel unrecoverable

So here’s what I end up doing: the classic move. Just die and restart from the checkpoint. It sounds dumb, but it’s the quickest way to reset the state and stop fighting the game.

And after the restore/restart, we finally get to the point where we can actually move forward.

Jin tracks the missing Mongol archers (arrow wounds, footprints, a hidden house)

Once Jin takes over the momentum, the story gets sharper—because the mission becomes detective work with a blade.

You start with the idea that they’re searching for missing soldiers/archers. Then you investigate the evidence like it’s a trail you have to earn.

What you do next is basically follow what the archers left behind:

  • look at arrow wounds
  • notice arrowhead reuse
  • track footprints toward where they were going

And the big realization: they weren’t miles away—they were staying nearby.

At one point, the signs lead to a house, and it’s not subtle. You get the “they’ve been close” feeling from details like warm firewood and other stolen items.

The clue that really tightens the tension? There are stolen explosive barrels tied to the Mongol side of things. That means this isn’t just hiding—it’s hiding with intention.

So you keep it careful—heads down, stay quiet—because you’re not just looking for people. You’re trying to confirm where they are before the situation turns into a direct fight.

The Sakai/Yuna plan: ambush a Mongol prison caravan near Old Yarikawa

Then the story escalates hard.

Sakai recruits help—Yuna’s part of the plan—and the objective becomes clear: the Mongols have captured other raiders and are moving a prison caravan across Old Yarikawa toward a garrison.

The ambush strategy is fast, surgical, and brutal:

  • position for rooftop cover along the route
  • use stolen explosives
  • wait until the Mongols are close enough
  • strike quickly and keep pushing

There’s even that moment where Taka hesitates, and then the push is made: take fear and use it.

When the ambush starts, it’s not a “let’s scare them” situation. The fight escalates as leaders get dropped while the group advances, freeing prisoners as they go.

It’s one of those fights where you can feel the purpose behind every step—no wandering, no indecision. Just get in, break the convoy, and bring people out.

Retake Castle Shimura, sail to Iki, and find out Kagi survived

Next comes the big transition: retaking Castle Shimura and then sailing to Iki Island.

The voyage isn’t just travel—it’s where the game goes cinematic. You uncover something shipwreck-related and discover hidden areas, and it immediately turns into a search mission vibe for Kagi.

And then the relief hits.

Once you confirm Kagi survived—matching tracks in the sand to him—it’s like the tension finally breathes. After storms and Mongol conflict, knowing he’s alive matters more than you’d think.

But Iki doesn’t stay quiet for long.

Eagle Tribe hunters on Iki: Spencer takes point, Tenzo ties it to Cloud Forest poison

Iki Island is where everything clicks into place—because the Eagle Tribe threat doesn’t just feel present. It starts messing with people.

Spencer warns that the Eagle Tribe is hunting them and affecting people’s minds. And you feel it firsthand as Spencer coordinates and pushes forward into more danger.

There’s also this moment with a snake—Spencer survives, and a charging horse actually helps the situation in a very chaotic, messy way (the kind of “okay, game, thanks” survival you don’t forget).

They track footprints, get chased, and fight multiple attackers. Kag’s role matters here too—breaking through the group and helping Spencer regroup after brutal combat.

Then we hit the darker pivot: Cotton Khan is dead, and there’s a message about samurai joining the Mongol effort on Iki.

So now it’s not just Eagle Tribe hunters—it’s a layered conflict across the island.

Tenzo is the person who ties the threads together.

He connects the Iki situation back to the battle of Cloud Forest—rain, flash floods, and samurai/islanders swept away. And he links it to why a samurai would even be on Iki, tying that presence to an Eagle scouting party targeting Tsushima.

Also: poison.

Tenzo explains that poison affected him—someone made him drink it—while he was still holding a conversation. That’s the kind of creepy detail that makes the Eagle Tribe feel like more than just “new enemies.”

Fort Sakai escape after poison attack, plus Jin’s visions guiding his guilt

Before we fully settle into Iki’s Eagle aftermath, Jin’s still dealing with the Fort Sakai situation—poison and escape.

A character performs a death ritual—releasing a spirit—and asks Jin for help.

Jin explains he was poisoned by the Eagle Tribe leader and searches for a healer while checking his situation and gear.

There’s uncertainty about support: the island resents Clan Sakai, and other samurai haven’t been informed. So even if Jin wants allies, there’s friction.

Then the escape plan comes down to a practical route: move through Fort Sakai and get out via a ravine across the yard after discovering what happened at the fort.

And while all of that is going on, Jin is hit by visions—painful, guilt-driven reminders that something is wrong and that he’s not getting the help he needed.

A shaman-like voice frames it like a purpose: purge Jin’s guilt and defeat the raiders on Iki. The visions intensify with family memories and accusations that Jin tarnishes the Sakai name.

But there’s also a trap revealed—thieves and murderers destroyed their clan—pushing Jin toward escaping and seeking safety.

It’s a lot, and it’s heavy, but it’s also the reason Iki feels like a direct continuation of Jin’s emotional arc, not just a new map.

Ghost of Iki: survivors, driving the Eagle away, and burial rites with offerings

Once Jin reaches the survivors, the condition/impact he’s dealing with doesn’t fully go away immediately—but he decides not to let it stop him.

He learns:

  • the Mongols have been in the area only a few weeks
  • most raiders have been wiped out
  • his crew is among the last holdouts

Now the plan becomes both strategic and personal: fight back, drive the Eagle from Iki, and also find more survivors.

The conversation even shifts to Tenzo again, tying mounting nightmares and recurring visions back to the past.

Jin vows to prevent the Eagle tribe from destroying the island—and keeps moving.

Then we get the Ghost of Iki donation and burial rites moment.

Even while some stories about the Ghost might not be completely true, you still get the legend and what it means for the fight. The Ghost of Iiki is asking for donations, and the offerings are specific:

  • filtered sake
  • washed millet

Those are left at his camp northeast of where Kafura village used to stand.

And after learning about friends taken by Mongol forces, the group plans a proper burial—digging the grave and making sure the least they deserve is a proper send-off.

Quick wrap-up: glitches, prison caravans, Cloud Forest poison, and the “Ghost of Iiki” turn

So yeah—this stretch of the Iki arc is basically:

  • Spencer dealing with Ronin armor chaos and the “can’t call my horse” problem
  • combat/controls feeling broken enough to require restarts
  • Jin hunting missing Mongol archers through arrow wounds and footprints
  • an ambush on a Mongol prison caravan near Old Yarikawa using stolen explosives
  • Castle Shimura retaken, sailing to Iki, and Kagi surviving
  • Eagle Tribe hunters, poison ties to Cloud Forest, and Tenzo connecting the dots
  • Jin’s visions guiding guilt, betrayal, and the push toward avenging Iki’s raiders
  • survivors, the Ghost of Iiki donations, and burial rites

And if you’re stuck on any of the gameplay issues—especially the horse calling stuff—just remember what I did: don’t stubbornly force it. Restart/reset when you have to, then focus on what the story wants you to find and do next.